Jun 25, 2021
Magellania - Illun
Hello, here’s a brief update on what’s coming next. I’ve been working on a second game for a few months now, but I’m not going to make an official announcement until it’s in a good place. The way it’s going right now, it will probably be a gameplay sequel to the first game but the aesthetic and story will be something else entirely. I also have a project planned that will be in a different genre that isn’t srpg, since I don’t want to be just be making one genre of game forever. Take all of this with a grain of salt, since things can change with time.

I do plan on releasing Magellania's soundtrack to steam as well, but I've discovered a small problem with the way I record music and I would want to fix this first before I do that so I can re-record Magellania's OST files. This is sort of on the backburner indefinitely at the moment, but I'll eventually get to it.

In short, I’m not dead (yet) and things are still happening, but it might be some time before I have enough progress to show anything.
SPACERIFT: Arcanum System - KorsaiR
Today at 10:00 Moscow time we will start our next Saturday podcast! The hosts, as always, are Ilya Fedorov and Vadim Rybka! 😊
Join us! Let's talk about development, answer questions from the chat
https://youtu.be/kjtUHzeg2Rc
ARK: Survival Evolved - complexminded



Explore new heights and hidden depths in this expansive 150 sq. kilometer map where Survivors will encounter new biomes, challenges, and mysterious ruins! Whether it's exploring the valley of waterfalls, setting up your treehouse home in the Redwood Forests, getting down and dirty in the vast swamps, diving deep underwater, climbing snowy mountains, or caving, there's something for every Survivor out there! Arriving with the map will be 3 brand new real-world creatures, including the Amargasaurus and one chosen explicitly by the ARK community!

Lost Island and its creatures will be a free DLC coming to Steam, Epic, Xbox, PlayStation later this year!







Of all the creatures in the sauropod family, Amargasaurus titanicus is likely the most unique looking. It sports two parallel rows of dorsal spines down the length of its neck, back, and tail--though the neck spines are significantly longer than the back or tail spines. These spines are a remarkable adaptation, giving Amargasaurus unmatched control of its body temperature. Made even more incredible by their time on ARKs, these spines store both extreme heat AND extreme cold, effectively allowing Amargasaurus to live comfortably in any environment. Its sails also make it an abnormally capable swimmer, for a sauropod.

Unlike most sauropods, Amargasaurus is very prone to violence, attacking most predators (and humans!) on sight. I suspect this behavior developed alongside the dangerous spines it uses as weapons.


Once finally tamed, it's no surprise that Amargasaurus' spines are its best feature. If removed early, their thermal storage becomes erratic, which is perfect for catalyzing sap development in many trees.

Some tribes, of course, adapted this thermal quirk for combat. By having Amargasaurus eject a spine before it sheds naturally, the freezing/warming waves that emanate from the spike play havoc with armor in the area. Interestingly, simple armor is barely affected, while more complex armor is more heavily affected.



Do you have your own idea for what prehistoric creature should be added to Lost Island? We're looking for your input! Check out this thread for guidelines!

We're excited to share more information with you before Lost Island releases later this year.


An update has been made to the Code of Conduct:

Before:
Blocking access to important resources (ie. charge nodes, Extinction City Terminals, Orbital supply crates on Extinction, or Mission Terminals and etc)

After:
Blocking access to important resources (ie. charge nodes, Extinction City Terminals, Orbital supply crates on Extinction, Teleporters, Dispatchers, or Mission Terminals and etc)

Keep up to date with the Code of Conduct: here.

If you know of an exploit on Official Servers, be sure to check out our Bounty Thread. We provide bounties for anyone who can report hacks or exploits of any kind (which are NOT aimbots/esp/speed hacks) that can have a serious impact on gameplay or server stability on our official, online servers. We've rewarded players with over 50k!




