Clip maker - Games For Pleasure
I have made by your requests:

+ Fix of save/load directional Light intensity and temperature
+ Fix of load Light equipment position
+ Save and load Light equipment settings
Victory At Sea Ironclad - James Evil Twin
We've been battling through to get you this new update and we are pleased to bring you Custom Battles! Along side being able to choose your own fleets and locations this update continues to bring graphical and optimisation improvements.
To play Ironclad with this latest patch before it goes live to everybody, right click Victory At Sea Ironclad in your Steam library, click "Properties...", and click the BETAS tab. From the dropdown menu, choose "firstlook". There is no password required.

As always please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:

  • Custom battles added.
  • Reduced weapon accuracy at long ranges.
  • Reduced critical hit chances for lower calibre weapons.
  • Camera zoom level adjustments.
  • Port and fleet AI improvements.
  • Fleets attacking a group of nearby ports start combat with the closest port
  • Updated some battle arenas.
  • Removed the canal between the lakes in South Carolina.

Bug Fixes:

  • Tooltips on neutral trade regions appear on mouseover.

Graphics:

  • Post-processing adjustments.
RuneScape ® - Mod Whymsy
“Where are they coming from?” Saradomin exclaimed as he shot a bolt of magic right through a shadow behemoth’s torso. It shuddered and growled, but continued undeterred along its path toward the mortal armies.

“Less talk, more fighting.” Nex hissed, launching into the air to try to draw the behemoth away.

After three weeks of almost nonstop fighting, they were all exhausted. Even with the Frostenhorn’s power, each new behemoth was taking all their resources to bring down – and if Nex wasn’t mistaken, they were getting stronger.

The last time she’d even heard of a shadow behemoth they were described as denizens of the deepest shadow realm – but now that she’d fought a few and sniffed out the differences between her powers and theirs, she couldn’t help but wonder if these ones might be from somewhere else. Somewhere even worse.

“Nex!” Char called, somewhere far below. Nex hardly had time to look down before a sweeping, almost-invisible claw knocked her from the sky, sending her tumbling down towards the ground. She’d gotten tired. Sloppy. This was a war of attrition, and they were losing hard.

Dizzily, Nex got to her feet. The very ground seemed to shake as the behemoth roared and started towards her. She prepared an attack – a shadow ball or three would do the trick – and then found herself stumbling off-balance.

“What now?” Saradomin cried. Nex wasn’t imagining it after all – the ground was shaking, splitting, even. A wave of heat washed over her as the earth split and the behemoth howled, slipping inexorably into the chasm.

One shining obsidian claw reached over the edge, followed by another – and then, with a stony thunk, a creature the likes of which Nex had never seen pulled itself up and out of the pit.

“We are TokHaar,” it said, “This body is TokHaar-Hok, who speaks for all. We come to crush the invaders.”

Nex could only nod, dazed. She’d heard of the TokHaar – in legends, Azzanadra's intelligence reports – but never for a moment believed that she might see one for herself.

“Unbelievable,” Saradomin exclaimed, floating down to join them, “The World Guardian managed it.”

TokHaar-Hok bristled, turned, and fired a jet of flame at the behemoth, which was struggling to make its way out of the pit. It yelped and thrashed, and finally, in a desperate flail of shadow and claw, launched itself directly at its tormentor, clamping down around TokHaar-Hok’s middle and dragging what parts it could latch onto back into the pit as it fell.

Nex and Saradomin stared in shocked silence. A rock – maybe once part of an arm – fell to the ground with a soft thunk.

“… I was led to believe they would be more effective,” Nex managed.

But then the ground rumbled again. The pile of rocks that was TokHaar-Hok shuddered and clinked together. The heat intensified. Saradomin took a step back. Nex bared her teeth.

A shining, obsidian claw reached over the edge, followed by another, and another, and another. Where one TokHaar had fallen, five more stood. The smallest of the five scuttled across to the pile of rubble and began gathering it up. The largest one stepped forward.

“We are TokHaar-Hok,” it said, “Do not be concerned. The body is easily replaced.”

The creatures raised their arms, chanting in some primordial tongue Nex found impossible to place. With one last desperate howl from the behemoth, the great chasm zipped shut, leaving nothing in its place but scorched earth and the smell of burning shadow.

The largest of the creatures turned back towards them.

“This place is filled with impurities,” it said, idly twirling its massive claw.

“We will eliminate them.”
Jun 10, 2021
Hex of Steel - valentin56610
- Change : AI will now buy generals in quick game (since they know how to use them now, why not !).
- Change : Sturmtiger graphics.
- Change : Reduced the game’s weight from 2.3GB to 1.8 GB.

