Oct 24, 2020
Flying Pengy - redhat
The following changes will be introduced in game during Halloween event (26 Oct - 2 Nov):

  • Three costumes are available: Cat Girl, Vamp Girl, and Bat Boy; in order to wear an event costume select one in the Main Menu by using buttons above penguin; the presence of DLC or items in inventory are NOT required;

  • Two boss levels are accessible by clicking "Happy Halloween" in the Main Menu;

  • Special Halloween badge is granted for defeating event bosses;

  • The screen turns dark red, but don't worry it will return to common light blue after Halloween is over;

Additional changes (permanent):

  • Added config option "stacking" that controls how game manages items in inventory, for more details on this check the guide "Game files and config parameters"

  • Now it's possible to exchange gold coins in the Main Menu: one coin for one random ball;
MiniMap Kingdom - huohuai


【MiniMap Kingdom】Update # 15




Update details:

2020/10/21 # 85

-warehouse:
* Added warehouses that can be used as storage points for various resources,
In addition to extending the work scope of the villagers and providing rest and supplies,
It can also increase the storage limit of resources.

-Added actual divine power level:
*Now there is a calculation value used to determine the king’s attack power,
Allow the late king to produce higher damage based on actual divine power.

-Move up, down, left and right keys:
*In addition to WASD, the movement of the up, down, left and right buttons has been added,
There is additional teaching.

-Operation UI below:
* Added new tips for divine power and summoning various buttons,
The scroll bar was restored and the button layout was adjusted.

-Summon flag prompt optimization:
*Now there is a better description.

-Town villagers also look for parks:
*Now townspeople like teachers, merchants, and priests will also look for parks.

-Back to the Home camera button to close the banner:
*Fixed an issue where the flag would remain displayed when using the home button,
Now both the file saving and initialization will close the enlarged flag.

-The upper left frame is closed by default:
*Fixed a small problem that defaults to open when blank.

-Remove daily invaders and increase the number of buildings:
*The map will now be based on enemy villages and towns on the map.
There will no longer be a large number of off-map enemies invading out of thin air.

-Speed ​​up terrain movement:
* Fixed various slow movement situations.


2020/10/21 # 86

-Defense building strengthening:
* Increased the amount of shots shot by the tower,
And damage to the musket tower and castle.

-Reduce the number of enemies:
*Fixed the issue of enemies spawning quickly on normal difficulty.


2020/10/22 # 87

-Try to fix the problem of unit collection and rotation in place:
*Optimized the search logic of the unit.

-Resource change back to single collection:
* Adjusted the balance of resources.

-Accelerate arrow speed:
* Arrows will now be shot more neatly.

-Increase the number of enemy buildings per day:
* Slightly increased the building efficiency of the enemy.


2020/10/24 # 88

-Population, happiness, energy UI:
*Now there are clearer markings,
And will automatically move up when opening the lower field.

-Pause can put the convening flag:
*Fixed an issue where placing the convening flag was invalid when suspended.

-The movement speed of the lens frame cancels the exponential square:
*Fixed the problem of moving too fast when the lens is large.

-Enemy large towns, main menu construction warehouse:
*Now various large cities and towns will also plan warehouses to expand the scope of collection.

-Increase the mining rate of workers:
* Reduced the chance of not being dug.

-Fixed various villager stepping problems in small resource points:
*Try to use the actual location at the bottom left of the plot to correct the problem.

2020/10/24 # 89

-Fixed the movement problem of the actual position at the bottom left of the plot:
*Now it will only determine the plot instead of actually going to the lower left corner,
Corrected the situation of collective displacement.

2020/10/24 # 90

-Change to magnification in the later stage of resource creation:
*Now as the level increases, the efficiency of creating resources will also increase.

-Shop owners do not require knowledge:
* Reduce the dilemma that resources cannot be balanced when there is a lack of knowledge and gold mines at the same time.

-Change the amount of divine power recovery back to hourly:
*Fixed the situation where the divine power only increased by half.