An ARK: EVOLUTION EVENT is active on all platforms from now through June 28th, with the following EVO perks:
  • 2X Breeding (egg hatch speed, imprint, and maturation)
  • 2X Taming
  • 2X Harvesting
  • 2X XP




veluko - Voidwyrm


Papryczka03 - Rockwell Portrait


Ocelotka - Jerboa


axoNNNessj - Megapithecus


Tri#0001 - Helena


Xenix#7589 - Shadowmane




Freasaloz


@EgoSilentium


FoxFox


@NaturalCauzes


See you next week!
Studio Wildcard

Twitter: twitter.com/survivetheark
Discord: discord.com/invite/playark
Reddit: reddit.com/r/playark
Instagram: instagram.com/survivetheark
Twitch: twitch.tv/survivetheark
Steam: steamcommunity.com/app/346110
Youtube: youtube.com/survivetheark
Facebook: facebook.com/survivetheark
Jun 25, 2021
Fate of WINDSHIFT - Kriztoff
Come join us on a gameplay session, feel free to ask your questions or suggestions
We will be playing the first quest of the game with some commentary from us


ESP/ENG



Jun 25, 2021
Company of Heroes: Battle of Crete - Sergcodmod
Changelog 3.9.5

Open beta test

Wehrmacht:

- Alternative doctrine was added for Luftlande-Sturm-Regiment
Star Sonata 2 - SWCDavik
[User Interface/Client Changes]
  • Missile launcher charge time is now listed on its own line, instead of on the same line as the last bonus.
  • Extra linebreak added to Deathblossom item description so all text can be seen instead of going out of view.
  • Crate descriptions now separates what they break into as one line per item
  • Aura projectors now state if they work on bots, specifying All/Combat/Trade Bots on the item.
  • Items now indicate if they decay on leaving Instance, Layer, or Galaxy.
  • Added far more additional details about what aura generators affect to the item window.
  • Improved information on missile descriptions, now includes damage, damage type, and weapon tweak/splash effects.
  • Added a new visual for Mars War Chariot.
  • Added a new test skin concept on the NCC Bulk: Tinted Skins.
  • Added Radioactive skin for the Adamantium Delquadrikamdon.
  • Added Ghost skin for the Faded Delquadrikamdon.
  • Squad leader can now right click and transfer leadership to another squad member.
  • Can now ‘Use some’ on limited use blueprints, to install more than one.
  • Fixed and optimized an issue with loading textures that cause lag near the end of the load.
  • Fixed an issue with the SP Balance on the Avatar screen changed numbers / stopped working.
[Skill Changes]
  • Combat bots now get up to 60% of owners Lagrange control skills, transferred accordingly to player’s Combat bot tweaking level and Bot PhD. Bases and Permanent drones no longer get owners control skills.
  • Buffed Engineer’s Beam Mastery to give 33% non transference damage on temporary drones per level (changed from 25%).
[Item Changes]
  • Hull extensions can now remove the space requirements for the biggest cargo items in players’ ships. How much cargo storage they have is scaled by tech and listed at the top of the item description. To accommodate this change, items that can drop as cargo, always will, even if it doesn’t reduce their space requirements (previously, items size 5 and lower did not drop with a cargo tag).
  • Many DG and AI base weapons at the lower tech levels that were MicroMicro/Micro/Small classifications have now been made Small/Normal. These are classifications used in the balance sheets and you may see several items increase in size and power.
  • Items that were classified as MicroMicro/Micro/Small have less of a power penalty for their size, and have more of a range penalty instead.
  • Mulligan’s Zebu Titan had it’s hull, weight and size reduced but got increased speed.
  • Aura Generators are now defaulted to no longer work on bots. Self-affecting only inbuilt auras, only apply when deployed as a combat bot now. (e.g. Panther, Assault Behemoth, ect).The following ships inbuilt auras work on combat and trade bots: Super Phunka, Subspace Enforcer, Sergeant’s Enforcer, Vicar, Santa’s Special Sleigh.
  • Fixed an issue with Emperor’s Crown having armor instead of resists.
  • Beams with a single chain now do 10% less damage, but the extra jump now does 70% of the new base damage instead of 50% of the old base damage. (This was done as they had same base stats as weapons without chain).
  • Updated Super Massacre Overloader Beta overloader’s description to correctly reflect the damage percent on it.
  • Anise Energy Rocket is no longer unequipable and thus no longer modable. Players who modded the weapon will be reimbursed the bindomite on their ship.
