Path of Exile - CommunityTeam_GGG
The Maven Kill event, organised with the support of Zizaran and his sponsor, concluded earlier this week which means it’s time to announce the full list of winners.

Winners of the Maven Kill Event, PC Ritual HC SSF (cash prizes provided by Zizaran and his sponsor)

  • 1st Place ($10,000) - Darkee
  • 2nd Place ($5,000) - AlkaizerX
  • 3rd Place ($2,500) - Towerbrah
  • 4th Place ($1,250) - xSayByeBye
  • 5th Place ($750) - bigdummydan125
  • 6th - 10th Place ($500) - TheFriendly, CBYHEP, dslily, CARNDARAK, MOSTPOSITIVEMAN
  • 11th - 15th Place ($350) - Fightgarr, orionbip, Karvarousku, Havoc6, guardianj11
  • 16th - 25th Place ($250) - flame_blast, nickexile11, kavson1993, FusionXY, supercell, weilingz, sss111, AhhCrying, z4kur, KuschelKatze
  • First Atziri Kill ($500) - Paak_HC
  • First Uber Atziri Kill ($2,000) - powershot615
  • First Shaper Kill ($1,250) - Mosh47
  • First Elder Kill ($750) - Mosh47
  • First Uber Elder Kill ($2,000) - Darkee
  • First Awakener Kill (8 Awakening Level) ($2,000) - AlkaizerX
  • Deepest Delve (1310 depth, $3000) - OskamIn
  • 2nd Deepest Delve (1211 depth, $1,500) - Darkee
  • 3rd Deepest Delve (1154 depth, $750) - shadowpye

Randomly-drawn Microtransaction Prizes (weighted by the amount of Maven kills)

We have randomly selected 25 winners to receive their choice of microtransaction bundle from the list found here. Congratulations to the winners below. We’ll contact you soon to arrange your prizes.
  • SymDonB, Oskarmln, AlkaizerX, Rihzel, Zareuther, ShadowLord127, wedeln, snatat, alex97ander, Stynka, MeShaMaaN, Darkee, Towerbrah, z4kur, Kortzon, shadowpye, PoEDan79, bigdummydan125, CARNDARAK, xprenz, Trollgenji, Procis, LordRbn, bittytittys, Triveman
We are also in the process of distributing 500 Warlord Mystery Boxes to randomly selected accounts. We will send a confirmation via private message on the forum.

Congratulations to all the winners! Thank you to everyone who embraced the challenge and participated in this event!
Feb 15, 2021
Engine Evolution 2020 - simunekpetr98
- Another changes to: Woody hill, Foothill, Village, Ancient alley
- After finding out very interesting data, I have improved internal reporting system. (No bugs fixed yet)
Feb 15, 2021
Fox face kills! - kurenaibook
NovaMundi - Slashware Interactive
Here comes a very condensed yet huge update of the many things we did during and in the aftermath of the Steam Game Festival (Development weeks 101 to 103, leading to v0.19.1). I didn’t include fixing stuff in general, just interesting cool stuff. I will make a separate post about the Festival itself and the upcoming plans for early access.

Overall, I decided to stick to the “Spear of Chaquén” campaign/game mode. So far, I think it’s the best decision I could have taken, and it has allowed us to focus and make progress in the game as an actual game like we never had before.

Following that, we are working towards a long-overdue overhaul of the user interface. We already started with the HUD elements, not just making them more fit to the new theme but also streamlining them and removing useless clutter and redundant information.

I also brought the onboarding from the old “Children of Bachué” campaign and adapted it to the new plot as well as the many new changes in gameplay. This is an ongoing work, as I’m ensuring any new subsystem, or any change in the gameplay mechanics gets included in the onboarding.



You can now also get lost in the jungles if you are not careful… I think I managed to strike a balance between my illusion of the player being diligent enough to keep track of where he is without an auto-map, and the expectations of the modern gamer. Now if you wander around the jungle for too long, you will “lose track”, and your automap and compass will cease working momentarily until you leave the jungle and wait around for a bit. Explorers are also now required to be in your party for the navigational aids to work, so you now have one more reason to keep them safe.

Jungle movement also has the additional complication of you veering off-course randomly, making it hard to keep a course in an expected cardinal direction. This, coupled with losing track and increased chance of ambushes, accidents, and animal attacks, should make the players think twice before deciding to cross the jungle (or be ready to face the consequences!)



On the other hand, I greatly reduced the change of units getting sick since it was a boring chore keeping them healthy.

Now, let’s talk about the changes for the units. First off, we added a new items category, “Blessings” which can be applied to a unit to improve their stats. They are valuable and you can find them as battle loot or buy them in towns. Units also now level up to a max level of 3, based on their actions in battle or hunting, improving their stats and adding a reason for you to take care of them instead of just letting them die to be replaced. You can also now hire additional units in towns all around.



The interface to use items has also been greatly improved and integrated with the “Expedition Status” screen, so from there you see what units need what, and apply it to them.

As you explore the land, in addition to the main cities you will also find smaller towns and huts which will give you “gifts” including units, as a contribution to the cause. These are akin to finding new weapons and armor in a roguelike, or at least that’s my intent.