更新細節:

2020/10/21 # 85

-倉庫:
*新增了可以作為各種資源存放點的倉庫,
除了延伸村民的工作範圍和提供休息補給外,
也能增加資源的儲藏上限。

-新增實際神力等級:
*現在有了一個用來判定國王攻擊力的運算值,
讓後期國王也能根據實際的神力來產生更高的傷害。

-上下左右鍵移動:
*除了WASD外,新增了上下左右鍵的移動,
還有額外的教學。

-下方操作UI:
*新增補齊了神力跟召喚各種按鈕的小提示,
恢復了滾動條,調整了按鈕的布局。

-召集旗幟提示優化:
*現在有了比較好懂的描述。

-城鎮村民也尋找公園:
*現在老師、商人、教士這類的城鎮市民也會尋找公園了。

-回到Home鏡頭鍵關閉旗幟:
*修正了一個用回家鍵旗幟會留存顯示的問題,
現在存讀檔和初始化都會把被放大的旗幟給關閉。

-左上框框預設關閉:
*修正了一個空白時預設開啟的小問題。

-移除每天入侵者、增加建築數:
*現在地圖將以地圖上的敵人村鎮建築為主,
不會再出現大量的地圖外敵人憑空入侵了。

-加快地形移動速度:
*修正了各種緩慢的移動情況。


2020/10/21 # 86

-防禦建築加強:
*增加了箭塔射擊量、
以及火槍塔和城堡的傷害。

-減少敵人數量:
*修正了普通難度下敵人快速生成的問題。


2020/10/22 # 87

-嘗試修正單位採集原地打轉問題:
*對單位的搜尋邏輯進行了優化。

-資源改回單次採集:
*把資源的平衡給調整了回來。

-加速箭矢速度:
*現在箭矢會更俐落的射出了。

-增加敵人每天建築數:
*稍微增加了敵人的建築效率。


2020/10/24 # 88

-人口、幸福度、能量UI:
*現在有了更清楚的標示,
並會在開啟下方欄位時自動往上移動。

-暫停可以放召集旗幟:
*修正了暫停時放置召集旗幟無效的問題。

-鏡頭邊框移動速度取消指數平方:
*修正了大鏡頭時移動太快的問題。

-敵人大型城鎮、主選單建設倉庫:
*現在各種大型城鎮也會規畫倉庫來擴張採集範圍了。

-增加工人挖砂出礦率:
*減少了沒挖到的機率。

-修復小資源點各種村民原地踏步問題:
*嘗試使用地塊左下實際位置修正問題。

2020/10/24 # 89

-修正地塊左下實際位置的移動問題:
*現在它只會判定地塊而不是實際走到左下角,
修正了集體位移的情況。

2020/10/24 # 90

-創造資源後期改為倍率:
*現在隨著等級增加,創造資源的效率也會提高。

-商店主不強制要求知識:
*減少同時缺少知識和金礦時資源無法平衡的窘境。

-神力恢復量改回每小時:
*修正了神力只增加一半的情況。

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豁懷 Huohuai
https://steamcommunity.com/id/huohuai
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Devblog:
https://huohuai.blogspot.com
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Discord:
https://discordapp.com/invite/NmGQ88p
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Steam Group:
https://steamcommunity.com/groups/huohuai
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I will keep the development progress.
我會繼續保持開發進度。
(っ´ω`c)
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Release: 2020/10/25
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Monstermonger - George Gilbert
We are delighted to announce the first major update to Monstermonger. "Rare" monsters have been sighted in the Realms of Dragoris!

Rare monsters can be sold to dungeon keepers for more gold than usual, and introduce more complex tactical decision making in the mid-game phase of play. We've also added a new tactical menu giving an overview of what sorts of monsters might be lurking in the shadows and allows you to better plan your long term strategy for capturing them right from the start of the game.

Full change list is as below:
  • Added rare monsters
  • Added tactical menu showing summary of remaining monsters
  • Fixed tweening of monsters when taming/selling them
  • Fixed random number generator often giving low values
  • Updated Tutorial 4 to explain rare monsters
  • Updated Tutorial 3 to explain tactical summary menu
  • Updated Tutorial 2 to make it harder to end in a draw
  • Updated Tutorials to handle draws better
  • Updated AI to take account of rare monsters
  • Updated AI to take account of tactical summary data
  • Updated UI to highlight when you can capture monsters
  • Updated UI to highlight when you cannot recruit villagers
  • Updated UI to better display larger amounts of gold
  • Updated UI to better display larger changes in XP
  • Updated XP curve to better handle larger amounts of gold
  • Updated menu text to make the level ordering clearer
  • Updated online multiplayer matching algorithm
  • Updated online multiplayer timeouts
  • Updated the Expert AI speed to allow you to see its moves

As always, your feedback is really appreciated. Please drop by the discussion forums as it would be great to chat with you more about what you'd like to see in future updates. What kinds of challenges would you like to see? What more tactical options would you like to have? Where would you like to see the game evolve and develop into what you would like it to be?

