Enter the CARNIVAL! The much anticipated first content pack for ULTIMATE ZOMBIE DEFENSE. Explore the large, abandoned carnival map full of rides and games and clear it of the undead once and for all. BEWARE OF THE CLOWN!
Kingdom Wars 2: Definitive Edition - Dev Konstantin
Hey Everyone,
And we are back with another update as we continue to polishing and improving things across the board. We continue this week with updating our singleplayer campaign - with major rework on Chapter 2 and Chapter 1. We plan to complete rework of the campaign towards the end of March.
This update also include some great fixes from performance to unit tasking and combat improvements. In addition we also worked on some art assets - including scaling units up, and last but not least balancing.
Thanks for the continuing support, and we can`t wait to continue improving Kingdom Wars 2.
Now lets take a look at today`s Update 15:
Update # 15
Fixes and Additions
Major improvement to tasking large number of units
Greatly reduced the delay when tasking units
Increased view of all all melee units by at least 100
All melee units are now better at engaging enemy melee units
Major performance improvement
Huge polishing work on chapter 2 complete
Major update of chapter 1 complete
Do not show healthpoints bar on damaged buildings in campaign
Oil slick objects is not easier to see and catches fire faster
Loading screen music disabled if music volume is 5 or less
Disable nighttime lights from shining too brightly
Scaled up the Dwarven and Human battering rams
Scaled up the Dwarven Cannon
Greatly reduced volume on loading screen music
Lowered over time gold and food income rate for human sheep and cow
A bit less resources in stone and gold mines
Improved human peasant flag art
Zombies a bit larger view during daytime
Greatly reduced time it takes to capture base flags in all game modes
Easier conditions to win total annihilation
Scaled up Ogre unit
Palisade and Stone wall histpoints reduced by 30% on average to make sieging easier
This month, we’re throwing down the gauntlet: it’s time to put the Age of Empires II: Definitive Edition AI to the test! It’s time to prove that your biological facilities cannot be matched by a computer’s hard-coded imitations. Your challenge—should you choose to accept it—is to confront and defeat ever-escalating difficulties of our AI during the COMP-STOMP-EXTRAVAGANZA event!
Vanquishing the enemy AI by any means necessarily will unlock several new rewards for you to enjoy:
Arrows? Why not LASER BEAMS?!
Three new AI-themed Profile Icons!
New Research Complete FX for Buildings!
New Rewards!
Starting TODAY through MARCH 9, complete in-game tasks within the time limit to unlock exclusive goodies!
🔒 Sign into Xbox Live.
🏆 Unlocks the AI Brain profile icon.
💾 *Required* if you want to save any rewards unlocked during the event!
Each of the following challenges must be unlocked in order and on separate days:
🔒 Win a Skirmish game against an Easy AI.
🧱 [Mod] Replaces Research Complete FX for buildings with Binary Code.
🔒 Win a Skirmish game against a Standard AI.
🏆 Unlocks the Cuman Cyborg profile icon.
🔒 Win a Skirmish game against a Moderate AI.
🧱 [Mod] Replaces Arrows with Laser Beams!
🔒 Win a Skirmish game against a Hard AI.
🏆 Unlocks the William Wallace Playing his own campaign profile icon.
🔒 Win a Skirmish game against an Extreme AI.
🧱 [Mod] The standard AI Now Recognizes Accomplishments in skirmish matches.
Keep It All!
Remember: if you sign in to Xbox Live during the event, you’ll get to keep all of the mods and profile icons you’ve achieved! Sign in, earn your rewards, and enjoy!
We hope you enjoy this month’s Comp-Stomp-Extravaganza event!
