Sea of Thieves: 2025 Edition - MrJordanAP
Millions of treasures taken. Scores of skeletons smashed. More bunches of bananas cronched than we can possibly count – it’s been a wild ride across the waves in the 1000 days since Sea of Thieves hit shelves and storefronts for players around the world to enjoy! Here’s a small selection of the many and varied ways in which pirates have spent their time upon the seas:



Naturally, we weren’t about to let such a marauder’s milestone pass without using it as an excuse for a good time and a few giveaways. Let’s begin with the game itself: as Sea of Thieves’ 1000th day falls on December 14th 2020, any players who log in and play between December 13th and December 16th (10:00 UTC) will receive a commemorative 1000 Days Eyepatch emblazoned with a red Roman numeral ‘M’. (Who says pirates have no appreciation for history?) And players who’ve been with us from the beginning will receive a very distinguished golden ‘M’ edition eyepatch, to thank them for being loyal looters since the start.

The red eyepatch will be delivered to players within 72 hours of logging in, while the golden version will arrive next week after the window has closed and eligible pirates have been identified!



And that’s not all we have to announce… you asked, we listened, and the Sea of Thieves: Athena’s Fortune novel is getting its very own audio book treatment! Read by accomplished actor Toby Stephens (Black Sails, Lost in Space) and making full use of music and effects taken from the game, Athena’s Fortune chronicles the intertwined origins of the infamous Pirate Lord and Bilge Rat leader Larinna, who’s recently become well-known to players by taking up her in-game post outside the tavern.

We know a lot of fans old and new have been requesting a spoken rendition of this Tallest of Tales, so it’s a great pleasure for us to announce the enhanced, unabridged Athena’s Fortune adaptation on our 1000-day milestone. It’ll be available to stream and download early next year, free of charge on selected services. Until then, you can feast your eyes upon a sample of the audio book’s snazzy cover artwork, created by artist Iolanda Zanfardino, at the top of this post.

Speaking of Athena’s Fortune, that legendary Galleon’s golden nameplate is one of many new treasures now available to pre-order from the Rare Store – an ideal way to transform any home into your very own Tavern of Legends and stay safe and warm during the winter months!



We’ve also added a trove of new games and puzzles to keep you entertained, including official Sea of Thieves Top Trumps, an ocean battle jigsaw and the very exciting Sea of Thieves X Monopoly Limited Edition, which sees the classic game lovingly wrapped up in familiar Sea of Thieves locations and adventures.

Last but certainly not least, should you fancy refreshing your recollections of the game to date (or if you’re a newer player who’d like a crash course on all that’s gone before), look no further. We’ve prepared a trip down memory lane with a 1000 Days video celebrating the adventures added to keep the pirate life exciting over the weeks, months and years since launch!


It’s been an unforgettable time watching the game expand and evolve since its 2018 debut. On behalf of the whole team we’d like to say thanks to everyone who’s sailed together with us for either part or all of the journey, living their pirate life as a seasoned adventurer, party pirate or battle-scarred Reaper, and we can’t wait to share more about what’s ahead in the new year. The best, as they say, is yet to come.

Until then, don’t forget to examine your very own Story So Far to see how you contributed to Sea of Thieves’ numbers in 2020! We hope you all enjoy a merry Festival of Giving as you continue your pirate odyssey (remembering to collect your 1000 Days Eyepatch along the way, of course) and, until next year, we’ll see you on the seas!

New to Sea of Thieves? Find out about the latest free content updates on our What’s New page and pick up some tips from our Pirate Academy, which provides invaluable information on topics ranging from sailing to swordplay as you prepare for your maiden voyage. Learn more about Sea of Thieves at https://www.xbox.com/seaofthieves, or join the ongoing adventure at https://www.seaofthieves.com/ where you can embark on an epic journey with one of gaming’s most welcoming communities!
Dec 14, 2020
Atmocity - Dispersing Minds
Hello,

A new version of the game is now live!

