Star Trek Timelines - WRG_Shan


Edward Larkin has been captured but some of Starfleet brightest minds fear that his misguided plans to have tribbles solve the temporal anomaly crisis may have already been put into motion. Investigate reports of tribbles propagating at incredible speeds in different universes and timelines.

Event Name: It’s the Fuzz - Mega-Event part 2
Event Type: Galaxy Event (supply missions)
Event Start: Thursday, 08/12 at noon ET (16:00 UTC)
Event Finish: Monday, 08/16 at noon ET (16:00 UTC)

Squadrons: Y
Crew Sharing: N
Faction Winner Bonus: N
Community Rewards: Y

Event Crew: Tribble Uhura (New) 5*, Tribble Spock (New) 4*, and 1701 Jadzia Dax (Existing 4*)

Ranked reward 5* crew: Tribble Sulu (New) - this crew will be featured event crew in the event starting on 08/19.

Recurrent event threshold reward crew: Tribble Kirk (Existing) 5*

Bonus crew
- high bonus: event crew + Tribble Kirk
- small bonus: variants of Uhura, Spock, Dax, and crew with the “tribbled” or “exobiology” trait.


Event Faction
Terran Empire, KCA, Borg

Live long and prosper,

The STAR TREK TIMELINES Team


PogoChamp - ilikeshiny
It's hard to believe that I've been writing these update posts for an entire year. It's amazing to see how far the game has come in that time, but also interesting to see what has stuck around. If you want to see how far things have come you can check out the full progress report history.

Level Preview: The Classic

I was hoping to have this level ready in time for this update post, but there are still a few bugs to fix with the way that replays work. It's pretty close to being done, but I wouldn't want to release it in a partially broken state.

Making a level that's 2D was a pretty interesting experience. Internally everything is still fully 3D, but I needed to do things like prevent the character from moving or rotating into the Z axis. It was easy enough to prevent user input from tilting the character that way, but due to the way Unity collisions work, there was a small chance with each collision that the character would lean into the Z axis slightly, and those slight offsets would compound over time, eventually resulting in the character jumping out the back or front of the level in the 3rd dimension.

There was also a bunch of work to do to make sure that the level used the proper cameras, but now that I've done it all once, it should be relatively painless to make additional 2D levels if I think of another fun 2D idea.

Changelog
  • BUG FIX: Adjusted demolition geometry to be less prone to bad corner collisions.
  • BUG FIX: Fixed issue the jump animation would not properly reset if you landed after failing to jump because you slid off of a surface.
  • BUG FIX: Add border walls to Spin To Win so you can't fall out of the level anymore.
  • BUG FIX: Adjusted walls in Target Practice to prevent you from jumping out of the level.
PowerWash Simulator - Josh FuturLab
Hey everyone!

Here's just a couple of PowerWash Simulator community updates:

Community Map Request Vote 2 Winner

Steam Locomotive has won our latest community map request vote!



We have now also opened up map requests again to potentially get your idea into the game, submit your ideas here: https://steamcommunity.com/app/1290000/discussions/1/3112530528183413533/

This is where all of the ideas we were all voting on came from! :)

10,000 Discord Members Celebration Giveaway

To celebrate over 10,000 Discord members on the official PowerWash Simulator server we're giving away Steam codes of the game to 10 lucky winners!

To enter join the Discord here: https://discord.com/invite/powerwashsimulator

Go to the #giveaways section and the instructions to enter are there. Giveaway closes, August 6th 10AM GMT+1!



Thanks for reading, we'll see you all on Friday for our weekly Dev Log! :)
Shakes and Fidget - Leander Playa Games
Hello heroes!

We've just released our v9.1 UPDATE! Full list of new features, changes and fixed bugs below. *



Moreover, we will have EXCEPTIONAL XP EVENT & SANDS OF TIME SPECIAL from Friday to Sunday!



Have a nice weekend!

* New features:

Tavern: new event "Summer Collectifun" (stay tuned for more details!)
Fortress: new particle effects during Fantastic Fortress Festivity

Changes:

Apps: added new Playa Games logo
Tavern: replaced graphics of thirst for adventure and quest progress bars
City guard: replace graphics of city guard bar
Events: increased fruit reward for quests, wheel of fortune and pet and habitat fights during Assembly of Awesome Animals event from x2 to x3
Dungeons: after completing light world the shadow world now opens by default the first time you load the dungeon screen
Mail: adjusted size of text field to actual character limit

Fixed bugs:

