Dandy Ace - co_neowiz_global

Cards
The focus on the Cards in this patch was mostly to make the melee cards stronger and better to use. As the gameplay was heavily dependent on the player's ability to kite the enemies, melee cards were not strong enough to compensate for not utilizing ranged cards.

Hack n' Slash
  • Size increased: 15%
  • Base Damage increased: 34% (115 -> 155)
  • Casting Time decreased: 30% (0.1s -> 0.07s)
  • Recovery Time decreased: 30% (0.1s -> 0.07s)
Titan Punch
  • First and Second Punch Casting Time decreased: 20% (0.1s -> 0.08s)
  • First and Second Punch Recovery Time decreased: 20% (0.1s -> 0.08s)
  • First and Second Punch dash force decreased: 30%
  • Third Punch Casting Time decreased: 37.5% (0.2s -> 0.125s)
  • Third Punch dash force decreased: 40%
  • All Punches Push strength decreased: 40%
Spark Tornado
  • Base Damage increased: 12.5% (200 -> 225)
  • Secondary Damage increased: 33% (37.5 -> 50)
Five of a Kind
  • Cooldown Decreased: 25% (0.8s -> 0.6s)
  • Collider Increased: 87.5%
Flurry of Blows
  • Base Damage increased: 12.5% (400 -> 450)
Starburst
  • Base Damage increased: 28.5% (175 -> 225)
Packet Trick
  • Collider Increased: 50%
  • New Functionality: The explosive cards will also explode when the duration ends now. Before they only exploded if they made contact with an enemy.

Dashes
Another big topic within the community was around our dash cards. We focused on improving the dashes usability and game feel, but we didn't add I-frames, as some players suggested (you can find a more detailed explanation on why we made this decision here).

The overall change was increasing how fast the dashes are, to make it more instantaneous, but also decreasing its distance. The distance is an important factor because the dashes were always covering a long distance, players would constantly take damage when dashing or they would have to pay more attention to farther parts of the map to dash safely.

The result of the change was a fast, almost instantaneous dash, with a more controlled distance. Allowing the players to be even more reactive without being too exposed during combat.
  • Increased Dash Speed: 60%
  • Decreased Dash Distance: 30%
  • Cooldown decreased: 15% (0.8s -> 0.7s)
Starter Blue Card
Overall, new players gave us the feedback that they were finding blinks easier to use than dashes. Based on that, we decided to swap the starter blue card from a dash to a blink, with the objective to give a more friendlier experience to new players.
  • Starter Blue Card swap: Dashing Dash -> Time Warp
Trinkets
In this patch we focused on strengthening some of the offensive trinkets. Players were not using these upgrades as much as we had hoped, since they didn’t feel quite as powerful as some of the other options.
  • Cloak of the Virtuoso damage increased: 74%
  • Payback Knuckles damage decreased: 20%
  • Pepperina Infuser damage increased: 90%
Dandy Ace Movement
Another point of consistent feedback was that Dandy Ace's walk animation was a little bit "floaty" and that he was always moving too slowly. One of the biggest updates we made were to the walk animation, improving the gameplay feel. Now it feels like Dandy Ace is running in the palace and it feels much better!
  • Dandy Ace walk animation speed increased: 30%
  • Dandy Ace walk speed increased: 6%
  • Camera smoothness follow up decreased: 50%
Shards and Grinding
One of the most frequent feedback was that to unlock Nnif's cards improvements were too expensive, forcing some players to grind it. For that, we decided to increase the bosses' shards reward. The idea is to allow the players to have access to more shards but only after defeating a boss.
  • Axolangelo and Scissorella shards drop increased: 50% (60 -> 90)
  • Severino shards drop increased: 50% (100 -> 150)
  • Lele shards drop increased: 50% (200 -> 300)