0.45
- Roundabouts (mini, small and large) added.
- New decorations added.
- Added control for resetting out of bounds camera when autosaving, saving and loading a city.
- Further work on ground textures done. Most of it is now complete.
- Decoration with warning stripes added.
- Hotels density 3 4x4 added.
- Adjusted entertainment and culture calculations.
- Theme specific reflection probes added. No more blue sky reflections despite red sky.
- Monorail stations and vactrain station that have no connections to other stations no longer produce public transport and density area effects.
- Moved monorail-train deregistration to occur directly when monorail tracks have been registered as changed to avoid ghost trains staying around.
- Blizzard and heatwave disasters don't randomly occur in retro mode Ruined earth and snow earth.
- Fixed LOD and shadow casters for dirty 3x3 industry. Also fixed import settings on some of the meshes so they are smoothed properly.
- Fixed shadow casters being glitched on a handful of 2x2 residential buildings.
- Fixed upgrade icon getting stuck in building info.
- Fixed cost multiplier not reseting after placing roads.
- Fixed missing destruction hologram on 2x2 density three commercial buildings.
- Fixed missing hologram for decoration bridges.



Texture work is now pretty much completed for the ground textures. Pretty much all seams between stuff like concrete, grass and pathways are fixed.



Roundabouts have been added. Sizes 3x3, 5x5 and 7x7 are currently available. Additional variants will be added later on.
Culture and entertainment area effect calculations have been tweaked to make them a bit easier to max out. This will help hotel growth as well as higher density residential growth.



Monorail and vactrain stations no longer produce area effects if they are not connected to other stations. Makes sense as why would you go to a station if you can't travel anywhere?



Some new decorations have been added. A type of stair/warf type decoration that has been hinted before. I wanted to add some sort of automation so that pieces figure themselves out when being placed, but there were some combinations that ended up being impossible to automate as they could go several different ways, so I ended up opting for manual placement.



There's been a lot of work put into underlying UI code in preparation for an overhaul. First thing that will change is allowing specific buildings to be favorited as well as being able to cycle through construction options using mouse wheel. That'll be in the next version!
Dec 14, 2020
Slasher's Keep - Damian
This build will also upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged.

1.08

  • Fixed a bug that could have led to wall boxes showing up in hidden climbing shafts in dungeon type 2.

  • Fixed an issue that could have led to triggerable platforming boards blocking other boards below once triggered.

  • Fixed an issue with wall objects getting placed inside of curved walls.

  • Fixed an issue with keys not dropping from enemies who should be carrying them after loading a savegame.

  • Fixed an issue with objects not appearing in corridors when they should have (not all that relevant for gameplay).

  • The Mastersmith skill should correctly apply its damage bonus now.

  • Fixed a bug that could have caused a character's inventory to go missing when generating a new floor for an outdated savegame.
    (There is a failsafe for rare world generation errors which did not take into account having to load in the inventory afterwards, which can only become a problem in this specific case. I apologize again for previously lost items.)

  • Character unlocks should work more reliably now.

  • There should be no more chairs or pots inside wardrobes in dungeon type 3.

  • Fixed a bug that could have caused chandeliers to be floating in the air at upper entrances in library type rooms without an upper level.

  • Fixed an issue that prevented large pits from being placed where they should be. This was caused by an overcorrection in a previous patch and may have resulted in empty rooms.

  • Cave type rooms should no longer have enemies spawning in unreachable places.

  • Large rocks should no longer be placed on cave tiles where they could make them unpassable for the player.

  • Also, there should be more wall objects in cave type rooms now such as spikes and decorative stuff.

  • Rooms with little platforms which are not reachable via little stairs should now have those platforms be free of handrails in the appropriate direction, so that they may always be reached by jumping from the other little platform across the way.

  • Fixed an issue that could have led to raised corridors with stairs missing in floors with a hidden climbing room above that corridor.

  • Fixed a bug that could cause you to remain slowed after dying in a tar puddle.

  • You should no longer be able to click buttons on the menu while the "are you sure?" prompt is active.

  • The sasquatch paw and jade monkey should now be usable when playing with a gamepad.

  • The final boss should now get placed back inside the room if locked out. I thought about leaving this exploit in as a legitimate method, but I decided it was a tad too daft even for this game, especially with the ability to hit her through the closed door.

  • Darkened the green, blue and orange texts on descriptions for common quality items for readability.

  • Added different button image to the load game screen for savegames with veteran characters that you are able to start a new campaign with.

  • Added item image for 1 longsword, and replaced one for a crossguard.