General: fixed a bug that disabled weapon sounds when switching resolution
Guild chat: selecting a name to send whisper message no longer displays the cursor in front of the "@"
Tavern: the screen no longer freezes when loading the gambler's game of dice
Guild: fixed a bug that changed guild description when a guild leader clicked own character description
Guild: sword icon no longer overlaps text in some languages
Guild: players without a guild no longer see "guild is x ranks above/below yours"
Mail: fixed a bug that caused hit point bar flickering during replays
Mail: fixed a bug when scrolling received messages (only the scroll bar worked)
Hall of fame: item popups are no longer displayed off-screen
Hall of fame: fixed a display bug when guilds were about to attack
Options, apps: auto login function no longer displays tutorial texts when launching the app
Legendary dungeon: fixed the orientation of warrior weapons
Aug 4, 2021
Sudokolorful - OriOpa Studio
Hello everyone!
We were informed that people is getting some trouble with a bug that don't let them finish the game. We found out that it comes from saving both ranking and game. We are turning off ranking and save functionalities until we get it working properly.
Thanks for your patience!
Aug 4, 2021
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


The Siege community has a lot of questions about the current state of the game and its future, which is why we brought together members of the dev team for a Reddit AMA on July 22nd. You can find a recap of the most important questions and answers below, the full Reddit thread can be found here.

MOUSE & KEYBOARD ON CONSOLE

Have you made any significant progress to detect MnK and have a reasonable timeframe for banning people who abuse it?

Our MnK work currently is still very much a R&D subject. We have dedicated people in the Rainbow Six Siege team who are actively working on MnK to not become an unfair advantage, but an additional input that we support to make everyone's experience fairer without impacting our players with disabilities. We plan to run tests in the coming months to validate our approach, once properly validated we can move forward.

(Full Post here)


CHEATING/BANS

What are your plans to fix the cheater issue?

A large portion of what we do unfortunately can't be shared here, as security is a huge part of anti-cheat and we need to guarantee we're not giving any hints to cheat makers. While we know this is frustrating, know that we have ongoing initiatives already live and in development that we can't explicitly share.
We'll be sharing a data-focused update to this Anti-Cheat article in August, but today, we're going to break down some of our most recent actions and plans for dealing with cheaters.

(Full Post here)


Will you guys ever consider manual bans of players doing new glitches in ranked that are found and exploited?
When someone finds a glitch, our stance is to fix it as quickly as possible. For that reason, we don't want to penalize someone who has found it in the first 24 hours - especially if this helps to identify the issue.

(Full Post here)


Are there any specific plans to add new level requirements or other/more forms of verification to Ranked?

In the future, we aim to add some access restrictions to Ranked for players who have not relaunched and played the game for a while or any new account that has reached the Clearance Level allowing access to Ranked and has not made sufficient matches in PVP Public Matchmaking to validate its eligibility.
We are also actively looking with our partners inside Ubisoft at reinforcing the account security to make sure it gets harder and harder for hackers to get their hands on accounts.

(Full Post here)


If we report a cheater in-game via the overlay, does an actual human look into the report? If not, how is it done?

We have a team dedicated to going through these reports and identifying cases that involve cheating. But, considering the high number of reports we receive each day, we have to prioritize which reports are reviewed immediately.

(Full Post here)


What do Developers plan to do in order to curb rampant cheating for Siege aside from automated bans? When will Devs look into the possibility of hardware-based bans?

Hardware bans are indeed a sanction used by us and across the industry, however, it's not a silver bullet since advanced hardware ID spoofers can disrupt the detection.

(Full Post here)


In a time where it feels like every game has a cheater in it, wouldn't you agree that manual bans would improve relations with the community?

Manual bans are not our long-term strategy as it would not be scalable, but that doesn't mean that we don't do manual bans - they're still very valuable to the team.

(Full Post here)


OPERATORS

Is the overabundance of operators and its resulting unpredictability seen as a design challenge that needs to be addressed?

We had introduced the Pick and Ban and the Sixth Pick to help on this. The current system encourages to pick operators who do a bit of everything or perform specific basic functions and for us it's something we would like to address. The Attacker Repick will answer to this.

(Full Post here)


I am curious to know how you conceive a new character, and which are the main factors you focus on during the creation; the aesthetic, or the gadgets first?

Sometimes the Gameplay will come first and drive the whole development of the operator. That was the case of Wamai for example, or Hibana as we wanted to give alternative pick choice for teams to fulfill one core function.
On the other hand, sometimes the Lore or the history of a CTU is very strong and attractive and drives the process of making the operator, such as Nokk from the Jager Corps.

However, we will never reach a point when we "sacrifice" the gameplay for the lore.

(Full Post here)


I know people working with R6 have said in the future they hope for around 100 operators, but do you genuinely feel that is realistic with the current trajectory of the game?

This statement of reaching 100 operators was a strong symbol of us, the Siege dev team, claiming and saying to our community that we were HERE TO STAY.