We are excited to share an all-new anime series exploring the Dota universe like you’ve never seen before — premiering on Netflix March 25th. Catch the announcement video below and check out the Dragon's Blood section of the client as we reveal more updates in the weeks to come.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
After gathering reports from the community across our channels and went ahead and fielded these items:
Added - Habitat and Beacon now appear both on the compass and have icons on the map
Fixed - bug that would prevent multiplayer servers from loading
Fixed - pink materials on Custom Ramps and Skylights
Fixed - bug causing the Crashsite enemy wave to spawn twice
Fixed - bug causing the player to lose Science points when logging in and out
Fixed - Legacy migration is now only ran once, instead of in the instance of not finding current data, allowing deleting all characters manually and not having them reappear
Fixed - bug that would cause players to get sent straight to the class selection screen even if they have already created a character
Changed - Patch Tape now costs 1 Cloth Bundle and 2 Berries and can be crafted in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
Changed - Higher level new creatures no longer cost 0 difficulty, so should no longer spawn in greater numbers, or sooner in progression than intended
Changed - fast tracked a few economy rebalance changes to improve current playability
Changed - Cloth Bundle now is crafted with plant life found on Proteus, and is craftable in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
Changed - Upped the data storage size for player XP to prevent any overflow issues
Changed - in-game description on Cloth Bundle
Changed - Crashsite spawn wave is now clamped to a maximum of 2 weak creatures
We thought it would be better to get these fixes and changes in your hands now as opposed to later in the week. In the meantime, we're heads down on this week's update.
Thanks for your support since our announcement last week. We appreciate each person who’s been riding with us and we can’t wait to bring Skate City to Steam. Skateboarding is a sport close to our hearts and today we would like to share a little about this background and the development of Skate City.
For Snowman founders Ryan Cash and Jordan Rosenberg, skateboarding was a big part of their childhood. In fact, Ryan and Jordan have been friends since they were kids, and their love of skateboarding began while they were living across the street from one another.
As Ryan explains:
"We started skateboarding, I don’t know, when we were probably 10-years-old or so. We were huge into it. We would go outside of my house and wax our curb and borrow my dad’s Sony camcorder for home footage. [...] We skateboarded every free minute we [had] and [watched] some of the old school skate videos like Misled Youth, for example. When Tony Hawk’s Pro Skater came out, Jordan and I would play that all day long. We’d have sleepovers and be up until like six in the morning."
Although he didn't grow up on the same street as Ryan and Jordan, the team's Producer, Andrew Schimmel, also fell in love with skating at a young age:
"That was all my friends and I were concerned about — as soon as you get out at recess you grab your board. At lunch, after school, we tried to be learning new tricks every day and we kind of fell in love with that zone you fall into when you’re out in the city and you’re exploring and trying to push yourself to learn a new skill. The second you land a new trick, that’s such a rewarding feeling. So we wanted to capture some of that in the game."
But how did this childhood interest lead to a collaboration between Oslo-based development team, Agens, and Toronto-based Snowman?
The project was initiated by Daniel Zeller from Agens. While working on a very early version of the game, Daniel reached out to Ryan to ask some questions about the shaders being used in *Alto's Adventure*. As Ryan explains, this exchange was the spark that began the collaboration:
"I talked to our team and answered his [Daniel's] question and then kind of kept this conversation going [...] this lightbulb went off where I was like, "Maybe we can help you make this game a little bit better with any of our expertise and the things we learned making *Alto’s Adventure*, and then also help you guys market it and things like that." ...The fact that we’d always wanted to make a skate game, and that if we had gone down the route of making a skate game, we would have wanted to do something that very much focuses on the art of skateboarding rather than the olympic or extreme sport side of things [made it a natural fit]. So I floated that out as an idea and they were really stoked on that, so we kind of continued that conversation and that ended up leading to us deciding to team up and work on the game together."
A few years, and a lot of hard work later, you've got Skate City.
Grass Cutters Academy - Idle Game - ColloseusX | Phat Phrog Studios
Hi Guys
Sorry but this update requires a new game start but it does include an important update
Updates:
Automation: You can now set an amount of Auto Mowers to automatically purchase when you start a new game so you can now play the game completely idle
Vermin: Ladybugs have been seen randomly appearing in gardens, these Vermin cause grass that they touch to grow back quickly thus slowing your garden cutting achievements, you will need a special kind of tool to deal with these
Cannons: Your Lawnmower has been fitted with an auto cannon which will automatically target nearby Ladybugs
Automated Hunter Mowers: You can now purchase Hunters which will race around your garden and automatically shoot Ladybugs around them
Bug fixes for the previous version (v0.13.0) have been made. With VRoid Studio v0.13.1, you can now submit your work to pixivFACTORY without any problems. We sincerely apologize for any inconvenience caused.
The following notice is in regard to the content of the v0.13.1 update.
■Fixes
Fixed some bugs affecting the female models
Fixed a bug affecting the lower eyelids
We're always striving to improve our services based on the requests and feedback from our users. Thank you for continuing to use VRoid!