  • Added a cheat code for rerolling a character's current dungeon floor.
    To use it open the in-game menu, hit F7 and type "reroll" (without "").
    You may now exit to main menu and reload your character from there. You should get a new current dungeon floor.
    As you might have guessed, this cheat is for unbeatable floors, which should be quite rare by now. Bear in mind that you may just not have found the way out yet. Use at your own discretion.

Summary of cheat codes:
  • gibkey
    Spawns a silver key.

  • freeme
    Spawns the golden key.

  • sesame
    Opens the secret entrance if present.

  • reroll
    Marks the current character for a dungeon floor reroll. Exit to main menu and re-load from there to get a new dungeon floor.

Again, to use them: Open the in-game pause menu, hit F7, type the word.
Train Valley 2 - glyinderwust

Hello friends! Once again, Choo-Choo Weekly has brought you a list of the best levels of the week. In this issue:

Excess plastic and difficult path to electricity.
https://steamcommunity.com/sharedfiles/filedetails/?id=2312877883

Try to deliver trains with workers simultaneously with crazy flows of raw materials.
https://steamcommunity.com/sharedfiles/filedetails/?id=2320129814

A bizarre mix of resource and passenger flows on narrow mountain trails.
https://steamcommunity.com/sharedfiles/filedetails/?id=2318982097

Incredibly beautiful map with a minimum of resources and colored trains.
https://steamcommunity.com/sharedfiles/filedetails/?id=2319729546

Mr. Dudley's signature 40-minute map with many hyperloops.
https://steamcommunity.com/sharedfiles/filedetails/?id=2311907841

Play tic-tac-toe inside Train Valley 2? Easy! You will need a lot of tunnels.
https://steamcommunity.com/sharedfiles/filedetails/?id=2314249951

Crazy trails with customs, toll stations and colored trains.
https://steamcommunity.com/sharedfiles/filedetails/?id=2311833786

This week’s winner. There are a lot of cities and requirements, multilevel routes. A €10 Steam gift card goes to @LittleBear!
https://steamcommunity.com/sharedfiles/filedetails/?id=2315665532

It was a quick presentation of eight great levels. Now it's time to get ready for another extra Let’s play together challenge. See you friends!


----

ːtvhookː Train Valley 2 Discord Server.

ːtv2computerː Our Twitter.
After the Collapse - Anarkis Gaming
After The Collapse 0.8.0 has just been released!

This first 0.8.x release is not as large in scope as my previous major releases. The main goals here were to make the game more friendly to newcomers, give more options to experienced players who want a challenge, while fixing many issues and doing the necessary internal groundwork for the next set of massive changes planned for it.

Before we start. I want to announce that I will be taking a break until early January. Beside the holiday season, I have important family matters to deal with and I also personally need to get some time off the game. I will still be around on our Discord channel, and will publish the usual hot-fixes if need be, just not at the pace you're used to.

Anyway, let's get to the update.

Scenarios, Events and Difficulty Settings



This is the core component of this new update. The new game menu has been reorganized through several start scenarios. Each scenario can be customized and difficulty can be tweaked to satisfy anyone from a total beginner to expert players.



Food and water consumption can be tweaked, alongside dozen of other aspects of the game. One of which is the "Rare Water" toggle. This one dramatically changes the way water is handled in game. If this setting is selected, water wells must be placed next to a water source and must be placed at least 8 tiles apart from each other. It's also tagging purified water as a "rare" item, making it much less likely to appear while looting or trading. This, coupled with various other settings, like Lethal Sickness and high Pandemonium infection rates can make this game extremely difficult.

Of course, all of this is entirely optional.

Additionally, the distribution of "random" events (raids, traders, and so on) and frequency can be tweaked from this same menu.



Most scenarios allow you to preview and reroll your starting survivors to further tailor your experience.



The world map menu used to select your starting position in some scenarios is also a lot more user friendly and informative. It quickly explains what you can expect from a location, the reason why you can or cannot settle somewhere, and so on.

Notable Additions and Balance Changes

Gas masks who were until now situational and overpriced items now protect against most illnesses and against the dreaded acid rains' effects.