(Full Post here)


How does the balancing team incorporate less tangible factors into their process when balancing operators?

We have different processes:
  • The Balancing Matrix helps us to have an overview/data of the performance of the Operators.
  • Regular pro workshops to collect feedback from them.
  • We also have calls with the pro players to present them various ideas/balancing changes. Those are also an important source of information.
  • We have all the week some internal Playsessions to test each change/rework -- with different player levels.
  • Finally, of course, the community's feedback is another of our core inputs, which comes to us regularly from our community team.
(Full Post here)


Why does Twitch's gadget completely prevent her from having two regular drones like every other attacker?

We are agreed! News coming (very) soon for Twitch.

(Full Post here)


Are there any plans to change something about IQ's kit, whether that be her loadout, gadget etc.?

There is a plan for IQ to improve the intel sharing, so stay tuned!

(Full Post here)


Will there be any LGBTQIA+ representation?

Representation is incredibly important to us as a team. This year, in fact, the team has taken great strides to really level up how we are authentically representing our Operators, for example with the partnership of Nakoda consultants for the creation of Thunderbird. This is an approach we'll be taking moving forward as well, to ensure the future LGBT operators we bring to the game feel like honest, real people.

({LINK REMOVED})


What are your thoughts on Kali's balance at this current time?

She has a very good secondary weapon and to be honest, for now, we are not looking to give her another primary. For us, if we do that, nobody will use her sniper anymore and that's a shame.
So we need to look at the sniper itself how to buff it. We still believe in a bolt action sniper rifle in Siege.

(Full Post here)

Siege's lore has made a shift from it being a realistic counter terrorist game, to more of an Olympic-style game. What is the reason for this?

It's no secret that our obsession since the beginning has been competition rather than making a realistic and immersive game. So the more the game evolved, the more we felt the need to explore gameplay areas that were no longer compatible with the "realism" and the original settings.

(Full Post here)


When you think about how the game has evolved from the beta to now, are there any gadgets you feel didn't keep up in viability or purpose?

We cannot imagine releasing some of our Legacy operators today, this is why we have established some guidelines to help the creation of the operators:
  • Define the player skills needed to manage each operator such as knowledge skill, communication skill, resource management skill, ...
  • We need to have some balancing levers
  • Play around soft counter instead of Hard Counter -- Soft counter creates more gameplay and implies more skill.
(Full Post here)


MAPS

Is there a plan to incorporate new maps instead of just reworking old ones?

Now that the competitive map pool is more solid, we will be switching to hybrid mode. This means that we will continue to maintain and improve the released maps with reworks but we will also start to make brand new ones again.

(Full Post here)


What kind of maps will we see changed in Y6S3?

For Y6S3, we're doing Buffs in 3 competitive maps: Clubhouse, Coastline, and Bank. The 3 maps received a complete tech overhaul (transparent to players) and some gameplay changes (balancing, quality of life). The total amount of changes in those 3 maps are about equal to the number of changes of a single rework. We wanted to be more surgical but tweak more maps.

(Full Post here)


Any plans on reworking Bartlett U. into an actual PvP map, or is it destined to be excluded forever?

It will come back in some form. We are currently trying some things from minor changes to a complete overhaul.

(Full Post here)


What aspects of a map make it 'competitive'?

The top one is overall balancing. Each team must have equal opportunities to win at high skill level of play. There must never be a point where one team can't do anything due to the layout or setups. It is also a question of trade-off. When a map has a certain aspect that favors one side, we try to counterbalance by having something else that favors the other side.

(Full Post here)


RANKED

When is the rank rework taking place?

We're still in the early phases so we don't have dates to share, but we are planning an update to Ranked. Among the changes that we have planned one of the core changes is to split the MMR from your ranking. MMR will be kept hidden. Your ranking will be a value that is slowly progresses towards your MMR. It will ensure better matchmaking from the start of the season without the stress of good/bad placement matches. It will also reward dedication on top of pure skill.

(Full Post here)


As a solo queue ranked player, what are your plans to improve the experience?

We're looking at two possible solutions.
  • Solo & squad queues: While this would address many concerns, it has a drawback. This option runs the risk of increasing queue times and decreasing matchmaking quality.
  • A single Ranked queue: Rather than just using MMR, it would also factor in the advantage of playing in a squad vs. playing solo. This would ideally offer fairer matches without splitting the community between queues.
(Full Post here)


Will the 700 MMR gap be changed? It's difficult to play with my friends with the current restrictions.

We're looking at a couple of different solutions:
The most promising one is to allow players to play with nearly anybody (some extreme limitation might apply) and then take into account the squad skill disparity into the MMR update. The goal is to dampen the unbalance that teams with a big skill spread can create.