Maps and Enemy Balancing
One of the biggest issues we saw within the early days of the game launch was that a lot of players were finding the Entrance Hall too difficult. Because of it, we decided to nerf some of the basic enemies, as well as targeting the Entrance Hall difficulty. The objective is to make the initial experience of the game more accessible and enjoyable.
Entrance Hall
  • Enemy Encounters: Overall, we decreased the amount of enemies the player will face in each combat encounter in this stage. Less enemies, more time for the player to learn the game. As for experienced players, playing through the Entrance Hall will be faster. It's a win-win change.
Bunny Butler
As the Bunny Butler is the most basic enemy in the game, his attack was too strong. It was either too hard for the player to dodge or it was always putting the bunny in a position after the attack where new players weren't able to punish the enemy.
  • Charge Casting Time increased: 50% (0.4s -> 0.6s)
  • Charge distance decreased: 33%
  • Charge attack distance decreased: 20% (Now bunny butlers need to be 20% closer to the player to start the attack)
  • Walk speed increased: 15%
Bunny Jester
  • Tumble Cooldown increased: 50%
Other Enemies
  • Improved several enemies' preview skills visibility
  • Draculords now uses their attack, Blood Drinker, 40% closer to the player
General Changes
Card Tier Assist
One of the most important concepts of our card system is the Card's tier. Basically, the higher the Card tier is, the more damage it deals. As a consequence of this, as the player progresses through the palace, the enemies are also higher tier. This means that if a player doesn't change their cards to higher tier cards or upgrade them with the Niftar unlock, the damage output will start to get too low, making it very difficult to beat the game.

However, one of the hardest part for new players is to understand the importance of the tiers amidst of all the cards, upgrades, and enemies. To aid the players, we added a visual cue system that will help players to understand the relative power of their cards compared to the map they are in.
  • Green Number: card is very strong
  • White Number and Green Up-arrow: card is strong
  • White Number: card is average
  • White Number and Red Down-arrow: card is weak
  • Red Number: card is extremely weak

Entrance Hall First Gate
Now to be able to leave the first area of the Entrance Hall the player must collect the 3 initial starting cards.

Steam Trading Cards
Players will now be able to earn Dandy Ace Steam Trading Cards and craft game badges!


Follow Dandy Ace on all of our Social Media:
Twitter: https://twitter.com/DandyAceGame
Instagram: https://www.instagram.com/madmimic
Discord: https://discord.gg/EDby5gp
Facebook: https://www.facebook.com/mad.mimic/
Apr 9, 2021
Realm of the Mad God Exalt - Wotan

Hello Realmers,

The weekend is almost here, and with it (hopefully) more time to play RotMG.
With the update we are releasing today we want to make your weekend better: we will be fixing some disconnection issues; fixing the doubling of some stats boosts given by exaltation, and also fixing bugs affecting item swapping from the potion vault.
After updating the client, you might get a popup that tells you you need to download a new build. If this happens, close your launcher and re-open it. You should now be able to download the proper build.

Events update
Snake Pit will drop 1.5x loot and xp from 04-11-2021, 12:00 UTC to 04-16-2021, 12:00 UTC.

Toxic Sewers will also drop 1.5x loot and xp from 04-13-2021, 12:00 UTC to 04-18-2021, 12:00 UTC.
Ghostrunner - All in! Games || Lukash


Any Ghostrunner worth their merit always needs to know what’s waiting around the corner and we definitely don’t want you going soft. We’ve had all our hackers working overtime and managed to collect enough intel to put together a Roadmap of Ghostrunner’s future in the coming year. Get a good look before the Keymaster’s forces take it down!



You can expect this year to be action-packed thanks to the variety of free and premium new content that will be released for Ghostrunner. Don’t think that just because you’ve defeated the Keymaster, the Ghostrunner’s job is done.