- Fix : Catapultable planes weren’t able to resupply at ships that have catapults.
- Fix : AI wasn’t deploying all its units after he bought them.
- Fix : DD made DD sounds when providing AA supportive fire.
- Fix : Carriers couldn’t attack ground targets.

- Removed : Legacy mode. This was misleading players, some though I was supporting it and were complaining there were blank units, because well I am not supporting it, so all units I added (and I added a lot since version 3.7.4) have no graphics. Including all units I renamed. Basically, it’s 1 out of 2 units that is without graphics, so at this point, I decided it would be simply easier to remove this completely. Sorry to those who preferred the old graphics.
Dead Cells - mezzamazza55
Hey everyone,

Our “What’s the Damage? Update” is available to download! Patchnotes are in the normal place for anyone who wants to skip my ramblings.


TLDR:
  • Balanced items so that historically weaker ones are now viable
  • Added rooms to Derelict Distillery and Fatal Falls biomes
  • Weapons that can reflect grenades now reflect all the grenades in range
  • Integrated Tiled for modders to make custom room design easier
Item balancing

The whole point of this update is to try and avoid a meta with only a small fraction of weapons being viable. We want you to be able to pick up whatever you find and be able to go nuts with it, not just instantly hit the recycle button - this is a roguelite after all goddammit!

So, in short we are mostly buffing all the weaker items (70 items are being buffed with 21 slightly nerfed). You can read the full list below but it might actually be shorter to just play the game.

Melee Weapons:

Buffs:
- Balanced Blade (weapon damage and damage bonus increased)
- Assassin’s Dagger (weapon damage increased)
- Twin Daggers (first two attacks weapon damage and breach bonus increased)
- Broadsword (weapon damage increased + damage slightly redistributed among the 3 attacks)
- Cursed Sword (weapon damage increased + all attacks now crit)
- Shrapnel Axes (weapon damage increased)
- Seismic Strike (wave damage increased)
- War Spear (shorter charge + weapon damage and breach bonus increased)
- Impaler (weapon damage increased)
- Rapier (weapon damage and crit enabler duration increased)
- Hayabusa Boots (weapon damage increased + last hit now reflects all grenades in its hitbox)
- Wrenching Whip (breach bonus increased)
- Torch (weapon damage increased (impact only))
- Flawless (weapon damage and crit multiplier increased)
- Flashing Fans (crit multiplier increased + correctly enables crit upon bouncing a grenade back)
- Tombstone (weapon damage increased + doom now stuns enemies it hits + slow mo reduced + slow mo can now correctly be disabled through the options menu + crit affixes not allowed anymore)
- Oven Axe (weapon damage and breach increased, charge slightly reduced)
- Toothpick (broken duration reduced)
- Sadist’s Stiletto (crit multiplier increased)
- Spiked Boots (crit multiplier increased)
- Oiled Sword (crit multiplier increased)
- Snake Fangs (weapon damage and crit multiplier increased)
- Shovel (damage increased).
- Tentacle (damage increased).


Nerfs:
- Sadist’s Stiletto (poison cloud affix removed)
- War Spear (crit multiplier decreased)
- Katana (invincibility frames removed and forward movement reduced on basic attacks). Please note that the charged attack is unchanged.

Ranged Weapons:

Buffs:
- Bow and Endless Quiver (weapon damage increased + arrows work like other bows)
- Sonic Carbine (weapon damage increased)
- Ice Bow (freeze duration increased)
- Boomerang (weapon damage increased + slightly faster travel speed)
- The Boy’s Axe (weapon damage and breach increased)
- Nerves of Steel (weapon damage increased)
- Firebrands (impact damage increased)
- Pyrotechnics (can now have both Pierce affixes)
- Fire Blast (weapon damage increased)
- Magic Missiles (weapon damage increased)
- Blowgun (added a poison DoT)


Nerfs:
- Quick Bow (crit condition now at 3 arrows instead of 2)
- Alchemic Carbine (DoT duration, cloud duration and dps decreased)
- Hokuto’s Bow (DPS bonus, duration and aoe range decreased)
- Electric Whip (DoT dps decreased)
- Ice Shards (weapon damage, slow duration and crit multiplier decreased)


Shields:

Buffs:
- Front Line Shield (bonus buffed to 50%, was 30)
- Cudgel (stun duration increased)
- Knockback Shield (weapon damage increased)
- Assault Shield (weapon damage increased)
- Greed Shield (weapon damage increased)
- Spiked Shield (weapon damage increased)
- Parry Shield (increased reflected projectiles damage)


