The Hand of Merlin - MarkoP
Hey folks!

As we’re nearing our early access release, we’re looking at things we need to improve during it. We have some plans and ideas of additional content to add during EA, but map variations are at the top of that list.

As Mat has been testing combat a lot and playing through the game, he agreed that he’s getting sick of playing on the exact same maps every time. Each map is tied to an encounter, but the encounter drives the initial combat conditions. Based on your choices during the encounter, you might change the position where your units spawn, or whether the enemies start first, or their numbers, but ultimately, it’s still on the same map with the same layout and cover placement.

The core of the issue could have been solved with procedural generation had we approached our map system differently all those years ago. However, it’s important to note that even procedural generation has its issues. Maps could be generated with very bad layouts, bad spawn positions, and generally require a lot of tweaking of a black box system to get a good enough map generation algorithm. Of course, this only applies if the map generation runs on the players’ machines, but there’s a good middle ground: generate the maps in the editor and save the good results. Unfortunately, it’s a bit late to think about that for this project. Next project perhaps. :)

For Merlin, we’re doing it the “dumb” way, which is luckily also very simple. Duplicate the map, change the layouts, polish the visuals. We did a test run on one map called Meadow, and it took Mat (cover placement) and Lucija (visual polish) less than a day to create the variation. Here you can see the result.




I also had to add some tech to support map variations. Since encounters define the combat map to load, they would have to be in control of the map variations. To keep encounter changes to a minimum, they can now reference a Skirmish Map Set resource file that just has a list of maps to randomly pick from. Once an encounter links to this resource, only that resource needs to change to add a new variation, instead of potentially multiple encounters that might use the same [set of] maps. Our plan for early access is to create variations for the most important maps. The maps that get seen most often will be prioritized over maps that get seen less often. Ultimately we’d like to add variations for all maps, but this really depends. Some maps might not need variations because they’re so rarely seen it would make little difference. We’re also still thinking whether boss fights need variations, since they’re kind of set pieces and intended to be tougher than other fights - maybe they would benefit from not having variations so they can be “optimized”? Hopefully, the players will tell us about it during EA.

In the end, map variations are here to solve the issue of replayability, so each run feels fresh in as many aspects as possible. Tell us what you think about it on our Discord server. We’re happy to receive feedback even now before EA.

MarkoP

https://store.steampowered.com/app/600610/The_Hand_of_Merlin/
ShemHaMephorash - sign_tyche
It's time to regular update.
The contents of today's update are as follows.

=========================================================
*Attribute "Bomb" is subdivided into attribute "Shell" and attribute "Blast"
As a result, the artillery in general is slightly weakened, and the cavalry in general is strengthened.

*Fix bug about some BGM not played normally

*Make tips for Novice mode visible on all difficulty levels
In Ordinary mode and above, it is disabled when the player refuses to display it.

*In addition, correction of typographical errors, etc.
=========================================================

*We are always accepting requests, so please feel free to contact us on the Steam bulletin board
Apr 14, 2021
Cyberless: Online - EletmetrixTR
CurrentPlayers has been fixed at Server List (for DeveloperComp branch)
Apr 14, 2021
Rune Knights - Aeromir
SKILLS

Leap Smash
Damage increased from 150% to 200% combined weapon damage.
On landing, you take 20% reduced damage for 5 seconds.
Cooldown increased from 2 seconds to 10 seconds.
Stamina cost increased from 75 to 150.

Ruthless Charge
On hit, gain a shield which blocks the next incoming attack within 1 second.
Cooldown increased from 2 to 3 seconds.

Ground Smash
Damage increased to 700% weapon damage at full charge.

Shockwave
Damage increased from 85% to 150% weapon damage.

IMPROVED
Initial stash space upgrade cost reduced from 10,000 to 5,000.
Added some error detection to teleports. They should be more reliable.

TALENTS
Innate Magic: You ignore weapon requirements for Spells. Spell damage bonuses also apply to melee and bow attacks.
(Dev note: No functional change, just making the effects more clear.)
Apr 14, 2021
Across the Obelisk - Dreamsite Games
Hey everybody! Daily hotfix to reduce desync problems, we are watching the forum and discord closely, we are still trying to give coop the most stability possible (specially late game), we'll keep working on it until it is absolutely fixed.

IMPORTANT

This patch also fixes a bug with Malukah and her Voodoo trait, so if you are using her right now (which I know you do because she is adorable) this patch is mandatory!
Dealer's Life 2 - Patrick
Hello and welcome to all Great Dealers!



Today we are happy to announce the release of Update #15! :dlgift:

Here are the release notes for this update:

Update #15
  • New Difficulties: Easy & Hard. These probably need some more balancing so please let us know in the comments below what you think about each mode.
  • New Item Pack #13 - Weapons : 22 brand new items related to weapons, from two-handed swords to heavy axes!
  • Item Catalogue button moved to main menu (from "Extra" sub section)
By the end of next week we will release the first part of "My Home"-section. Get hyped!

That's all for today, we hope you like this update, let us know what you think in the comments. And if you like the game, please consider writing a review, these can help a lot in spreading the word about Dealer's Life 2! <3


Your friendly indie devs,
Abyte Entertainment
Apr 14, 2021
Song of Farca - darxtorn
The annual digital festival celebrating narrative video games will take place on Steam from April 23-26. Available for free to everyone, tune in to see virtual booths, special discounts, developer livestreams, demos of story-driven games, live panels with industry influencers and, of course, Song of Farca activities!



Cya at LudoNarraCon!

https://store.steampowered.com/app/1435670
Apr 14, 2021
Dungeon Munchies - jimbo
1. 修正第一章料理升級 UI 的顏色顯示問題
2. 修正鞭打召喚物傷害過於高的問題
[TDA00] Muv-Luv Unlimited: THE DAY AFTER - Episode 00 REMASTERED - The Muv-Luv Team
We just have a minor update: We're renaming all TDA episodes to TDA : REMASTERED!
We intended to add "REMASTERED" from the start, however due to user concerns, we felt the need to address them first.

Now that all major issues were resolved last April 6, we're carrying on with the title changes.
Click on the link below in case you missed the news:
https://store.steampowered.com/news/app/1407100/view/3030334128457271413
There are still some minor concerns after the update, and we plan to improve the engine again in the near future with all user feedback in mind.

Thanks to our fans for continuously supporting Muv-Luv over the years, and as always, let us hear your thoughts by emailing us at tanaka@ancr.jp or messaging us on social media!
Function World Gym - DocScott
Work continues on the BallPit app, working on adding a giant ballpit where players knock the balls out of the pit for points.
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