In the very near future you can look forward to an update that brings a premium cosmetic DLC and two new, free game modes to Ghostrunner on all platforms:

  • Kill Run Mode, an extra challenging mode where you’ll have a limited time to complete levels but each enemy you kill will add seconds to your clock.
  • Photo Mode, the highly requested feature is finally coming to a tower city near you. Now you’ll be able to take even better screenshots to share with the community.

More details will be revealed with the update’s release.

Over the summer you can expect an additional game mode and cosmetic DLC as well as bundles which will include new, additional content. Fall will see the roll out of a free next generation update for console players, another cosmetic DLC, and an Ultimate DLC that was buried too deep in the Keymaster’s servers to extract any more information about at this time.

Be sure to follow the Resistance's communication channels to find out more intel when we break past the Keymaster’s firewalls.


Stay connected:
Like us on Facebook
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Join our Subreddit
Follow our Instagram


Secrets of Grindea - Teddy | Pixel Ferrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: 30+

Summary

With this patch, we're now pretty satisfied with the amount of side-content in Story Mode!

Details

About the patch

Unlike the recent patches, this one actually ties in to the main story in a significant way, by introducing some end-game "challenges". These are optional, but their rewards will serve a purpose at the final portion (which is yet to come).

We've also moved boss battles to the arena instead of the Memory Room, and you can now refight all the bosses in the game! Also, some more bosses have been given drops, which will be handed out retroactively to characters that have already beaten said bosses in Story Mode.

For those of you with a bazillion unused silver points, there has opened up a new service in the Collectors HQ that you might want to check out!

Since the content is quite spread out, the easiest way to find it is to use the completion tracker on the world map!

With this patch, we've reached the point we've been aiming for in terms of Story Mode side-content. After a period of bug-testing and final layer of polish, we'll bundle all these Frontline patches together and drop them on Stable in one big package!

Patch Notes

Patch 0.912a (May 28th)

Additions
  • Penn's autograph now has a use, as a gift
  • Many plant enemies can now drop seeds which Bark (the Ent) can help plant!
  • The Port Monnaie church now has a basement and some NPCs
  • There are six new treasure maps that become available in Simon's store throughout the game
  • Several new books with flavor lore have been added
Changes
  • The Pumpkin Seeds drop has been changed to Pumpkin Stem to avoid confusion with the new Jumpkin Seed
  • The Fireball Fae in Arcade Mode no longer shares the same appearance as Summer, the boss
  • Ugra's notes now has an examine icon in addition to the book icon, to differentiate it
Bug Fixes
  • Female characters should now initialize as such for the server player
  • Smash Balls should now be able to crit properly
  • Gold Charges of Whirlslash and Heroic Slam now display crits correctly
  • Reading Charlotte's letter no longer messes up the visual sorting of the player sprite
  • GUN-D4M's hands should no longer be untargetable in the Arena Refight
  • Kim will now stop appearing in Evergrind City if everyone in the game has bought a house
  • Certain enemy on-death effects should now trigger properly even when killed by a summon
  • The Evil Eye fire maze is now a little more forgiving to navigate, and deals its damage over time
  • Said fire maze should no longer disappear for clients in multiplayer when on exceptionally low ping
  • The Poison counter should now appear properly again
  • Bishop should no longer occasionally throw more swords than he indicates
  • During Bishop's fire circle, he should no longer only come from one direction

Patch 0.911e (April 19th)

Changes
  • Summon Plant's shooting version has gotten its max range increased
  • Magic Battery's EP regeneration on crit has been reduced slightly
  • The requirements for getting good grades in the Arena Challenges are now a bit more lenient
Bug Fixes
  • Fixed a startup crash when using translations on some slow machines
  • Marino should no longer be able to jump out of bounds in the desert fight
Patch 0.911d (April 14th)

Bug Fixes
  • The game should no longer crash after returning to Dabi after him disappearing
  • The living statues in the Arena gauntlets truly no longer give exp
Patch 0.911c (April 11th)