Two new mobs have appeared in the city. The Fire Crab and the Explosive Shambler. While both can, very rarely, appear in standard event difficulty, they are more common with difficult events selected. The fire crab is relatively tanky and will hurl fireball at anyone hostile. The explosive shambler will explode on contact AND on death causing a short range but deadly chemical explosion.

Water is a more prominent features, you'll find small lakes dotting the surface and the underground caverns on a regular basis.

If you decide to start the game underground, you'll notice that the game will no longer trigger recruitment, raids and trading events until you've breached the surface. This was a common issue I finally addressed. Creatures will still occasionally appear on the surface map, though.

New events and traders will appear on your map. Notably, the exotic pet trader, who can start appearing after you've discovered the Animal Care technology and who will sell you those rare and valuable eggs so you can build your own army of mutated animals.

A new "Mature Content" checkbox is available in the gameplay settings menu. If unchecked, cannibalism, most blood effects, and prisoner traders will be removed from the game (it is still possible to take prisoners, just not to trade or eat them). This setting is best changed before starting a new game.

Graphics



The water is now animated and, much, much, much nicer to look at. In the same spirit, wheat, tomato and mushroom farms got a much needed facelift with plants actually looking like what they are supposed to represent.

User Interface



The most notable changes regarding the UI, outside of minor tweaks, are two important additions to the Combat UI. You can now order your survivors to go fetch more ammunition, either through a keyboard shortcut or through the new button in the bottom menu.

Additionally, it is now possible to add/remove individual survivors to your combat group without having to reset combat mode completely though the Recruit/Release button in their individual menu.



Furniture now have their own menu which allow you to move and rotate said item without having to raze and rebuild it. Same goes for power relays.

Engine & Fixes

I went through a lot of old code and either rewrote or improved it, fixing bugs, improving performances and reliability. It's a very slow and tedious process which has very little directly visible benefit to the end user. But it's work that needed to be done nonetheless if I want to continue improving it. At least It led to a lot of fixes for both reported bugs and unreported bugs.

Oh and I've added support for the Cyrillic charset, which should open the door to the game being translated to new languages through modding.

Mod and Savegame Compatibility

This version is NOT compatible with save-games from previous versions. You can roll back and finish your game by going in AtC steam properties, beta tab, and select the 0.7.7 version.

All mods I am aware of should work in 0.8 without any issue. Mods for which it could have been a problem have already been updated.

Author's Notes

I hope you will enjoy this version, while it's not as large as I wanted it to be, I've done my best to provide most needed improvements. After taking my break, we'll resume our usual schedule and start working on the next content updates.