  • Fixed issue on the Shield Redistribution Devices that still allowed healing.
  • Fixed incorrect description on Shield Redistribution Devices that it lowers resistance when it actually increases resistance.
  • Kalthi player ships inbuilt items have been completely redone.
  • Unstabilized Plasma Fusion Core’s now have the quality tier of Rare instead of Common.
  • Made Zebu Master Fighter Generator, Assault Dropship Generator and Greenish Fighter Generator only produce one fighter at a time instead of a max of 10.
  • The Scoop and Electro Scoop are now capable of scooping drones. The Drone Scoop has been converted into a trophy item.
  • Changed Solarian Blueprints use to use Venusian Gear instead of Mercurian. Mercurian is now a T20 side grade.
  • Changed Tech Level of all Tech 5 class Supers to Tech 3.
  • A Key to the Prophet’s Chamber is now neurobound.
  • Caracara Talons and UrQa Qa’Uka Juju have been made competitive in comparison to the items they’re inspired by. Their sizes have been increased as well.
  • Removed Kalthi Orbital Habitats Blueprint from the KD Common drop list.
  • Cara Amzuchid/Cara Amzuchidara, and Rajanicaragupta Amzuchid have had their stats distributed in such a way that they are different from each other.
  • Kalthi Wrathful and Armored blueprints now have Kalthi War Core requirement. They are dropped from Wrathful Commanders, Armored Commanders, Destroyers, and Terminators.
  • Kalthi Depths Exotic quality gear and Blueprints have been moved to an exotic drop list on Wrathful Commanders, Armored Commanders, Terminator and Destroyers.
  • Transference weapon changes from: Dev Diary – Shield Monkey/Shield Transference Adjustments.
[AI Changes]
  • Migrated Easter Bunny and Zombie Easter Bunny to the fixed lockout system.
  • Drastically reduced the shield bank of Ancient Asteroid Being and added some regen.
  • Dramatically reduced the damage of Doktor Kobaldstein’s guards (Infernal Tempest).
  • Increased the shields of Copper Blob dramatically.
  • Added Demented Delquad and Ancalagon the Black to the Instance Scores page.
  • Twisted Nikola (the boss) no longer spawns with random augmenters.
  • Lord Bagheera (Primal Leopard Boss) will now auto attack players on entering to prevent wandering off cloaked and player unable to find them.
  • Cleft Thorns can no longer be captured under Radiation Expert.
  • Sahvitrabalin Sahistha (Antu Saahistha’s cocoon) now heals to heat to prevent build up of fires by bots while in cocoon form.
  • Reduced the damage Zebu Masuta’s can do.
  • Reduced the shields of Zebu Mastuas and Shadow Turtles.
  • Demented Delquadrakimdan has the following changes:
    • Faded Fragment now spawns in the first wave of spawns instead of the start of the fight
    • Unstable Fragments have been nerfed significantly. They now are short range combatants that do much less damage and are much slower.
    • Demented Delquadrakimdan cannot die until its stations die.
    • Most super weapons used by Demented Delquadrakimdan or its spawn do more damage.
    • Massive Station, Torpedo Station, Unstable Fragments, and Faded Fragment are harder to burst down.
    • Beam resists on most AI in Demented Delquadrakimdan’s fight have been lowered.
[Universe Changes]
  • Added new armor drops to the Serengeti bosses.
  • Removed Lunarian shards from Lunarian wreckage in Akuq’ba.
[Next Universe Changes]
  • Added two new zones for T23.
  • Kalthi Depths has been completely redone with with an emphasis on AI intelligence with the Kalthi Armada. Split Lunarian and Selenites into 6 total teams.
  • All of the Bonnet bosses are now instanced.
  • Completely reworked random DGs drop tables to allow for target farming of specific item types. This only affects Earthforce layer random DGs. Example: some bosses may drop only radar and shields.
  • Added Stellations to Perilous DGs.
  • Roaming Stellas in Perilous Space are now Stellations and increased the number of roaming boss spawns.
  • Wild Space now has 4 Entrances and they follow NATO Alphabet instead of Greek. Connections between Wild Space and Perilous Space have been removed.
  • New and revamped celestial rings added to universe generation.
  • Removed the now redundant (as they were turned into AC trade ins) augmenter based module pack missions from Platonic Academy.
  • Disabled both roaming TFOD and roaming Banu King temporarily until they’re updated to their new DG variants. Will be live edited shortly into the new universe.