(Full Post here)


Do you guys ever plan to rework the MMR/ELO system for ranked to make it more dynamic instead of just being "you get MMR if you win a game" and "you lose MMR if lost a game."?

We want to improve our skill rating system so it computes your skill with better accuracy and more importantly: faster.
In R6S it's a bit tricky. We tried using kills and in fact, our system was less accurate by taking that into account, which means that the game is strategic and not just about who got the better aim.
We also have to be careful about those stats, they could be datamined and people could try to adapt their playstyle to 'min-max' the stats instead of thinking about winning the game.

(Full Post here)


Will attack repick be coming soon?

The ATK repick is planned to be pushed on the Test Server in Y6S4 (but will not ship immediately).

(Full Post here)


Do you plan to do something about the growing number of smurfs in the ranked ladder?

We have already committed ourselves and are currently working on this topic within our team and with our partners to get an accurate understanding of the smurfing ecosystem via data collection and analysis. Currently what we want to do is:
  • We are looking at account rules modification to establish stronger controls at the account level.
  • Also, on the game side we will explore various possibilities including the identification of the main account (in terms of performance) to automatically adjust certain values so that alt accounts meet this rank/performance.
(Full Post here)


Is there a plan to fix the rollback system to rework it?

As mentioned in our last [Top Issues & Community Concerns](https://www.ubisoft.com/en-ca/game/rainbow-six/siege/news-updates/1YPQ5yw9TaRhQwghjStqn2/top-issues-and-community-concerns) article, we are currently working on a major update of our MMR Rollback system. This new version aims to bring changes that will restrict the time window for rollbacks and addressing rollback that occurs when you win against a cheater.

(Full Post here)


SERVERS

Will North Africa get its own servers?

At this time, we have no short terms plans to open a North African location but as we said previously, we are open to looking at the options in the future.

(Full Post here)


Can you add the option for picking your server on console?

It's a direction we want to go in, but unfortunately, we don't have it in our timelines right now.

(Full Post here)


What exactly is the reason you guys decided against the AWS/gamelift gameservers?

We have indeed added Gamelift to the roster. The idea behind is 3-fold and pushes to improve the overall server quality of service:
Improve our resiliency, offering a service backup in case of outage of our other providers.
Mid-term we plan on putting Gamelift in the Siege server pool more frequently in order to improve connectivity.

({LINK REMOVED})

GAMEMODES/DESIGN

Why doesn't Siege have a form of bracket tournament similar to the ones in Rocket League or Fortnite?

We are working on a competitive playlist that will be activated only during weekends. We call it the R6 Cup as a code name. 5v5 pre-made squad only. However, new features like the R6 Cup have to be delayed because it's counterproductive to make this feature in the old online environment, and then have to redo it again when the transition it's over.

(Full Post here)


Will we be getting a gun range and is that idea even being considered?

I am happy to say that we currently working on some prototypes where the focus would be to learn & practice weapon recoil control and also visualize the effect of different weapon attachments.

(Full Post here)


Any thoughts on removing friendly fire from casual? That game mode is supposed to be relaxing and fun.

There is no plan to remove friendly fire in casual. The problem there is not about being relaxed, it's about toxicity.
However, you are right to say that this game is a very sweaty one and we acknowledge that sometimes you might want to enjoy Siege without necessarily having the whole pressure of a 5vs5 bomb match.
That's why we are working on a prototype of a TDM mode that we call Warmup. The main goal is to have something easy going, easy opt-in and opt-out where you can practice your aim and try different weapons.

(Full Post here)


Will there be any more work or updates for Terrorist Hunt?

To be dead honest, we have wanted to remove TH from the game for a while now. It has a lot of flaws, costs a lot to maintain, and doesn't really fit anymore the direction we are taking with Siege.
However, it still has some interest and some purpose for some people. So, we said to ourselves that before touching the TH we need to deliver some features that answer the needs I mentioned above.
We need to ship a Warmup game mode first. And we also need to have a way to play with bots in a safe environment for people that want to learn or play coop with their friend without playing against human.

(Full Post here)


What is the ideology that is used to determine the 4 bomb sites on a map?

These days the bomb site areas are decided upfront, and we build around them once we have the building skeleton. We noticed that it is faster to converge toward something solid this way. But there is a drawback, it tends to make all bomb sites more similar to each other's so we must keep this in mind.
When we decide on the general location of the 4 bomb sites, we try to cover most of the footprint of the building so that every part of the map will be used at one point.

(Full Post here)


Is there a plan to make a better Tutorial mode for beginners?