We look forward to hearing your ideas, and working with you to make your game the best it can possibly be.
Pumpkin Days - Pumpkin Days
It took us some time, but the next pumpkin patch is finally out!

PATCH NOTES

  • Babies and kids implemented in single-player mode (multiplayer needs more work)
  • Festivals set up in Diamond Falls
  • Ability to assign partners and roommates to specific plots
  • New festival items added as well as festival prizes
  • Fixed Npcs being unable to marry after breaking up
  • More polish and added extra things in the main map
  • Bug repellent added
  • Fixed more typos
  • Fixed and polished some models in the game world
  • Spoonie Island characters can be dated and married

Diamond Falls characters are not dateable yet!
Hopefully, the writing will be finished and proofread by next weekend! Sorry again for the wait.

PLEASE NOTE: Since this was a large new feature we anticipate bugs. Please let us know about any issues with this patch. We try to fix bugs within 24 hrs of them being reported. We'll be doing multiple hotfixes as well throughout the week as the bugs reports roll in. If you make videos of Pumpkin Days or stream it, I always recommend waiting 3 days after we put out a pumpkin patch to allow time to fix any critical game-breaking bugs.

CLOSE TO FINAL RELEASE!

We're gearing up for coming out of early access. Possibly in November, but also possibly in December because our team needs time off for the Thanksgiving holiday.

The main last-minute additions to the game.

  • Add goats
  • Add dogs and cat as pets
  • Diamond Falls characters are fully dateable
  • Multiplayer bug fixes
  • Fixing navigation with the mouse and keyboard.



VOLUNTEER TESTERS APPRECIATED

I'll make an announcement again next month, but in our Pumpkin Discord Server, you can assign yourself a tester role no need to ask us to be a tester, just jump right into the community and contribute if you want. Shoutout to members on the Pumpkin Discord Server who have been reporting bugs and recommending suggestions since we launched in early access last year. You guys are amazing and the game would not have been improved to the degree it has been without your help. This also goes for players who make reports on the steam discussions thank you for alerting us to any issues.


Thank you again for your support. I hope everyone enjoys playing Pumpkin Days@
Factory Town - Erik Asmussen
Trading Posts

These are new buildings that spawn in unpurchased territory. They always offer 3 randomly assigned trades that are very advantageous. However, they are classified as NPC buildings so you can not move them around - you have to bring goods to them! By default, 8 of them spawn on a map but you can change this value in the 'edit map' section when creating a new game.

You can build them and change their recipes in creative mode. You can also add new trading post recipes in the Game Rules Editor. Any recipes assigned while editing the map will be fixed in place during non-creative playthroughs, opening up some interesting possibilities for custom map scenarios.

Campaign Map 4

After a long delay, Campaign Map 4 is now available. I wanted to make this one pretty unique, so it needed some additional features to be built before I could finish it.

The setting is one large main island, with a different trading post on each of the 4 major shorelines. There is an abandoned railway running through a desert region. Perhaps it was once used to move goods across the island?

To win the scenario you will need to generate Elixirs and other goods that can only be acquired from the Trading Posts. So you must establish some trading routes and probably make use of Freight Rail cars to deliver large quantities of items for trade.

Other Feature Additions & Changes
  • Added new Create Game property: Trade Recipes. This is a list of recipes that the Trading Posts will choose from on map creation. New trade recipes can be added here. Any of these recipes can be assigned to the trading post in Creative mode.
  • New option when customizing new random map: Trading Posts, which let you choose how many trading posts should spawn
  • Rail Cars now default to including top-level Train filter in its logic, but the rail car can specify whether the Train filter should be active or not. This also fixes a bug where a fixed-filter rail car (like Hopper) would ignore train filters for specific goods due to its built-in Loose Bulk filter always taking precedence.
  • ‘Packed only’ and ‘Unpacked only’ filter restrictions can now be specified for item categories like ‘Gourmet’
  • Recipes with inputs that are not produced in map (based on custom rules) are no longer automatically removed, as they may be produced by Trading Posts
  • Replaced NPC building particle effects (when they appear on a newly purchased terrain chunk) with an exclamation point icon that disappears when you select the building
  • Updated ‘Rail’ tutorial map to include Freight Cars
  • Alert icons are hidden during Campaign intro cutscenes

Balance Changes
  • Freight Cars are now dependent on Steam Locomotive research, not Steam Engine research
  • Removed Red Coin cost from Farm Herbs recipe
  • Campaign 2 starts player with General Store and a worker delivering Planks so they get an example of how Red Coins are produced. Also flattened out some terrain near starting area and disabled several Kitchen recipes which were impossible to produce or consume.

