This is a PvP live-balance update aimed at addressing a few sore spots and shifting some units closer toward their intended roles. An additional live-balance update is expected to follow after some time for players to adjust. Join us on Discord to discuss the balance changes: https://discord.gg/AirMech
- Bomber guns piercing increased from 50 to 55 - Bomber melee damage increased from 161 to 166 - Bomber armor decreased from 80 to 75 - Angel armor piercing increased from 50 to 55 - Striker carry capacity decreased from 2300 to 2100 - Warthog HP decreased from 1900 to 1800 - Warthog air DPS decreased from 460 to 440 - Warthog ground DPS increased from 230 to 240 - Neo armor decreased from 75 to 70 - Morty armor piercing increased from 40 to 50 - Morty death blast minimum range increased from 1.8 to 2.5 - Flamer armor piercing increased from 15 to 20 - Assassin move speed increased from 5 to 6 - Sergeant move speed decreased from 3.5 to 3.0 - Sergeant armor decreased from 40 to 30 - Butcher carry weight increased from 550 to 700 - Necro build time increased from 3.5 to 6.0 - Arty full-blast damage range increased from 1.5 to 2.5 - Arty blast damage increased from 100 to 120 - Arty armor decreased from 70 to 45 - Arty build cost increased from 4400 to 5400 - Archy full-blast damage range increased from 2.0 to 2.5 - Archy min-blast damage range decreased from 6.0 to 4.0 - Archy blast damage decreased from 80 to 70 - Archy direct damage increased from 130 to 150 - Archy armor decreased from 70 to 45 - Archy build cost increased from 4400 to 5400 - Joker HP increased from 600 to 700 - Joker armor decreased from 30 to 25 - Rebel armor decreased from 65 to 55 - Jackal armor decreased from 50 to 45 - Armadillo armor piercing decreased from 60 to 50 - Gemini aim rotation speed increased from 105 to 115 - Grinder HP decreased from 2750 to 2500 - Grinder armor decreased from 90 to 70 - Grinder build cost decreased from 13500 to 10500 - Hero build cost decreased from 4500 to 3500 - Hero HP increased from 1100 to 1250 - T99 build time decreased from 11.0 to 10.0 - T99 upkeep decreased from 3 to 2 - T45 shot damage decreased from 50 to 40 - T45 fire delay decreased from 0.25 to 0.2 - T45 sustained fire time increased from 1.0 to 1.2 - Gatty damage reduction vs outposts increased from 25% to 55% - HAAT build cost decreased from 7300 to 6500 - Gorgon HP decreased from 3500 to 3200 - Gorgon armor piercing increased from 35 to 60 - Gorgon shot damage decreased from 35 to 25 - Stasis Mine build cost decreased from 1200 to 1000 - Heavy Mine carry weight increased from 750 to 1200 - Heave Mine build cost increased from 500 to 1000 - Heavy Mine shot damage increased from 1050 to 1300 - Generator build cost increased from 2800 to 3000 - Generator build time increased from 8.0 to 9.5
Lock 'n Load Tactical Digital: Core Game - Metcalf
- added option to Battle Generator single battles to choose between exact points specified for each side or random points - fixed extra turns setting not applying to the new format scenarios - fixed workshop IDs for submitted scenarios so scenario updates are properly detected
Summer Bash is live on all platforms! Join in on the fun from June 30th to July 14th for boosted rates, new skins, new chibis, and more!
Less than a week after announcing the creature submission vote for the upcoming free map Lost Islands and 3 new real-world creatures, we already have over a thousand submissions!
Still looking to get your hands on the elusive Genesis 2 plushie. Don't worry. The ARKitects are hosting a Summer Bash event where they will be giving away plushies. Plenty of known ARK community members will be joining and participating. Be sure to join the live stream and follow the ARKitects Twitter account for more information!
Creator: pterafier Check out these useful beginner tips for beginning ARK players. If you're already past the beginner stage, check out his other videos for more advanced tips! https://www.youtube.com/watch?v=yUpGEM2Zdwk
* Updated Henrietta's pose in the kitchen to be more natural. * Fixed issue selecting a text message in a phone/laptop and loading a new save right afterwards. * Added a theme song to the main menu. * Updated the theme song volume to be controlled by the Music Volume in Settings. * Fixed culling issue with objects popping in/out in the 3rd floor back stairs area. * Updated the music to the Foyer Biotrace/Hovercam.