We are actively working on a brand-new Onboarding experience for new players which will take them through the Basics of Siege, such as destruction, verticality, and intel. We also want to have a more Siege-like preparation for players where the essence of Attack and Defend are introduced and how Operators play an important role in this experience.

(Full Post here)


Will there be a permanent Arcade playlist?

It's been in discussions on the team for some time, but we've lacked a large enough variety of modes to support a permanent playlist that players would actively use. Our intention is to release on a more regular basis arcades like Golden gun and headshot, until we build a large enough bank, to keep the quality of the matchmaking on par with the rest of the game.

(Full Post here)


Will you guys plan on rotating Arcade modes more often?

We are looking at how we can increase the frequency of Arcades while still having enough diversity so that it doesn't become redundant for players.

(Full Post here)


When Game After Death was first brought to TS many asked to cancel the feature entirely. However, Seb Francois (UX Designer) put out a tweet saying "Gameplay After Death is not a 'take it or leave it' situation at all" is this correct?

The community's feedback to Gameplay After Death was super useful after its appearance on the Test Server. It didn't feel balanced, so we're continuing to experiment with it. It's a feature we plan to release someday, but ONLY when it truly feels like it fits within the Siege experience.

(Full Post here)


Can we please get cross-save?

It's coming in 2022 :) You'll be able to transfer all your cosmetics to PC once it launches.

(Full Post here)


Are you guys going to enable cross-play between PC and console, with an option to disable it?

We believe in developing and deploying features in an iterative fashion. This is how we're proceeding for cross-play. So far, console generations (e.g. PS4 & PS5) can play together. Stadia, Luna, and PC players can play together as well. Coming up next is cross-play between all consoles.
Crossplay between PC and consoles is a more complicated subject, and we want to make sure we can provide a good experience before activating it. It's not a technical restriction, but more a matter of making sure we have better control over cheating, toxicity, and type of controllers.

(Full Post here)


BATTLEPASS

Will we see changes to the Battlepass at all, and will we ever see the return of the year pass?

We are looking to re-introduce the benefits that were previously given to Year Pass owners in the short term, including Boosts to Battle Points earned from Premium Battle Pass players.
Additionally, we are still not satisfied with our Battle Pass solution overall. We are actively working on a new type of Battle Pass that won't be found anywhere else. We're also looking to tweak challenges and make them more engaging in the upcoming seasons.

(Full Post here)


Click here to have more information about topics such as: in-game content, toxicity, and more!
Knight Online - CluTaah


Please be aware that we will be conducting scheduled maintenance on Steam Knight Online Servers and service will be temporarily unavailable.

Maintenance time will be as follows:

Knight Online Server Time (EST): 21:00
South America (PET): 20:00
Turkey: 4:00

During this server maintenance;
- The I Love Knight Online event has been added to the NPC named Akara's Altar. After going to Akara's Altar and typing "I Love Knight Online", a 4-hour "I Love Knight Online Emblem" will be yours.
*You can get the item once a day.

The features you will gain with this emblem are as follows;
* EXP 20%
* HP +300
* Weight 300
* Cont 2

- Added new effects for received Loot (Drop) and EXPs. You can access the relevant settings by following the steps F10 -> Option -> Looting Option -> Looting Effect.

- The top 3 players in the monthly Ladder Point ranking of the servers will earn Premium according to their ranking! The event will start on August 1st and will end on Tuesday, August 31st. Prizes will be distributed as of Thursday, September 16. Premium rewards are for 30 days.

- The Pathos Glove Package and the 3-pack BUFF SC event has ended.
- The +3 NP Event has ended.
- The 1+1 event has been extended for another 4 weeks!
- The Juraid 2x Event has been extended for another 4 weeks!
- 30% EXP Festival Has Started! EXP Event is with you for 4 weeks!
- Ibex Potion(5000), Crisis Potion(5000) and 90% Resurrection Scroll can be purchased from NPC Aset for Noah for 4 weeks!
* There is a difference between buying Ibex Potions DC Premium/War Premium and normal.
- Normally Ibex 70m Crisis can be taken as 105m. (When buying in this way, the pots are tradeable.)
- DC Premium/War Premium can be purchased with ibex 55m and Crisis as 80m. (When buying in this way, the pots are not tradable.)

- Buffs that you can add to your pet on NPC Aset are available for sale. After purchasing these buffs, you can activate them through kate and put them in your pet's slots. (You can activate the related buffs via the auto loot add area to the pets.)

The buffs you have received from Aset are 30 days old.
Activated buffs are reflected in your character's HP/Defense/Attack values.

* User Buff Pet Scroll - HP 200 - 70M
* User Buff Pet Scroll - AC 20 - 70M
* User Buff Pet Scroll - 5 Atks - 80M

- REWORK RONARK LAND MAP!


