Jul 9, 2021
Fury Unleashed - Awesome Games Studio
Hello all!

We've pushed a small update containing this change:
  • The main menu "Online Co-Op Info" position now directs to the latest announcement about the online beta start.

Stay awesome,
Awesome Games Studio Team
Jul 9, 2021
Mythgard - NoahC92
Dear Players,

It’s with great sadness that I announce that Mythgard will be entering Maintenance Mode. The team fought tooth and nail over five grueling years trying to make it happen, but the CCG market is a different place than it was all those years ago, with several large companies able to totally outspend us on both content, but far more importantly, on marketing.

I personally have put the large part of my life savings into this game. Most of the team have worked at far below market rates to make it. All out of love for what we were doing. I’ll forever be in their debt for following me into this venture, for their tireless hard work, and for the precious things they’ve sacrificed on the way. As time passed, our team members have dropped off one by one due to a need to provide for their family and to seek some measure of financial security. I don’t think any of them did so because they truly wanted to. At last, our numbers have dwindled to the point that it’s simply no longer possible to continue creating additional content.

I’ll forever be grateful to the many players who spent time and money on the game. Over the years, I’ve met a lot of truly wonderful people in the community, who I only hope that we’ve managed to provide some fond memories.

I especially want to thank Noah, who has volunteered his time, for as long as he’s able, to continue to provide community support and what development effort he can towards live balance. He’s been an absolute wonder, and a joy to work with. I also want to thank both Noah and Mantid for their work on Hub, foxfire_kadrpg for his absolutely amazing and adorable axolotl emotes, nirast for running the outof.cards Mythgard portal, the folks at 983 (especially Markthius) for their work on tournaments, nelzya for being one of the very first players of the game and sticking with us all this time, and all of the various many wonderful people who over the years created content, evangelized the game, and otherwise supported us.

What does maintenance mode mean?

We’ll no longer be working actively on a large expansion set. Some of the team members have been discussing how to make smaller sets using licensed art on a volunteer basis, but there’s no guarantee that we’ll be able to do this effectively. The servers will remain up as long as I can reasonably pay for them out of pocket. As I mentioned above, Noah has volunteered to help with balance changes should any become advisable.

Ranked seasons for 2021 will continue as planned. Beyond that, there will be eight ranked seasons per year. They will be split relatively evenly across the year. We still plan on holding the third EOS tournament on the July 10th weekend, as that has already been paid for.

For now, players will still be able to buy mythril. Please view any money you spend on Mythgard as a donation to keep the servers up a little longer, as that’s where it will go. Similarly, you may wonder why we’re shipping the paid Titan battle pass at the same time as announcing maintenance mode. The reason is fairly simple - it was already long done by the time we got to this point, and while we could have delayed the announcement of maintenance mode to see if we could make some extra money off of it, we’d rather not do.

Thank you all again for all the amazing support over the years, and for making Mythgard such a fun project to work on.

-phu
Jul 9, 2021
Mythgard - NoahC92
Maintenance Mode
We’re extremely saddened that Mythgard will be entering Maintenance Mode. Please see this post for more information.

Features
  • Added new battle pass system
  • Earn rewards by completing missions
  • Six free battle passes. One for each color
  • Free battle passes contain 30 levels, 3 mythics and 1 mythic wildcard
  • New Titan battle pass (2350 Mythril)
  • 6 exclusive card materials, 1 trim and game board
  • 2 mythic wild cards
  • Free colored battle passes replace existing faction tracks
  • Currently, there is no time limit on completing the battle passes
  • Added 5 new learning puzzles
Neos VR - Frooxius
Hello everyone!
I've got a new build for you! This is mainly cloud changes, that should greatly improve the responsivness and make the new services more robust! The switch to SignalR ended up a bit bumpier than I hoped for (thanks everyone for understanding despite the inconveniences ^^;), but it should be really worth it in the long run and scale much better as we get more users.

Notably, I found root cause of message history taking really long time to load. In some cases the database queries were very suboptimal, taking several seconds of database time for a single fetch. For example loading message history I used to test consumed around 14000 RUs (Request Units, pretty much database throughput units). After adding extra field to simplify the query and adding composite index (you probably felt that yesterday, as all existing messages had to be re-indexed!), it now takes just 8 RUs!

As a result, the message history should now load super fast across the board and stop hammering the cloud, causing other things to be slow! But please let us know if you still run into some issues.

There are a bunch of improvements as well. The cloud also ran into another issue, where due to Redis server restarting, the rate limiting library wouldn't reinitialize and everything would break! This should be fixed now. The system now also has fallback in case the Redis fail temporarily and will restart itself automatically if it keeps failing.

Anyway, hopefully things should run pretty smoohtly right now. I'll be monitoring them and see if we run into some more issues. There some more things that we need to optimize as well (e.g. world searching/browsing, initial loading of contacts and bunch of others), but this should be a pretty important step forward!

Oh also this build is compatible with the last since most of the changes were in the cloud (but there should be some neat stuff in the build too)!