Changes
  • The regular enemies in the Arena gauntlets now have a cap to their scaling
  • Endasil's cube's freezing effect now has a lower chance of proccing on multiple enemies at once
Bug Fixes
  • The living statues in the Arena gauntlets no longer give exp
  • Dabi no longer reappears again after passing on
  • Freezing Bishop right before he catches a thrown sword no longer makes him lose all sense of purpose
Patch 0.911b (April 10th)

Bug Fixes
  • Fires started by a certain boss now deal more damage
  • If the Arcade Mode catalyst count was set too high via chat command before, it will now lower to your actual catalyst count
  • Fighting the Sentry in the Arena no longer grants copious amounts of exp
  • When fishing to the right, the fishing line is attached to the rod more accurately
  • Bishop's fire tosses should no longer disturb persistent spells for clients
  • The Season Knights and Season Mages should now display properly in the Card Album
Patch 0.911a (April 9th)

Additions
  • The game is now more responsive on start-up, with a splash and initial loading screen
  • The Grindea statue on the top of the highest point of Pillar Mountain now serves its purpose
  • The cave to the right of the Cavelings in Mt Bloom can now be accessed
  • A final ghost has been added to the Spectral Party quest, as well as a fourth reward for it
  • There's now an optional scene that can be accessed late game in Startington
  • You can now refight all the bosses in Story Mode in the Arena
  • Three new challenges have been added to the Arena, as well as a new reward
  • Bishop now offers his edgy takes at every Grindea-statue in the world
  • A few more bosses now have drops, which will be found in your inventory if you've already beaten them
  • Players can now turn unused blue skill points into talent orbs in a new room in HQ
Changes
  • Ghostys and Haunties now get interrupted for longer when perfect guarded
  • Arrows will no longer drop from Endasil's cube if there are already several arrows on the ground
  • The Evil Eye now cannot be completely killed while still on the wall
  • Red Slime Hammer's gold value has been increased
  • The digging location of the first treasure map has been changed to prevent morally questionable acts of digging
  • Discovered enemies whose cards you don't own now appear in gray in the card album for easier tracking
  • The Spectral Blindfold will now only trade HP for EP when EP is below 50%
  • The PhaseFace is now a guaranteed drop, and has been nerfed a bit
  • The Season Orb furniture is now a craftable from a Season Hydra drop
  • Friendly fan-summons (and similar things) should no longer knock around your Smash Balls
Bug Fixes
  • The /catalyst command has been removed, requiring the player to actually unlock the catalysts
  • Trick & Treats monster forms are now visible to clients
  • Defeating the Evil Eye while it's dashing around will no longer leave the dashing effect behind
  • Fans spawned using Endasil's Cube now disappear properly on clients
  • Fans spawned using Endasil's Cube no longer leave behind permanent hurtboxes after disappearing
  • The Overcharge Pin now works as advertised instead of... er... not
  • Pins that gradually increase stats for the rest of a run now reset properly upon Time Crystal use
  • Selecting an item to give to a ghost during dialogue skip no longer result in a locked state
  • The hole in the living puzzle block fight room now has proper collision even when returning to the cave
  • The pin that makes wand projectiles count as melee attacks now work properly with more interactions
  • Weapon stands and ambient boxes can now be changed on clients and those changes will be seen

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

Since we want the final update before release to be the completion of Story Mode, and since the "end" of Arcade Mode will have some cross-over story significance, we'll be finishing up Arcade Mode next! We'll have to add the latest floors (Desert + Ghost Shp), a final boss, and fill the place out with some more quests!
Apr 9, 2021
Adore - ProuDOLA-
Fixed: Wrong Krongur targeting system after captured.
Apr 9, 2021
Slave Application - Diestroyer
Today's patch fixes a few buggy abilities, such as the ability of higher level punisher bots to be able to KO Mistress G (what a naughty bot!). Also fixed how Mistress G might not be able to use an ability after demanding payment in battle.