The New Participation Event is with you for 4 weeks! In order to participate in the event, you need to go to the NPC named [Event Manager] Aset and press the "Progress of Attendance Check" button. You can get "Daily Coin" and a random item daily by clicking the "Progress of Attendance Check" button from the menu that opens. You can deliver the Daily Coins you collect by logging in daily to the same NPC to get the reward you want.

You can see the rewards and the amount of Daily Coins required below.
1 Daily Coin -> You can choose one of 4 Gem types (Life, Cont, Defense, Exp)
You can get 3 Daily Coins -> 5 Armor & Weapon Enchant Scrolls. (not tradable)
You can get 5 Daily Coins -> 3 Days of Alencia Wings. (Untradeable / Ready to use broken income)
You can get 7 Daily Coin -> 7 Day VIP Vault Key. (Untradable / Comes broken ready to use)
You can get 10 Daily Coins -> 5 Magic Hammers. (Not tradable.)
You can get 14 Daily Coin -> 15 Day Lunar Tattoo. (Untradable / Comes broken ready to use)

- Increased the impression limit from 100 to 999 in the new Kills and Assists Line system.
- Added 3 Different Fireworks to Sundries.
- Twisted Moradon Event Is Back! The event will be active for 4 weeks.


NTTGame || Knight Online Team

Touhou Mystia's Izakaya - SagaVic
【07-25-2021 @ 21:08CST】版本更新 Alpha 0.0.30a "Izakaya.Selection"
  • 开放了 雀食堂选择 功能,当没有剧情需要时,可以自由在 当前解锁的雀食堂 中选择 想要开店 的位置
  • 修改了 妖狐类客人 的视觉表现,使其更加容易和 妖猫类客人 区分
  • 现在 在触发符卡时 角色的立绘差分 会根据 符卡的好坏进行相应调整
  • 现在被 莉格露 的 惩罚符卡 影响到的客人不再会给钱
  • 优化了 老板娘图鉴 中 客人页面 的视觉表现,现在当点击查看一个客人的详细信息后,其他 未选择 的 客人项目 会降低透明度
  • 优化了 雀食堂配置菜单 中 内容描述面板 的排版
  • 补充了 莉格露 羁绊等级4 => 5 中对话文本中缺少的文字
  • 修正了 上白泽慧音 的 奖励符卡 三种神器 ~ 镜 的特效可以 无限叠加 并且无法正常消失的问题

【07-21-2021 @ 21:10CST】版本更新 Alpha 0.0.29e "Kizuna"
  • 现在 当日结束面板 会分开显示今日获取的小费数量
  • 优化了部分UI表现
  • 修复了EA通关后迷途竹林的栅栏门不消失的问题
  • 优化了部分采集点交互标签的位置

【07-20-2021 @ 22:10CST】应急版本更新 Alpha 0.0.29d "Kizuna"
  • 修复了可以 无限委托 莉格露 进行采集 的Bug
  • 修复了 文文新闻 会产生冲突 的Bug
  • 修复了 人间之里 地图部分视觉表现
  • 修正了部分文本描述

【07-19-2021 @ 14:41CST】应急版本更新 Alpha 0.0.29(a ~ c) "Kizuna"
    【a】
  • 修复了无法正确进入 新手教程/人里 晚上地图的问题
  • 修复了部分字体无法正确显示的问题
  • 修复了当白天NPC不在地图内时仍然会显示功能性图标的问题

    【b】
  • 修复了在 还款日 工作时 完成 任何稀客的点单 都会导致 还款事件 提前触发 并且 卡死 的问题
  • 修复了开启部分 旧版存档 时可能产生 演出重叠 导致 卡死 的问题
  • 修复了 露米娅 在 羁绊等级Lv4 的升级对话无法使 羁绊等级 升级到Lv5的问题

    【c】
  • 修复了 读取某些存档 时会导致 开放羁绊任务事件 卡死 的问题
  • 修复了在 开放羁绊任务 前达成 露米娅羁绊Lv1 进度时会造成在 开放羁绊任务事件 卡死的问题

【07-17-2021 @ 19:03CST】 功能性版本更新 Alpha 0.0.28 "Kizuna"
  • 实装了 兽道 三个角色(露米娅,橙,莉格露)的 羁绊剧情
  • 为游戏制作了专属的鼠标指针
  • 白天的商人、任务、以及事件NPC现在会在头顶有对应的UI图标
  • 夜间的客人会在头顶显示当前的状态图标
  • 优化了部分UI的展示
  • 优化了红魔馆地图的部分美术表现效果
  • *非常感谢大家耐心的等待和对东方夜雀食堂的支持