Full Changelog

  • Balance: New and reorganized difficulty settings (there are a LOT more of them)
  • Balance: Greater ability to customize event distribution and frequency
  • Balance: Gas masks now protect from the negative effects of acid rains (both light & heavy) and most illnesses
  • Balance: When starting underground, most surface events (raids, traders, recruits) won't fire until you build your first staircase
  • Balance: Traders should, on average, have a larger selection of goods
  • Content: New and reorganized game scenarios
  • Content: Updated Halloween DLC to work with the new scenario system
  • Content: New and difficult "The Plague" scenario
  • Content: New "Really Bad Day" scenario (unfair solo survivor start, inspired by CDDA)
  • Content: Player faction flag can be customized
  • Content: Ability to start as a standard faction or as cannibals (more options coming)
  • Content: Ability to customize your starting survivors and add as many as you want
  • Content: New rare special traders (ammo trader, egg/pet trader after Animal Care tech)
  • Content: New and altered raid events
  • Content: Added ability to toggle "Mature Content" in the gameplay settings. Makes the game more kid-friendly by disabling blood effects, cannibalism, prisoner traders, human meat and so on...
  • Content: Furniture and power relays can be moved easily (thanks to a new button in their menu) without having to deconstruct and reconstruct them again.
  • Content: New Fire Crabs variant. Yes, they are basically a tanky flamethrower. Dangerous, but great as defensive pets if you manage to get some eggs
  • Content: New Explosive shambler variant. Will explode on contact and death, causing massive but localized AoE damage
  • Content: Added achievement for reaching day 60 in Last Stand (Steam only)
  • Content: Added achievement for reaching 30 survivors in The Plague (Steam only)
  • Content: The job template settings are now applied to prisoners too
  • Engine: Technical debt payment (fixed/improved/removed a lot of crappy old code)
  • Engine: The code in general should be more "secure" (crash preventing) and a tad faster (i have no idea if it's noticeable to the end user or not)
  • Engine: Replaced the white screen of death during game loading by the console (showing that there's some progress being done)
  • Engine: Added support for Cyrillic character set (opening the door for more translation mods)
  • Graphics: Water is way prettier and properly animated
  • Graphics: New sprites for wheat, tomato and mushroom farms
  • Graphics: Minor tweaks and improvements
  • ProcGen: New garage building added to map generation
  • ProcGen: All surface maps and caverns can now contain lakes, also added a lake quantity setting to custom map generation menus
  • ProcGen: In the Military Base map, the main building is more organic but also more difficult to clear
  • ProcGen: It's possible to settle in city center, commercial districts and suburbs (no special map feature for now)
  • UI: Completely reworked the "New Game" menu to manage all the new options
  • UI: Reworked the Game Settings menu (larger menu, more tooltips, clarified obscure settings)
  • UI: Added Encyclopedia button to the main menu
  • UI: Overhauled the "select spawn location on city map" menu to give more helpful information (and made it better looking)
  • UI: Refreshed the Recruitment panel (fixing alignment problems, added colors)
  • UI: Added button/shortcut to order survivors to go fetch more ammunition (if needed) in combat mode
  • UI: Individual settlers can be added/removed to/from combat mode on the fly using their info panel
  • UI: Added menu when clicking on furniture (chair, beds, tables..) with the ability to move the item somewhere else.
  • Modding: Replaced event handlers by scenario files with extensive gameplay and difficulty customization settings
  • Modding: Added "Mature" to events, items and traits' tags. Also added to recipes (as a true/false flag). Mature tagged items will not be applied/run if the user unchecked "mature content"
  • Modding: CattleAI is permanently deprecated
  • Modding: Older turret component versions are permanently deprecated
  • Modding: If only some of a mod's textures are compiled, the game could fail to load those which are not. This is fixed.
  • Modding: Added WaterNoiseColor to terrain files (colorize the water plane if any. default blue-ish.)
  • Modding: Thanks to the new "furniture" menu, things like chair, beds (and so on) can now be upgraded like other clutter
  • Modding: Added "mod_examples" folder, containing a documented example to write your own translation for the game
  • Modding: Added DeathShot to weapon files. Assuming the weapon is AoE, it will trigger a shot when the owner dies, shooting at itself. Useful for mines and such.
  • Modding: Moar LUA hooks into the game: (Game.Time, Game.Paused, Tile.HasRoof, Tile.RoofStatus, ERoofStatus, and several UI components) (by Alex)
  • Modding: Trade events can now have a list of preselected items (see trade_special_* events)
  • Fixed: Survivors would occasionally ignore likes & dislikes when calculation their opinion of each other
  • Fixed: The raid from "exiled" survivors couldn't trigger
  • Fixed: Power generators were supposed to automatically make their job prioritary when near empty but weren't
  • Fixed: The game wouldn't take the male/female ratio into account for the species which use this parameter
  • Fixed: Mods couldn't override leader portraits and other textures (trait -> replace body part for instance)
  • Fixed: If both "tech is unlocked" and "query is sent about player technologies" happen in the same frame, it could potentially lead to a crash
  • Fixed: Rare crash related to minimap being updated by 2 threads at the same time
  • Fixed: Potential crash on world map
  • Fixed: In the new game menu, when customizing equipment, it was possible to crash the game by entering something else than a number in the quantity field
  • Fixed: Right clicking items in the 'expedition result' panel wouldn't open the associated info panel
  • Fixed: Several more internal issues way too obscure to go over
  • Fixed: Fixed a bunch of typos in trait descriptions
  • Fixed: Some more missing french localization strings (laws and traits especially)
  • Fixed: When editing settings for a custom map, changing map architecture would not update settings properly
  • Fixed: Clearing up an abomination nest from the map could lead to a crash when looking at the world map
  • Fixed: Pausing game would remove clouds and fog from the map
  • Fixed: The game wouldn't indicate you can't build over water (or other impassible tile) properly
  • Fixed: The game would allow you to place walls directly over water
  • Fixed: Monster spawner/nests could accidentally be hidden below mountains during map generation, causing animals to spawn around the mountain.
  • Fixed: Issue preventing translation mods from translating the User Interface
  • Fixed: In some cavern maps, it was possible for the bunker to "infect" the cavern, causing razed cavern walls to uncover metal walls instead of more cavern ones
  • Fixed: Rare bug in underworld map generation which could lead a bunker to contain cavern walls and features
  • Fixed: Mines would only explode on contact, not when being shot
Dec 14, 2020
Fault: Elder Orb - Ryan Red
Project Gearhead is at 100% power!