Most of the fixes in today's patch are typo fixes to dialogue (jeeze how bad at English can I be!?).

In my last post I announced that I had created a Patreon page for subgames: patreon.com/subgames
If you're interested in supporting this project and ones like it while getting behind the scenes news and information about the development process, check it out!

Have a good one and may your service be ever faithful!
Galactic Thunderdome - pansimula
Thank you all for participating in the Galactic Thunderdome's pre-alpha open playtest. We have reached our target number of participants for this time, but we will be considering accepting more playtesters in the months leading up to the GTD's official launch.

If you wish to be added to the pool of potential playtesters, follow the link to our Steam Page and navigate to the "Play the Galactic Thunderdome Playtest Now" section and click "Request Access"!

From all of us at Pansimula, thanks again!
Warhammer: Vermintide 2 - [Fatshark] Trelly
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.

Franz Lohner's Chronicle - The Damned Count
Saltzpyre’s preparations are proceeding apace, aided largely by a recent gift from one of my old mates back in Bergerac. He’s something of a … freelance acquisitions expert … and the item in question just happened to fall off the back of a wagon on the Grasgar-L’Anguille road after a brief storm of arrows. That happens a lot around my mate.

Anyway, it’s a map – or thereabouts – of the bit of the Chaos Wastes our plucky band will be traversing. Not the most useful of guides, at first blush. Take your eyes off it for a moment, and all the places start shuffling around. My contact said it’s because the Chaos Wastes are always changing, which ain’t half as reassuring as he thought. Still, Saltzpyre seemed glad to see it – though that smile still needs work – and he’s thrown himself into the upcoming pilgrimage like never before.

Truth be told, I’m glad Salty’s found something to keep himself busy. Bit quiet around here of late, what with Sienna and Kerillian having vanished to parts unknown. Kruber’s pestered Olesya into sending him to take a gander at what’s left of his ancestral castle, down in Parravon. And Bardin? Haven’t seen him for days, though with all the battering and clanging coming from that workshop of his, I’m reasonably sure he’s still breathing. Let ‘em enjoy the lull, says I. They’ll be busy soon enough.

But back to this map. Saltzpyre tells me that his Order’s been trying to destroy it for decades. Not for what it shows, oddly enough, though I guess “Ever-Changing Map of the Chaos Wastes” ain’t something to warm the hearts of heretic-seekers. It’s more for the poor sod who inked it in the first place. Fellow by the name of Marius Holseher, one-time Elector Count of Stirland. Oh, I know you might have heard that he was a simple scribe, but that was the family’s doing. Tried to hush it all up, you see.

But hush what up, exactly? Well, while crusading in Araby, Holseher stumbled on an enchanted mirror that whisked him away to the Realm of Chaos – the otherworldly land of the Dark Gods themselves. Now you might think that would be the end of his tale, what with the Realm of Chaos being a daemon-infested wasteland, full to the brim with madness.

Better throw an “allegedly” in there, just in case Saltzpyre has a peek at this journal. He’s not gone entirely soft, and I wouldn’t want him spoiling our friendship with pointed questions and needles under the fingernails.

Anyway, somehow or another, Holseher not only survived this allegedly daemon-haunted nightmare – he flourished. Came back to the mortal world with a journal crammed full of fantastical tales about rivers of nurglings, giggling horrors, harvest fields of screaming souls waiting for the scythe, a blood-slicked plain piled with skulls, a giant in silver armour who hurled blue flame … and that’s only scratching the surface. The whole tome – the Liber Malefic, as it’s commonly known – is hundreds upon hundreds of pages long, and a veritable bestiary of denizens daemonic. I’ve most of a copy somewhere, and it’s not the sort of thing to read if you’re a light sleeper, I can tell you.

Sigmar knows how the bugger survived. Maybe the Dark Gods intended it to be so. After all, they’re as egotistical as the next deity. (Allegedly, Saltzpyre, if you’re reading this.) Get their truth out into the world, and all that. Or maybe Holseher just had the luck of Ranald himself. If the latter’s true, he didn’t know when to stop pushing it.