【07-01-2021 @ 10:32CST】应急版本更新 Alpha 0.0.23a
  • 修复了 堵住人里的入口不会在解锁人里之后打开的问题

【06-30-2021 @ 11:50CST】版本更新 Alpha 0.0.23
  • 现在 回收器菜单 有了全新的图像
  • 添加了新的 加载动画
  • 修复了 部分剧情对话会触发两次 的问题
  • 修复了 夜间剧情时 人物角色可以任意移动的问题

【06-28-2021 @ 03:17CST】应急版本更新 Alpha 0.0.22b
  • 修复了 采集点 计时错误的问题
  • 修复了 白天料理菜单 不会消耗食材的问题
  • 修正了 任务菜单 中对时间的显示

【06-27-2021 @ 22:48CST】应急版本更新 Alpha 0.0.22a
  • 修复了在 白天料理菜单 中消耗完活动时间后无法正常进入开店准备的问题

【06-27-2021 @ 22:03CST】版本更新 Alpha 0.0.22
  • 开放了 白天料理 系统,消耗一定量的时间在白天制作料理并存入 保温箱
  • 调整了 计时任务 的 任务完成倒计时 文案内容
  • 修复了当在 夜间剧情的老板娘移动中 尝试移动角色时会导致人物卡死的问题
  • 修复了 夜间 点单控制器的 手柄切换提示 错误的问题

【06-25-2021 @ 22:08CST】版本更新 Alpha 0.0.21
  • 现在 任务物品 拥有了正确的图像
  • 修正了部分文本的语法
  • 为 “商人菜单” 补充了 购买所有 的输入提示
  • 优化了对非16:9屏幕的兼容性
  • 修复了在低帧率环境下部分剧情中人物会反复横跳的问题

【06-24-2021 @ 22:38CST】版本更新 Alpha 0.0.20
  • 商人 现在追加了一键购买功能(手柄为Y/▲;键盘为E)
  • 修复了夜间在BGM衔接处开启 “夜雀之歌” 时会产生大量堆叠音符的Bug
  • 修复了 “夜雀之歌” 中的部分判定问题
  • 修复了夜间 “订单查看器” 中按键提示消失的问题
  • 修复了夜间 普通客人 不会按照他们原定喜好点单酒水的问题
  • 优化了对不同分辨率屏幕的兼容性

【06-23-2021 @ 22:52CST】版本更新 Alpha 0.0.19
  • 现在 点单查询器 的排序方式由点单顺序修改为桌号顺序
  • 修复了Buff图标有时会意外消失的问题
  • 优化了文件格式,减小游戏本体大小

【06-23-2021 @ 12:18CST】应急版本更新 Alpha 0.0.18
  • 修复任务线索不可见的问题

【06-22-2021 @ 21:48CST】应急版本更新 Alpha 0.0.17
  • 修复采集点不可见的问题

【06-22-2021 @ 21:20CST】版本更新 Alpha 0.0.16
  • 感谢各位对 东方夜雀食堂 的支持!我们给大家准备了一个小礼物,新建或读取任意存档以领取【已于06-30-2021 @ 23:50CST结束】
  • 添加了一个新的加载Logo
  • 微调了部分料理的 属性
  • 调整了UI在不同分辨率下的兼容性
  • 修复了 “橙” 的技能 “仙符「凤凰卵」” 动画无限播放以及只会获得一个食材的问题
  • 调整了采集点的时间计数问题
  • 修正了地图 博丽神社 中部分显示问题

【06-22-2021 @ 00:04CST】应急版本更新 Alpha 0.0.15
  • 修复了新手教程卡死的问题

【06-21-2021 @ 23:13CST】版本更新 Alpha 0.0.14
  • 现在 “雀食堂配置”,中的食谱选择栏会显示已选择食谱的厨具要求
  • 现在 “雀食堂配置”,“料理选择器” 中的食谱会显示以目前的食材可以料理的数量
  • 现在 “上白泽慧音” 不再会在时间结束主动后释放 “三种神器:乡”
  • 现在当获得食谱时左下角同样会产生通知
  • 现在当持有 “投掷上菜” 增益时左下角的 “点单窗口” 将不会自动切换到新的订单上
  • 修复了任务日期的显示格式与白天左上角显示方式不一致的问题
  • 修复了当 “投掷上菜” 的料理或酒水在空中时客人离开时会产生的问题
  • 修复了响子有时不会提供EA食谱的问题,已经错过该事件的存档将在读取时自动补足遗漏的食谱
  • 调整了所有冷却为 24/72 小时的采集点使其下次出现的时间不会再较上一次多30分钟
  • 将 “上菜窗口” “夜雀之歌” “保温箱/酒水架” “空桌” “回收器” 打开时的时间减缓为50%效果修改为时间完全停止
  • 修复了 “橙” 的技能 “仙符「凤凰卵」” 动画有概率无限播放以及只会获得两个食材的问题
  • 修复了在夜间结束时打开任何窗口会导致第二天角色无法移动的问题
  • 导入了XInput1_4.dll来尝试解决部分Windows7系统在尝试启动游戏时会立刻崩溃的问题