As usual I’m a day or two late here, but better late than never I suppose. As usual, work has been steadily continuing. I’ve actually upped my regular hours in a sort of self-imposed crunch time. I plan to stay that way until this patch comes through.
As for what’s been done well, I’m still putting a few finishing touches on the mines. Things are mostly in place, just a few spawning bugs to fix up. Outside of that I’ve rebuilt several of the UIs. Most of this work was minor updates and visual changes just to make things look a little nicer. In some cases, minor bits of functionality were added as well to smooth over some annoyances.
Aside from those two things, there isn’t a lot of notable work to speak of. There’s been a lot of applying graphical assets to the game, but most of this work is for things that aren’t even in the live version so the changes feel sort of pointless to talk about since there is no perspective there. Aside from that I’ve been noting and fixing smaller bugs and hitches that I’ve been running across while testing other things.
So, there isn’t a ton to say, but I am going to throw this out there. Now, if you’ve been following these little monthly updates, you might be aware that I don’t ever give dates for when a patch will release. This is because its usually very hard to predict. Outside of art assets and sound design I am a one-man team so the game develops only as quickly as I can work and actually fix/add things.
Going back to full time work has also made it harder to predict things as my time is much more limited. However, I feel relatively comfortable in saying that this patch should be released soon. Tentatively, and I can’t stress that word enough, I’m hoping that this patch will go live around the end of this month or sometime in August. I’m really hoping for sooner rather than later. I just got in touch with my SFX freelancer again and am putting him to work, I tend to only do that when I’m close to sending something out as sound is the last thing I manage.
So, like I said, I don’t want to get people’s hopes up, but if everything goes according to plan, I’m hoping to get the last few things added in, squash any residual bugs, and then publish. As usual I’d like to thank you all for your patience, it is always appreciated. I hope you all are enjoying/or at least have enjoyed, the game in its current state. In a few weeks’ time I’ll hopefully have a litany of additions for you all to enjoy.
Getting started with a lot of new stuff, expect big buff builds coming!
Size: 906.9 MBs
Additions and Changes:
ːswirliesː Moss Princess NSFW animation #1 added ːswirliesː Slime NPCs (Male) NSFW animation #1 added ːswirliesː Male slimes/goblins/kobolds can now appear in the Stone Knife (brothel) and in other maps dedicated to NSFW events ːswirliesː Added a "Day" counter to the Saves recap ːswirliesː Added Patron NPC! "Nekomata" (Cat luchador) ːswirliesː Added Patron NPC! Ven (Rabbit on a break) ːswirliesː Prince animations are no longer unlocked from the start in Babs' Gallery
Fixes:
ːswirliesː Harvest Princess' portraits not showing after using the "Prince Cheat" ːswirliesː Issues with Driders and Mermaids battle-fucks ːswirliesː Delivering Amelie's quest to the Knights INC. counter not completing it in the Quest Menu ːswirliesː Various bugs and typos
Summer Sale is going strong! Thank you for this chance!!
24 hours have passed since the release of Chuhou Joutai 2: Paraided!. I would say this was my favorite project I ever worked on. Pre-production began during the early part of 2020 when the coronavirus pandemic locked everyone inside, after Chuhou Joutai 1: The Middle State of War completed development. Actual development on the sequel began in November 2020 and took seven months to complete. We were proud to announce its completion in May 2021 and celebrate its release yesterday. To those players who are new to the Drillimation Danmaku Universe, welcome. For those who've played the first Chuhou Joutai, welcome back.
We hope you are enjoying the game. We will tweak the game based on player feedback like what we did for the first game. This game was not just intended to be more impressive than the first, but also revolutionary thanks to the new, improved engine we developed. The game's engine was also used in the NES demake version of Touhou 2: The Story of Eastern Wonderland. Since that game is freeware, you can play this game and really learn how Chuhou Joutai 2 came to be. As always, we truly thank those who were anticipating its completion and release, if you are following us on Twitter and Instagram.
Giving this game a cult following can really help us grow. Please, spread the word on social media, and we will respond to your posts.