We will be pushing patch 0.10.0 containing Gadget along with some bug fixes and balance at 6 pm EST today.


Content

Heroes


Gadget is now available to all Season 0 Pass holders!

Gadget is our first artillery mage in Fault and is designed for long range bombardment and harassment. Both of her main damage abilities (Q and RMB) have extended ranges versus typical mage abilities, and her passive is designed to allow her to more frequently bombard her enemies with spells if she is accurate with her abilities. Her E ability is her only form of self-aid and is crucial to her safety, as she is quite vulnerable due to having some of the lowest base health and base movement speed of all mages. Being accurate with her abilities and having good map awareness and positioning will be key for success on Gadget.
Skins


Gadget Atlantis Warrior (Season Pass 0 Exclusive)


Gadget Shellshock


Gadget Ugly Sweater


Gadget Guerrilla


Avatars


Gadget Toon

Bug Fixes

General
  • Fixed an issue causing short descriptions for abilities to not show the proper damage amount.
  • Fixed an issue causing the server to crash when wards were placed in quick succession.

Jungle

Blue Buff
  • Fixed an issue causing Blue Buff to not do damage if the target was above it.
Red Buff
  • Fixed an issue causing Red Buff to die instantly when spawning.

Items


Scrying Stone
  • Fixed an issue causing Scrying Stone to activate multiple times for one ability.


Heroes


Countess
Feast (R):
  • Fixed an issue causing Feast to cancel when used on Warlock’s Aegis.


Dekker
Ion Bomb (Q):
  • Fixed an issue causing Ion Bomb to explode twice.


Gideon
Void Breach (RMB):
  • Fixed an issue causing Void Breach to deal double damage when colliding with Steels Force Shield.
Cosmic Rift (Q)
  • Fixed an issue causing Cosmic Rift to not deal damage when overlapping with Steels Force Shield.


Grux
Seismic Pull (Q):
  • Fixed an issue causing Grux to move while channeling Seismic Pull.


Balance


General

Currently, movement speed slows stack on top of each other. To stop any issues from arising with the release of Gadget and to limit how impactful stacking slows can be, we went ahead and added a minimum movement speed of 200 to all players. In the future we want to change slows to not stack up as they are currently, but this should help them from being as oppressive as they have been in the past.
Added Minimum Movement Speed of 200 units for all Heroes.


Items


Boots of Haste

Giving Boots of Haste a slight buff to keep it inline with its counterparts. Mana should also help supports lacking mana itemization options compared to normal mage items.

  • Added 200 Mana


Matter Limiter
  • Additional Abilities landed now refresh the duration of the Slow instead of applying a new Slow.


Stone of Sustenance
  • Remove Mana and Health.
  • Decreased Health Regeneration from 1.6 to 0.5.
  • Decreased Mana Regeneration from 2 to 1.25.
  • Gold Cost Reduced from 500 to 350.


Titan’s Bow
  • Quest Maximum Stacks Reduced from 15 to 10.


Titan’s Spellbook
  • Quest Maximum Stacks Reduced from 15 to 10.

Aspects

Rook
  • Added Maximum Stack Amount of 10.


Heroes



Lt Belica
  • Attack speed scaling reduced from 67 to 59%.



Countess
  • Attack speed scaling reduced from 72 to 64%.
Feast (R)
  • Base Damage Increased from 160/240/320 to 180/300/420.



Dekker
  • Attack speed scaling reduced from 65 to 55%
Ion Bot (E):
  • Energy power scaling reduced from 70 to 50%.



Gideon
  • Base Health Decreased from 550 to 520.
  • Health per Level Decreased from 92 to 88.
  • Attack speed scaling reduced from 67 to 58%.