Tweaks:
- Added optimized index values to messages in the database and optimized message history queries to significantly reduce (orders of magnitude) required database throughput when fetching message history
-- Message history should now load significantly faster and cause less load on the cloud backend (to give example, one fetch would previously consume ~14000 RUs, the same exact fetch now consumes 8 RUs)
-- This should also fix cases of message history not loading at all in somem cases due to the request timing out
-- Additionaly this should help with overall cloud responsiveness, thanks to message history loading not hammering the database like crazy anymore
-- All existing messages have been processed and re-indexed (this was one of the major factors for the slowness yesterday). If you notice any messages not loading or missing, please let us know!
- Improved health check for the cloud API server, to ensure the server gets rebooted in case of CosmosDB or Redis issues
-- This will auto-recover the cloud in case of unexpected connectivity issues that require reinitializing connections
- Tweaked database query batch size when fetching records, to prevent certain operations (e.g. generating record usage report) from resulting in large load on the database, causing cloud slowness
- Record usage report/JSON is now pipelined and rate limited to avoid it from potentially disrupting cloud services and to improve robustness
-- You can only run the command once every 10 minutes and max 8 times a day. This is subject to change, but it's generally not recommended to run this too often
-- The requests are processed in sequence in case of multiple requests to avoid overloading database with too many expensive tasks at once. You will be notified when the generation finishes
- Cloud messaging system now locally tracks sent status of a message
-- This ensures that message is properly colored as sending or failed to sent when the message history is refreshed
- Added in-process rate limiting fallback during Redis connectivity issues
-- This should improve robustness of the cloud services in case of interminnent connectivity issues to the Redis server
- VBLFC badge now shows up in the Session list as well @Delta and @Kulza
- Changed deadzone algorithm for axis movement to be based on magnitude, rather than each individual axis, which results in better diagonal behavior (based on report by @H3BO3)
- If you send a message to user before the history loads, the newly sent message shouldn't disappear anymore

- Merged Russian locale addition by @Shadow Panther [RU/EN, UTC+3]
- Merged Japanese locale additions and tweaks by @Aesc
- Merged Korean locale additions by Holy_Water
- Merged Chinese locale additions and tweaks by Holy_Water
- Merged Czech locale addition by @rampa_3 (UTC +1, DST UTC +2)
- Merged German locale additions and tweaks by @InnocentThief

Security:
- Added extra obfuscation to host user's ID's (based on report by @runtime)

Bugfixes:
- Fixed bug in FireflySoft.RateLimit library that would cause all rate limit checks to fail when the Redis server is unexpectedly rebooted, due to Lua Redis script being cleared
-- This was the primary cause of the cloud issues yesterday
-- Pull request for our fix is available here: https://github.com/bosima/FireflySoft.RateLimit/pull/7
- Fixed full message fetch rate limit not working properly, allowing the full message fetches to be executed too often
- Fixed wrong debug message on SignalR (reported by @Bitman (Neos.js Developer))
- Fixed incorrect URL when fetching records at path with access key (reported by @Bitman (Neos.js Developer))
- Smooth Turn exclusive mode will now also prevent movement when already turning, instead of just preventing turning while moving (reported by @H3BO3 and @Kaptain Krunch)

Jul 9, 2021
Mech Engineer - Kiber-Kreker
Fixed text mistakes
Fixed pilots duplication bug
Fixed text displaying bugs
Fixed texture bugs
Changed pilots phrases in Rus localization
Changed time of phrases appear
Added sounds to hangar menu buttons
Houdini Indie - Ben (SideFX)
The Houdini 18.5 production build on Steam has been updated to 18.5.633.

You can view the changelog here.


You can access different Houdini Indie production builds and daily builds on Steam by following these steps:

-Right click on Houdini Indie in your Steam library
-Select Properties
-Select Betas
-Choose the Houdini daily build or production build you want to use from the betas list.
(Select "None" to use the most current production build)
House Party - GTB79
After House Party leaves Early Access in March 2022, a new mystery guest arrives in our first ever DLC pack!

Great guesses so far. And it's not the female player; she'll be added to the base game before or around our exit from Early Access.

We'll announce who the guest is soon!

Have you figured it out yet?

Kingdoms Reborn - Earthshine
This massive patch completely revamps the game on all aspects.
- Era Progression & New Research Trees
- World Wonders & Victory Condition
- New Art Assets both 3D/2D & Revamped UI's look

We really hope you enjoy this patch we worked so hard on :)

Thank you again to everyone in the community who helped playtest and gave a lot of useful feedback!




Era Progression & New Research Trees

Progress your Kingdom through four different Eras: Dark Age, Middle Age, Enlightenment Age, and Industrial Age. Each era brings with it many new interesting buildings, resources, and bonuses!
Numerous new buildings have been added, such as Glassworks, Steelworks, Concrete Factory, Oil Rig, Coal Power Plant, and much more.

World Wonders & Victory Condition

Flaunt your Kingdom’s success by building these oversized structures! These Wonders also grant powerful gameplay bonuses and large amounts of Victory Score.
The game now ends once all the different World Wonders are constructed. Victory Score is calculated based on Wonders Built, Population, Happiness, and Money.
Apex Legends™ - ea admin
The Future of First-Person Shooters.

The Series kicks off with an extensive discussion of two of our most exciting shooters: Apex Legends and the just-revealed Battlefield 2042 (special thanks to our Battlefield community for showing up to watch us during E3, we have more coming in July).

For the Spotlight, DICE’s General Manager Oskar Gabrielson and DICE LA’s General Manager Christian Grass, and Respawn’s Founder and Group GM Vince Zampella and Chad Grenier, Apex Game Director, will join host Stella Chung of IGN to discuss the Battlefield 2042 reveal, what to expect to see from both games on July 22nd as well as the future of FPS games as a whole.



Also, you can watch in your preferred language HERE.
Battlefield™ 2042 - ea admin
The Future of First-Person Shooters

The Series kicks off with an extensive discussion of two of our most exciting shooters: Apex Legends and the just-revealed Battlefield 2042 (special thanks to our Battlefield community for showing up to watch us during E3, we have more coming in July).

For the Spotlight, DICE’s General Manager Oskar Gabrielson and DICE LA’s General Manager Christian Grass, and Respawn’s Founder and Group GM Vince Zampella and Chad Grenier, Apex Game Director, will join host Stella Chung of IGN to discuss the Battlefield 2042 reveal, what to expect to see from both games on July 22nd as well as the future of FPS games as a whole.



Also, you can watch in your preferred language HERE.
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