Even when the priests reluctantly conceded Holseher was no more accursed than you or I, he couldn’t settle down. Kept revising his Liber Malefic, determined to make it perfect – which is why you’ll find so many contradictions associated with it, what with so many revisions floating around. When he got bored with that, he wandered north into the Chaos Wastes, searching for a way to reach the Realm of Chaos and start work on a new volume.

No one’s really sure what happened to Holseher after that. Maybe he’s still ticking. More likely he was eaten alive by the northlanders … but then again, the fellow was certainly touched by the Chaos Gods, one way or another, so for all I know he’s a king in the wastes, holding dismemberment at bay by telling tales about the world beyond the world.

Rather him than me. But at least we’ve got his map. Makes me dizzy just looking at it.
Overcooked! 2 - Lauren_Team17


Watch live competitive co-operative cooking with the Twitch Rivals Overcooked! All You Can Eat Showdown!



Teams of 4 content creators will be competing in a high score challenge for charity.

The competition will be divided into 6 “Heats”. At the start of each Heat, 3 kitchens will be unveiled, and then teams will have 30 minutes to try for the highest possible scores for those 3 kitchens. They may attempt each kitchen an unlimited amount of times and may free restart, as long as all runs are started within the 30 minute window. At the conclusion of each Heat, teams will win prizing based on their aggregate score for that Heat. At the conclusion of the final Heat, the team with the overall highest cumulative score will win a bonus prize.



There's a total prize pool of $50,000 available and team captains will each select a charity to represent going into the event. All prize money will go to the teams’ charities. More info here.

Twitch Rivals Overcooked! All You Can Eat Showdown starts at 1PM PDT / 9PM BST on April 9th.

https://www.twitch.tv/twitchrivals/

Want to get some exclusive chefs for Overcooked! All You Can Eat on Steam? Tune in to any of the Twitch Rivals participants' streams during the event to get access to special Twitch Drops.



Here's how to get your chef skins through Twitch Drops...

  • After tuning into the stream, you will get a notification in chat.
  • When prompted in the chat you will need to connect/link to the event.
  • You will see a timer/percentage of how far through a claim you are.
  • Once this is completed you can click 'Claim'.
  • The next drop timer will not start until the previous drop has been claimed.

Chefs will be available to download/install after the event. Keep an eye on the Overcooked! AYCE Steam news section for announcements!

https://store.steampowered.com/app/1243830/Overcooked_All_You_Can_Eat/
Frontiers Reach - Soliloquis
This week we have a completely new camera system, have made massive optimizations to the new cloud rendering system, and have made more progress on getting the planetary maps scaled up. We've also laid the foundation work for a starfighter paint job customization as well. Additionally there is a lot of new artwork for the RNV Heliosiren both in the model that is seen during missions and on the bridge between missions. This weeks update in conjunction with ground work laid last week mark the release of our 0.3.X version of the game up from 0.2.X. While the patch notes may seem small a lot of artwork was touched up and optimized to get the experience in a better state over all.

- The Frontiers Reach Sector 17A planet location map has had major optimizations done to the artwork in an effort to test new tools for optimizing planet locations.

- Massively scaled up planetary maps. Play area is now 75km2 in Unity Units which is roughly 1 Unity units to 1 meter.

- Implemented first iteration of new camera system with look controls for gamepad and joystick.

- Major optimizations to cloud rendering system.

- Major optimizations of Heliosiren model that should reduce the impact on game performance. This also includes a new animation for the hangar door that includes visible mechanical components.

- The RNV Heliosiren now sports a graphic on her hull to give the carrier some personality.

- Completely new artwork for the bridge of the Heliosiren.

- Fixed a bug that would allow players to enter the reload and rearm sequence despite being in the initial launch sequence.
...