Bug Fixes
  • Fixed bug: Steam Connectors over Water Pumps could be assigned “Water” filter if an outlet pipe built from them in the same session they were created. Similar bug with Water Connectors and the Steam Generator.
  • Fixed bug: Custom recipes defaulted with Enabled property set to Off
  • Fixed bug: In creative mode, some objects were not appearing in build menus if they had been disabled by active rule set or if map launched with creative mode off
  • Fixed bug: When moving rail cars and re-attaching them to existing train, would create a bad train link that could cause errors when highlighting or deleting that train car in the future. Any bad links currently in games are automatically fixed during game load.
  • Fixed bug: Transfers to or from Rail Cars were being accidentally limited during train station stops. New behavior is that an unlimited number of items can be transferred to a single Rail Car per transfer attempt.
  • Fixed bug: Non-physical items like ‘Steam’, ‘Fuel’, ‘Knowledge’, etc would appear as pick-up options for workers, and would be transferred by ‘Deliver All’ commands
  • Fixed missing localization on ‘PlayerActionCloseTopMenu’
  • Fixed bug: placing structures would immediately show 'occupied' error after successful placement, instead of waiting for cursor to move
  • Fixed bug: when placing Farm Tiles over crops the crop icon would obscure placement position
  • Fixed bug: ALT key activation of ‘remove block’ tool would prevent correct hotbar assignments to top row
  • Fixed bug: Context commands menu would be displayed when backing out to the main menu
  • Fixed bug: Item filters specifying categories like ‘Gourmet’ would ignore packaged versions of items matching that category.
  • Fixed bug: attaching a new rail cart wouldn’t immediately apply the relevant top-level train filter

Hotfix .171k:

- Fixed missing recipes for basic medicine items in Campaign Map 4 (bandage, remedy, fish oil, protein shake). Also disabled Mana Brick, sellable books, and Specialty Goods Store. Retroactively affects campaign maps already in progress
- Removed sellable books from Campaign Map 3
- Fixed hotbar items loading with incorrect locked display state

Beast Master - Open World Interactive
Beast Master will have a building system where players will able to build towns and villages. One of the features will allow players to build marketplaces. Each marketplace will require to finish a certain type of quest. These markets will sell and buy goods like armors, weapons, potions and other general crafting items.

We will post more detailed information about village building and how the system will work. We want Beast Master allow players to build little towns, villages and large cities.

Thanks for watching and reading. We will be looking forward to hear feedback and ideas from everyone.

Beast Master - Dev Update 13 - Video
WARMA - Мистер Ди
Fixed bugs:
1. Auto Sounds.
2. Stickers.
3. Miscalculations of physics.

We remind you that to get to the alpha test, you need to select beta versions> alpha test in the tab.
The world map is temporary, downloaded from the hosting to your computer in the cache memory.
Radioactive - Cornutopia
Happy Birthday to Flatspace II
15 years ago the world looked at you
And across the Flat Space you flew
Happy Birthday to you!

Today marks exactly 15-years since Flatspace II was released and for this magical 24-hours there is a special 50% off sale for all Flatspace things on Steam: FlatspaceIIk, all of the music packs, and both Flatspace Soundtrack albums. Offer ends in... under 16 hours and counting.

https://store.steampowered.com/app/585430/Flatspace_IIk/
Future Pool - Cornutopia
Happy Birthday to Flatspace II
15 years ago the world looked at you
And across the Flat Space you flew
Happy Birthday to you!

Today marks exactly 15-years since Flatspace II was released and for this magical 24-hours there is a special 50% off sale for all Flatspace things on Steam: FlatspaceIIk, all of the music packs, and both Flatspace Soundtrack albums. Offer ends in... under 16 hours and counting.

https://store.steampowered.com/app/585430/Flatspace_IIk/
Flatspace IIk - Cornutopia
Happy Birthday to Flatspace II
15 years ago the world looked at you
And across the Flat Space you flew
Happy Birthday to you!

Today marks exactly 15-years since Flatspace II was released and for this magical 24-hours there is a special 50% off sale for all Flatspace things on Steam: FlatspaceIIk, all of the music packs, and both Flatspace Soundtrack albums. Offer ends in... under 16 hours and counting.

https://store.steampowered.com/app/585430/Flatspace_IIk/
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