Nerfs:
- Punishment (weapon damage decreased)
- Thunder Shield (DoT dps and stun duration decreased)


Skills:

Buffs:
- Infantry Grenade (damage increased)
- Stun Grenade (damage duration and range increased)
- Ice Grenade (freeze duration increased)
- Root Grenade (damage increased)
- Swarm (worm stats increased)
- Tornado (damage increased + cd reduced)
- Corrupted Power (damage buff increased)
- Lightspeed (damage increased on both)
- Lightning Rods (instant damage increased)
- Scarecrow Sickles (damage increased)
- Barnacle (damage increased)


Nerfs:
- Flamethrower Turret (DPS and duration decreased)
- Tesla Coil (DPS, DoT and range decreased)
- Lacerating Aura (DPS and duration decreased)
- Great Owl of War (reactivated version dps decreased)
- Crusher (damage decreased)
- Tonic (duration and bonus health decreased)


Mutations:

Buffs:
- Vengeance (bonus increased)
- Adrenaline (duration increased)
- Scheme (bonus increased)
- Porcupack (starting value increased)
- Ripper (now drops 6 ammos and damage per ammo increased)
- Networking (starting value increased)
- Point Blank (starting value and growth increased)
- Soldier Resistance (starting value and cap increased)
- Blind Faith (starting value and cap increased)
- Counterattack (bonus increased)
- What Doesn’t Kill Me (starting value and cap increased + internal cooldown reduced)
- Extended Healing (duration reduced, for the same heal)
- Spite (damage increased)
- Frostbite (damage increased)
- Instinct of the Master of Arms (internal cooldown reduced)
- Recovery (duration multiplier increased)
- Necromancy (starting value and cap increased)


Nerfs:
- Barbed Tips (DPS and tickrate decreased + no longer causes ammo to drop when combined with Ripper)
- Gastronomy (healing bonus decreased)
- Heart of Ice (starting value and cap decreased)
- Emergency Triage (healing and speed bonus decreased)
- Disengagement (activation threshold decreased and internal cooldown increased)


That's quite a big chunk of changes so please let us know how you find everything!

Item Binding

Item binding. My new most hated phrase…

The original plan was to move this option to custom mode, but then that wasn’t working properly so we were going to remove it from the game completely for this update. There was all kinds of hoo-ha and it was frankly a bit of a mess.

However, as the plans have changed a few times in such a short amount of time, we’re concerned that removing it completely might accidentally mess other things up. Leaving it be for another few months won’t hurt anyone and we wanted to get this update out in the wild, so we’re going to keep it in the game FOR NOW. Expect it to be moved to custom mode in the future though…



Extra rooms

The Derelict Distillery and the Fatal Falls biomes were feeling a bit empty, so we've added some extra rooms to give them more spice. The Distillery in particular has some new sequences in it so be sure to give it a run through...



Room creation for modders

Modders rejoice! We have new room creation support for you lot, in the form of Tiled. You probably know that it’s a free, open-source level editor and I have no idea what I'm talking about here so I’m gonna shut up and just let you read the file written by someone more qualified than me.

Just go to the Dead Cells Library page, then to 'Workshop' then 'About' and there is a Google Drive link on the right hand side under 'Related Links' -> 'View Official Documentation':



That's it for this update, feel free to leave your thoughts about it in the comments, Discord, Reddit, Twitter etc and I'll be back soon with a new alpha :)

Cheers,
Matt, EE & MT

Community Highlights:

@miokce



@MewyFox



@Octrepuss1



@Octrepuss1



@DoodlesDreaming
King Arthur: Knight's Tale - proba 1 2 3
Knights,

patch v0.0.4 for King Arthur: Knight's Tale is now live! This update is focused on Act 1 of the story, and contains new side mission maps, new playable heroes, all the remaining buildings in Camelot, new character management systems (Loyalty, Traits, an extended Morality Chart), and many various new additions. Some systems and layouts got revamped and further polished, combat and gameplay got further balanced and a lot of bugs got fixed. This is our second and by far the biggest update since King Arthur: Knight's Tale went into Early Access.

Due to the massive amount of changes - like the alteration of the story campaign and many more - your previously saved progress won't be compatible with v0.0.4.