To start filling the towns, I migrated all the characters from Ramiriqui from the Children of Bachué campaign, doing adjustments as needed. We also decided some important characters would have their special portraits, and started with Zupanaqué, the chieftain of Ramiriquí (for whom I also created a simple initial dialog tied to the quests). We also created a new portrait fragments pack for the random NPCs and units.



Camping also got some changes, the most important being you no longer HAVE TO camp at 2 am every day, instead, the expedition will collapse based on your fatigue counter (so it’s ok to do overnight journeys, at least for now until I implement stronger penalties for exploring in the dark (unless there is a full moon of course)). The visuals were improved bringing back the Muisca tents and improving their placement, and I also did some balancing around the tents weight and the effect of high burden in movement speed, which will be more noticeable soon when we implement roaming enemies and you will wish you could move faster to escape from them.

Another important change was adding and important effect to camping besides recovering fatigue, which is a big HP recovery for some units (which adds a reason for you to want to have more than 1 tent).

New exploration events include:

- Ranged Ambush: Causes damage to random members of the Expedition before jumping into battle
- Deer sighting: Spawns a Deer nearby, no matter if there are no habitats around
- Ambush: Allows the player to decide if will ignore or ambush the enemy.

Ambushes now only happen in forests, and there are some additional measures to prevent overwhelming the player with them (especially at the beginning), including having a safe area around cities where you cannot be ambushed when the danger level is low and limiting the number of ambushes in day one to two max.

For combat, I added loot after battle based on the “danger level”, and there are now bigger differences in the stats between unit types giving them a more clear tactical role. Ranged units also reload much quicker now, and random events can now be head-to-head, ambushes, or “ambushed”. The terrain combat also got a bit of a cleanup, but we still need to add some procgen and variety to it.

We also started doing some sweet art for the units to make people excited about them (including ourselves)


Last Epoch - Sarno
Want to get more involved with the community? Join us on the official forum!


Warcry, New Beastmaster Skill Coming Later This Week


Lay waste to the ground itself!



In Patch 0.8.1 Beastmasters get access to the new skill Warcry. Let’s take a look at it!

NOTE: Warcry is still in development, so we’ve omitted most numbers from the below tooltips.



Warcry


Warcry’s tooltip



The skill art for Warcry.


Nodes on Warcry’s Specialization Tree













Our Life: Beginnings & Always - GB Patch
Hello everyone!

Thank you very much for your patience on the next update for Our Life. Every time we added the "final touch", we came up with something else to improve. But the latest version is finally available. Here's a list of what we worked on-

1.2 Change Log:
  • There are now two MC "cut-in" images! These are small, partial CGs that actually show parts of your character with all your customization details included. You only see them if certain choices are made, it's possible to play through the entire game without getting either.
  • The character creation screen itself was updated to include new details that are important to the cut-in CGs.
  • The relationship selection screen was redone to be easier to use.
  • The Cove creator got a pop-up to explain what to do with it.
  • CG 2-2 was remade to better fit with the rest of the game's style.
  • Various errors were fixed and small tweaks to certain lines were made.

And on top of that, the voiced name DLC was also expanded to include 100+ additional names to choose from!

Some of these improvements will be there if you jump back into a load from prior builds, but other changes only show up by starting a brand new file in version 1.2. Loading a save will simply show a maintained version of the older format to avoid potential errors.

So all in all, it's a pretty neat update. We hope you'll enjoy this even better Our Life experience ❤
Feb 15, 2021
Hexia - demiosteam
We are working hard to release our very first big update. Precisely for this reason no new builds were released last week, nor this week (Demo aside). We want Hexia to take its first step forward, getting closer to a solid structure.



What you will see coming out will include the start of the campaign system, a more comfortable interface, core updates and other improvements that you will surely notice as you play.

We continue to follow your feedback and our roadmap, to transform the world of Hexia into something concrete. We apologize for the wait but we are sure that the result will be appreciated!

Stay tuned for more information!
DARK MINUTE: Kira's Adventure - kovalgamesdev
Hi!
Our official Discord Channel has just started!


RollerBaller - Komisarek


You can now roll with friends! We have added multiplayer as a beta feature, along with one new circuit map.

We hope you will enjoy this update and will post your feedback on our discord and forum. Please let us know what you think about the new feature, and make sure to inform us of any bugs, problems, or things you'd like to see added or changed in the future!

Keep on Rollin'!
Going Under - Aggro Crab Games
The grind never ends! We've fixed some of the most critical issues with the Working From Home update!

Bug Fixes
  • Fixed an issue where The Impostor could become invincible and also unable to damage Jackie, soft locking the run
  • Fixed an exploit causing Team Player to make Jackie invincible while accompanied by certain invincible companions
  • Prevented players from getting permanently stuck out of bounds in Cubicle Tower
  • Fixed an issue where bringing Disaster Proof into Cubicle Tower as your pinned skill would break the game
  • The Employee Kiosks in Fizzle now properly open the Resume again instead of the Rolodex
  • Corrected a few typos in dialogue

All these fixes will be coming to consoles along with the Working From Home Update itself in a matter of weeks! Thanks for your patience, and happy interning!
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