[Mission Changes]
  • Set the expected level on the Infernal Tempest mission “Constructautomaton 4000″ from level 0 to level 250. Players should now get the appropriate XP reward for it’s difficulty.
  • Added a note to the mission “The Aftermath”, on the Serengeti Research Labs, that it unlocks the Zaphragi Trade-In Items in the Trade Bay.
  • Removed Mako Skin and Stingray Skin requirements from the Pretender Research mission in Olympus.
  • Changed the Bonnet mission “End of Tyranny” to explore Coronet due to the bosses being in instances.
[System]
  • AIs now get OOC regardless if a sun is present for them.
  • Can now buy at most 10000 of Base category items, instead of 1000.
  • Combat Bots will remember their ‘Attack My Target’ on/off selection through server restarts.
  • Microwarpers are no longer blocked by your own envelopment.
  • Most microwarpers no longer have a fail rate.
  • Drone Laying is no longer blocked by your own envelopment.
  • Drones list information about their weapons at the bottom of their showstatsources window now.
  • Renamed Laser Vulnerability to Beam Vulnerability. (e.g. Unt Faranji Gatling X properly display that it adds a Beam Vulnerability).
  • Already installed blueprint no longer blocks installing the rest of a blueprint pack.
  • Capped Diffuser durability damage at max shields.
  • Capped diffuser durability damage for healing at missing shields.
  • Overloaders no longer do weapon damage in arena galaxies like The Colosseum.
  • Diffusers no longer take damage in arena galaxies like The Colosseum.
  • Dead Fighters return non-destroyed in arena galaxies like The Colosseum.
  •  Limited personal/bot hate generated in arena galaxies like The Colosseum, such that it will decay within around 5 minutes.
[Bugs]
  • Fixed bug with surgical damage being able to do more item damage than intended.
  • Transference Resist no longer causes diffuser damage on healing. Transference Vulnerability no longer causes diffuser damage on stealing.
  • Fixed mining bots not loading their dump station on a server restart.
  • Fixed Bots and ai not being able to cloak again after a server restart.
  • Bots can now use cloaks even if equipped with one after launch.
  • AI no longer sometimes falsely decide to use only DPH weapon believing they will one-shot the target due to unable to factor in resists.
  • Fixed charged tweak going into cooldown even if shields/energy checks fail.
  • Weapons will correctly display if their effects are tweakable or not.
  • Drones will no longer try to shoot at Large Warp Beacons or other invulnerable objects.
  • Methods of splash damage that re-killed spirits or damaged pods will no longer do so.
  • Fixed desync for all online teammates when a team galaxy is protected.
  • Bots will no longer attempt to kill a fresh capture or other bot of the player when “Attack My Target” is on.
  • Fixed a rare bug where bots would ignore “Attack My Target”.
  • Fixed error message for being at max permanent drones in a gal displaying ‘maximum of 1′ when attempting to deploy another drone.
  • Fixed display of extraction per day on extractors where the range of 10-100 per day would become scientific notation. (e.g. Psion Icicles Extractor).
  • Fixed missing space in log when preforming a base transfer.
  • Fixed base missiles being used without launching if failing range check.
  • Can no longer equip more than one overloader as a stack.
  • Fixed display of non-percentage speed on weapon effects. (e.g. Anti-Transmographic Decombulator displayed +0.04 speed, now properly shows +40).
  • Repaired functionality of stay close for bots, now includes max range selection.
  • Fixed squad leader change not updating group members of the leadership change.
  • Fixed bug with trying to equip more drones than you had slots for, will now actually equip the amount you had free slots for instead of just saying that.
  • Bots guarding a squad member can now also be transwarped, instead of always being left behind.
  • Fixed a bug where some missions would delete their progress on server restart. (e.g. Subspace Monthlies).
  • Fixed an issue with Emphatic Mother that prevented Unstabilized Plasma Fusion Core from dropping.
Dungeon Looter - Wappen
Hi looters, I am excited to announce that Dungeon Looter is on Steam today.
For a short, informal introduction, it is a game focusing on PVE (player versus enemy) co-op.