New

New Buildings in Camelot

The Round Table is now accessible with available upgrades.
  • You can expand your active Hero list by unlocking new Hero slots. Those Heroes who couldn't fit into your active Hero list will wait your call into battle here. You can swap them any time.
  • Throughout your journey in Avalon you can find Court Titles which can increase your Heroes' loyalty towards you by bestowing knighthoods upon them. Make sure to use them well!
  • You can issue Laws now. Their effects are permanent until you change them, however, there is a limitation on how many Laws can be active at a time. You can receive various bonuses by keeping them active.
  • Decrees can also be ordered at the Round Table. You can issue one Decree after every mission but you have to wait 5 missions until you can activate the same Decree again. These can grant you resources and other valuable benefits.
The Crypt (previously known as the Burial Grounds) is now accessible in Camelot. This serves as the final resting place of those Heroes who fought and died on your side. Make sure to pay them your respects every once in a while.
[/list]
New maps
  • Act 1 is now fully playable.
  • Three new story missions (Bridge of Sorrow, Whispering Cove, Heart of Midnight) added
  • New and redesigned side missions: 10 side story missions, 5 random missions
Revamped Hero recruitment
  • Heroes familiar from previous patches now have their own story quests for you to complete if you want to recruit them to the Round Table
New, recruitable Heroes
  • Sir Balin
  • Sir Tristan
  • Boudicea
Traits
  • Traits are the various characteristics of your Heroes. You can use them to your advantage by experimenting with various combinations of your party. Traits also play an integral part in the decision of whom you should leave behind when you go on a new challenge as wrong combinations can negatively affect your party
Loyalty
  • Each hero has a distinctive personality. Settle disputes and grant favors to convince various knights to remain loyal to you. Some of them will observe your decisions closely, and some knights will even have conflicts with each other. It is your job to select Heroes that are the best fit for your goals (and each other) at the Round Table. The hero's loyalty is constantly changing through the decisions made by you – in certain cases, they can even leave the Round Table and turn against you.
New events
  • From now on, after completing missions new events will require your attention. Their outcome lay in your hands and your decisions can result in extra building resources, experience points and other bonuses, but be careful! Certain decisions can benefit you in some way but also come at the cost of injuries, the removal of traits or even permanent death
  • Certain events can increase your Morality points and the Loyalty of your Heroes
Journal
Added a Journal which can be opened on the Adventure map. Here you can access various things:
  • Story: The story of your journey in Avalon can be found here.
  • Heroes: Learn more about the backgrounds of your unlocked Heroes and the enemies of Camelot.
  • Lore: Are you interested in the lore of the Avalon? Here you can read about Sir Mordred, the secrets of Avalon and more.
  • Tutorials: You forgot about certain mechanisms and need to recheck them? You can do that whenever you want here.

Misc
  • Reworked the Minimap layout
  • Time acceleration is now available during battles. You can speed up the enemy's combat actions by pressing and holding Space
  • Your Heroes have two new, unique stats:
  • Perception: The higher its value, the more valuable loots will be sensed by your party during your adventures
  • Spellcraft: The higher its value, the more valuable magical loots will be revealed to your party during missions
  • During Deploy mode placing a hero onto a grid where another Hero stands will make the second Hero swap location with the first one
  • From now on some buildings in Camelot are needed to be constructed first to get access to other buildings
  • Those Lost units which rendered into reanimation state will perish once the last undead unit has been slain
  • Redesigned the Load/Save panel
  • Clarified the usability of the yellow Action points in its tooltip
  • Armour Breaking and Armour Piercing values added to Skill pop-up
  • Block, Physical Resist, Curse Token, Injury token icons replaced
  • Both the quality and the quantity of the offered goods at the Merchant were increased
  • Added Your Turn / Enemy Turn announcements during battles
  • New tutorials have been added
  • From now on the Minimap will rotate with the camera
  • The cost of your Heroes' treatment will depend on their level
  • The AP cost of all the active skills are now displayed on the Skill tree
  • Hovering your mouse on any item in your inventory will now highlight the corresponding equipment slot
  • New consumable item type: Scrolls
  • Some rare Trinket and Jewelry items can grant you active skills but their utilization is limited
  • Several new items and enemies
  • The Vanguard received a unique ability: Hide

Balance
  • From now on Healing Potions will be regularly sold by the Merchant
  • Healing Potions can be acquired more frequently from loot now than other Potions
  • Rebalanced several active as well as passive skills
  • Bear Traps now cannot be set up adjacent to enemy units
  • Several maps, encounters and enemy units have been rebalanced