【06-20-2021 @ 19:27CST】版本更新 Alpha 0.0.13
  • 为 “加载菜单” 和 “读取菜单” 中的 “确定界面” 添加了额外的文案描述
  • 修复了 “普通客人上菜菜单” 中的桌号相较于其他位置显示的桌号少一的问题
  • 修复了晚上阶段角色立绘和像素形象不会变化的问题
  • 修复了当使用 “投掷上菜” 投掷了任何物件于空中时切换到其他桌打开 “上菜菜单” 会导致原来的客人桌无法再互动的问题
  • 修复了白天或晚上的UI按钮(除长按的跳过键)在点击时会优先触发角色互动操作的问题

【06-20-2021 @ 02:30CST】版本更新 Alpha 0.0.12
  • 为白天添加的显示日期的功能
  • 现在当角色在拥有”投掷上菜“时用互动键打开客人桌将不会再触发投掷动画
  • 现在夜间的客人桌编号从1开始计算
  • 加快了 ”投掷上菜“ 的速度
  • 修复了 ”投掷上菜“ 产生的多个问题
  • 补充了 “名侦探米斯蒂娅?…… 其之三” 任务要求中缺少的文案
  • 移动人间之里被庄稼遮住NPC的位置

【06-18-2021】版本更新 Alpha 0.0.11
  • 给酒水 “淇” 增加了 “气泡” 属性
  • 修复了 “夜雀之歌” 中的判定问题
  • 修复了打开 “上菜菜单” 和 “空桌菜单” 时有概率无法选择的问题
  • 修复了当第二天存在 “文文。新闻” 事件时画面的渐隐过渡卡死的问题

【06-18-2021】应急版本更新 Alpha 0.0.10
  • 将 “上菜窗口” “夜雀之歌” “保温箱/酒水架” “空桌” “回收器” 打开时的时间停止效果修改为时间减缓为50%
  • 修复了白天和家中的 “保温箱” 以及 “酒水架” 互动后退出时会导致时间停止无法解除的问题
  • 修复了QTE没有声音的问题
  • 修复了部分晚上UI会挡住鼠标的操作的问题
  • 修复了 “投掷上菜” 效果不能被鼠标右键正常触发的问题
  • 修正了部分文案上的问题

【06-17-2021 @ 03:29CST】版本更新 Alpha 0.0.9
  • 为EA玩家扩展了EA专用测试台,包括一键备份/导出存档,以及以不含序章/新手教程开始游戏的选项
  • 现在夜间打开的所有UI都附带时间停止效果
  • 现在夜间靠近一个有客人的桌子将会在画面左下角显示 “驱赶” 的按钮
  • 为游戏替换了更高分辨率的图标
  • 修改了原 “厨余桶” 的外观使其更贴近 “回收器”
  • 修复了 人间之里 中与 阿求 互动没有反应的问题
  • 修复了 “夜雀之歌” QTE中的判定和显示问题
  • 修复了 “风祝” 饮料的文案
  • 修复了 “莉格露的稀客教程” 中可以使用 “中止营业” 按钮跳过并导致稀客无法刷新的问题
  • 修复了 “中止营业” 按键在夜间前3秒内使用会失效的问题
  • 优化任务 “还款 ~ 兽道篇” 中的任务描述


【06-17-2021】应急版本更新 Alpha 0.0.8
  1. 将原来的 “厨余桶” 修改为 “回收器”,放入内部的料理和酒水会自动回到对应的 “保温箱” 或 “酒水架”
  2. 移除了夜间左上角的Debug文字
  3. 修复了白天用手柄右肩键无法跳过时间的问题
  4. 修复了统计场景中 “触发奖励” 与 “触发惩罚” 显示顺序相反的问题

【06-17-2021】应急版本更新 Alpha 0.0.7
  1. 添加了中止营业按钮
  2. 调整了幻昙华糕的价格以及属性
NosTale - Anime MMORPG - [CM] Daveius GF


Fortune’s having a bonanza in NosTale! Make the most of the following boost events:
  • Double Experience (Defeat monsters or complete quests and earn twice the normal amount of experience and champion experience)
Period: From 06/08 (from 12:00 AM CEST) until 08/08 (11:59 PM CEST).

Have fun!

The NosTale Team
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