(currently on its 1.5 years of development)

The idea behind it is not anything fresh or new (duh!), it's just a recipe that is out-shadowed by newer wave of today's genre like survival-crafting, MOBA, or battle-royale to name the few.

I don't have much to brag about the gameplay yet since the game is still a bit on a hot furnace of development and tuning to prepare for its first early access release, but for basic stuffs, you dive into randomized dungeon, steal stuffs to survive, rekt the boss (or get rekt by them), take some item home, simple as that.

And since we are here, let's talk about what game idea are stolen, eh I mean inspiration behind Dungeon Looter's a bit.


Survival Project (PC, 2003, I.O. Entertainment, (c) HanbitSoft)
Ehrgeiz - Brand New QUEST (PSX, 2000, (c) Square)

The main inspiration of dungeon crawling and item management came from Ehrgeiz quest mode, where you must conquer the dungeon within limited resources whether found in dungeon or prepared from town.

But for the combat, it gets its share of formula from Survival Project, an online action game released in 2002 (the era when the 56K MODEM is still a thing), saw its short live on international stage in 2003 before finally closed. Left some fan and players unfinished and still yearning for more.

Fast forward to 2020, someone finally decided it has to be done, and with some simplification, modernization, and sprinkle of today's popular formula, rougelite + online coop, and there you go!
Dungeon Looter
I hope it could deliver the decent co-op experience in today standard while able to have the 'simple fun' yet challenging feeling of the game from 2000 era.

And for Early Access title, feedback are welcome!
I will be leaving Dungeon Looter in your care.

See you in DUNGEON!
Luck be a Landlord - TrampolineTales
The game has been patched to fix a localization bug.

Bug Fixes
  • Fixed a bug where the string for "Use Reroll Token" was appearing in the incorrect location in certain locales
Elerena Playtest - 8Rocks
Howdy! I've been hard at work with making a boss for the game. The boss is now in a playable state for the game in its own game mode. In later patches, I will move the boss into the dungeon where it belongs; for now, we will be letting it have its own game mode for testing purposes. I also made some small HUD adjustments for the player. Below is a list of all the changes made in the game.

Coal Golem (New Dungeon Boss)
Primary Attack 1: Drops a large, flaming boulder on top of the Boss's current target, damaging all allies within the damage radius
Primary Attack 2: Pounds the ground around him after a brief delay, damaging all allies within the damage radius
Primary Attack 3: Summons a line of fire on the ground that damages all allies after a brief delay
Primary Attack 4: Creates an expanding curved projectile that travels forward, damaging all allies hit
Primary Attack 5: Creates a circle and ring of fire around the current target, damaging them after a brief delay
Special Attack 1: Creates a wall of fire that travels forward, damaging all allies in its path
Special Attack 2: Breathes a cone of fire forward for 5 seconds; if the target is not in the center, the boss will slowly rotate towards the target
Ultimate Attack: Charges up a large aoe fire explosion that damages all players after a 5-second delay
Passive Mechanic: The boss will damage all units (allied and enemy) every second until killed

Boss Gameplay
The boss will attack the player at regular intervals attempting to use its ultimate move, then its special move, and finally its primary move, stopping after the first move has been used. Ultimate moves have a 2-minute cooldown, special moves have a 30-second cooldown, and primary attacks have a 3-5 second cooldown. After an attack, the boss will have a small cooldown window to avoid instantly spamming attacks without any recourse.

HUD changes
Bosses will have a bar at the top of the HUD showing their health at all times
The player can now press Tab to toggle the visibility of the outer ring of the reticle
All mobs now have a health bar above them instead of on the HUD

That's all for this week; tune in next week for some more exciting changes geared towards gameplay and camera options. If you want to give me feedback on my game or become a more in-depth playtester/designer/artist, I am always looking for more help. You can join our public discord here: https://discord.gg/FCT72UVN
BoomBox - i like bizons
2.1.0 Patch Notes

  • No more freezing when download maps from the community maps page
  • Bug fixes pertaining to some achievements
  • Bug fixes for when fetching map pages
  • Download button fixed in multiplayer menu
  • Re-added feedback when no scores are found in leaderboard
  • Loading screen added when resyncing maps (f5)
  • Crash fix for Oculus via link cable
  • Game status web socket added (for stream overlays/etc)
  • Configuration defaults bug fixed when initially launching game
  • Flamewall metadata updated
  • 'Art' Mapstyle added
...