Fixed bugs
  • Fixed an issue where some Heroes who joined us during missions did not have Healing Potions
  • Fixed an issue where the chosen party formation was not saved once we left the mission
  • Fixed an encounter in the Relic Thieves mission where a Hero could stuck to the wall and as a result players had to replay the mission to complete it
  • Fixed an issue where Sir Kay's Cleave skill could destroy the Bear Traps
  • Fixed an issue in the Cathedral where injuries were not removed from the Heroes properly even after completing the required number of missions
  • Fixed an issue in the Enchanted Tower where curses were not removed from the Heroes properly even after completing the required number of missions
  • Fixed an issue where if a Hero stepped into the range of the Moon Woman's Area of Effect fire skill he suffered consecutive damage once we moved with another Hero
  • Fixed an issue in the Blades in the Woods mission where the chosen Hero did not receive the extra skill point granted by the NPC nor did the amount of gold get deducted
  • Fixed the Game Over window's Load button which appeared if Sir Mordred fell in battle
  • Fixed the counter above the head of Lost units who were in Reanimation state. The counter did not move along with the enemy if a Hero knocked them back but remained on the same tile
  • In the tooltip of the Lost Skirmisher Reanimation ability 2 turns were displayed instead of 3. This has been corrected
Community Announcements - MattPSB
Hi gamers! Hope you having a good week and you stay healthy and safe!

We'd like to share with you a little sneak peek from our work on 7 Horizons!



Give some love to our hard-working team ːsteamhappyː in comments or on one of Twitter accounts (RDG profile / 7 Horizons profile), Facebook or Discord!


Jun 10, 2021
Vivid Knight - y-o
- Added the "Alchemist Lock" function to the Kingdom Grimoire.
- Upgraded the yellow symbol.
- Adjusted Citrine Gold Star skill upward.
- Adjusted the skill of Garnet.
Jun 10, 2021
Puzzle With Your Friends - Stromsky / SkyCat
Patch 1.9.0

Thank you for all your feedback on Puzzle With Your Friends !



In 1.9.0 we have 3 new artworks including one from the Pixel-Artist Gnomenlied


  • 3 new artworks and achievements
  • New sounds for better feedback
  • You will now also receive the versus-achievement on losing
  • The gallery now displays an icon for "in progress"-Puzzles
  • Pieces that are already placed on the puzzle mat won't be shuffled anymore
  • "Are you sure?" window now specifies what it is about (resetting, back to menu,..)
  • Bug-fix: The score at the end of a versus match will always be correct on both players now


If you have any ideas or wishes for the next patch: don't hesitate to contact me or to give feedback via F9 ingame. We also opened a discord! If you want to give us feedback there and get in touch with other players, for example to play a match, you are welcome to join us!

https://discord.com/invite/tBnfKns

Flashing Lights - Police, Firefighting, Emergency Services (EMS) Simulator - James Clements
Hello all,

We hope you're continuing to enjoy Flashing Lights, whether it's with friends or alone, whether it's patrolling the city, treating patients or putting out fires! We're currently working hard on the June update, due towards the end of the month. If you haven't seen it already, take a look at our roadmap for the next few updates.



In September, we'll be adding callouts for all services to the new map - at this point, all functions from the original map will have been ported to the new one - and so we'll be removing the original map.

What we want to talk about today is some of the exciting new content that we have planned for late 2021 and throughout 2022.

What's Coming Following the September Update?

Here's some of the new content planned for late 2021 and throughout 2022!
  • New map area: Suburbs with interiors and callouts
[/b]
We're excited to announce that we're working on a brand new area for the new map: suburbs. This isn't just a nice change of scenery either. There will be new callouts designed for the suburbs - and yes... there will be some interiors!

  • Traffic stop update with vehicle search and drug tests
  • Rural towns with additional police, fire and EMS buildings
  • Fire system rework with spreading fires, hose system update, plus a fire engine
  • Police K9/Fire rescue dog
  • [/b][/list]





    We will also be focusing on bug fixes. While we are excited to add new content, we will also be working on bug fixes and improving the quality of the game.

    Developer Livestream Q&A: 29 June

    On Tuesday 29 June at 4pm BST/8am PDT, Nils Jakrins (600) and Tim Boss (RedPandaViking) from the Flashing Lights team will be going live on YouTube to answer your questions! Get your questions in now via the #q-and-a channel on the official Flashing Lights Discord, and then tune in to the live stream here on YouTube to see if they answer your question!

    We're open to anything, whether it's about which department we most like to play as, or whether it's about our favourite pizza topping!

    Thank you once again for your patience while we've been working on the new map! We hope that you're as excited as we are about the next steps.

    Thanks for taking this journey with us.
    The Flashing Lights Team
    ...