Greystone
  • Attack speed scaling reduced from 73 to 69%.


Khaimera
  • Attack speed scaling reduced from 72 to 67%.


Kallari
  • Attack speed scaling reduced from 77 to 72%.
Assassin’s Dagger (RMB):
  • Physical Power scaling increased from 70 to 90%.
Shadow Strike (E):
  • Physical Power scaling increased from 70 to 80%.
Assassin’s Execution (R):
  • Base Damage reduced from 150/225/300 to 150/200/250.
  • Physical Power scaling increased from 60% to 80%.
Assassin’s Tactics (P):
  • Predation bonus ability damage reduced from 10/15/20/25/30 to 10/12.5/15/17.5/20%.
  • Evisceration bonus damage reduced from 5/10/15/20/25 to 5/7.5/10/12.5/15.



Kwang
  • Attack speed scaling reduced from 72 to 64%.
Light of the Heavens (RMB)
  • Shielding Decreased from 60/95/130/165/200 to 60/80/100/120/140.



Murdock
  • Base Damage Decreased from 67 to 64.
Buckshot (Q)
  • Physical Armour Shred Decreased from 15/20/25/30/35 to 12/16/20/24/28%.
  • Physical Power Scaling Increased from 80% to 120%.
Shield Push (RMB)
  • Cooldown Increased from 10/9.25/8.5/7.75/7 to 16/14.5/13/11.5/10 seconds.
  • Mana Cost Decreased from 60 to 30 at all levels.
Judgement of the Law (P)
  • Movement Speed Decreased from 16/22/28/34/40% to 15/20/25/30/35%.



Muriel
  • Attack speed scaling reduced from 70 to 52%.
Serenity (Q):
  • Energy power scaling reduced from 80 to 70%.
Consecrated Ground (E):
  • Energy power scaling (damage) reduced from 80 to 60%.
Divine Touch (P):
  • Bonus damage per stack reduced from 10/18/26/34/42 to 8/14/20/26/32.


Narbash
Song of My People (E)
  • Healing per Half-Second Decreased from 6/13/20/27/34 to 5/11/17/23/29.


Sparrow
Piercing Shot (RMB)
  • Base Damage Increased from 75/115/155/195/235 to 85/125/165/205/245.
  • Physical Power Scaling Increased from 100% to 150%.
  • Channel Movement Penalty Decreased from 40% to 25%.
Mark of Precision(E)
  • Stacks on Empowered Attacks Increased from 1/1/2/2/3 to 1/2/3/4/5.



Steel
  • Attack speed scaling reduced from 67 to 64%.
Android Hunter A - DigiPlox


__**Patch Notes - - - - 12/14/2020**__
    - Blaze Tompkin new stage track added- Gamepad analog stick deadzone + sensitivity optimized so the player won't switch directions when flicking or releasing the stick left/right quickly. (various bugfixes)



Aground - David Maletz
Materia Collective is excited to release the Aground Original Game Soundtrack Deluxe Edition featuring music by composer Chase Bethea. The deluxe edition includes the entire Aground soundtrack along with seven additional tracks never heard before, two tracks from Deity Quest, and three pieces of piano sheet music transcribed by Materia Collective's David Peacock. Aground's music covers a spectrum of rhythms and genres, using funky time signatures, psychedelic synths, chiptune elements, and guitars.



"Aground features an amalgamation of styles and a hybrid signature sound that is undeniably unique and inimitable," comments composer Chase Bethea. "It feels like every track had some new sound or idea that kept up the interest over a Very. Long. Running. Time. I am proud that the community, who I called the 'Agroundians,' recognize what I was trying to bring to the music for the game."

The Aground Soundtrack is Available on Steam here:

https://store.steampowered.com/app/1163780/Aground_Soundtrack_Deluxe_Edition/

And the Deluxe Edition tracks were automatically added to everyone who already bought the soundtrack.
Tinker Racers - waribanan
Some big news!!! Steam Trading Cards and other items are now available for collecting! Check it out:
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Give it a try and customize your profile!
Candle In Darkness - Shopalover
Thanks to everyone who is with us! We will apologize for our delays, but we hope for your interest in the crafting process and gameplay.
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