MU Legend - mugiX

Greetings Legends!

Please be advised that we will conduct our scheduled maintenance on October 19, 2021, 06:00 AM - 11:30 AM (UTC).

We advise you to log out before the start of server maintenance to avoid any issues with your account.

Thank you for your relentless support for MU Legend Global, while waiting for the servers to go up, you can join the official Discord channel and discuss with the moderators about the game.
(https://discord.gg/6JJU7RA)

MU Legend Official: https://mulegend-gl.valofe.com/

Best Regards,
MU Legend Global Team

Follow us on Social Media!
Website: https://mulegend-gl.valofe.com/
Facebook:https://www.facebook.com/VALOFE.MU.LEGEND.GLOBA
VFUN: http://vfun.valofe.com/home
Eternal Liiivie EP2- Hiding in the dark - Weissgarden純白花園
Good day, Liiivie people
The English version has been updated!
Because of the shortage of manpower, the delay was much longer than expected.
Sorry to keep everyone waiting for a long time.

Have a nice day !

Thx for your reading

Twitter:
@WeissGarden


Discord:
https://discord.gg/rpFSfnY
(開發日誌)Patreon:
https://www.patreon.com/weissgarden
Stumble Guys - Chocomophin
Hi!

We have a new patch out with some small fixes.

Fixes

  • Various UI bug fixes
Evil Cult - infidel
The 8.0 update brings the sound support to the game. There are now the UI sounds, event sounds and ambiences for the casting of final ritual.

The full changelog is as follows:
  • Sound support and appropriately creepy ambience enabled when the final ritual is being cast by any cult
  • Separate sound, music and ambience volume controls added to the options menu
  • Cult name can now be chosen at start (cosmetic only). This will change all of the event flavor texts in the game
  • You can now view high scores in the game, there's a new button "Score" in top menu
  • Nodes that you cannot take over are now unclickable, all the information is in the node tooltip
  • You can now search the manual in game pressing Ctrl-F
  • Classic mode now has zoom, too. The advanced mode text is reworked to be actually text instead of bitmaps
Super Arcade Football - OutOfTheBit
Hi SAF Friends,

We hope you've been enjoying SAF since its release on Steam and the Nintendo Switch. To add to that, we're proud to announce that Super Arcade Football is now available on macOS! Thanks to all Mac users for their patience while we've been porting the game.

Anyone who owns SAF can download it right now on their Mac. The macOS version of the game includes all features available on other platforms, as well as a dynamically resizable game window. All macOS versions from 10.15 onwards are supported.

If you do spot any bugs, please let us know in the official bugs discussion thread.

Thanks for playing!

- The OutOfTheBit Team

MU Legend - mugiX

Greetings Legends!

Join the MU Legend: Magic Gem Hunt and win 5-Million Magic Gem Chest (2x).

To participate, check our MU Legend Official Facebook page post for more information:
https://www.facebook.com/VALOFE.MU.LEGEND.GLOBAL/photos/a.123478449103511/604370807680937/
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You can join the official Discord channel and discuss with the moderators about the game. (https://discord.gg/6JJU7RA)

Follow us on Social Media!
Instagram: https://www.instagram.com/valofe_mulegendofficial
Website: https://mulegend-gl.valofe.com/
VFUN: http://vfun.valofe.com/home
Oct 18, 2021
Grim Realms - edym
This patch does not provide any new content, but aims to fix several bugs:

- Removes a bug when villagers would travel to the edge of the map and get stuck doing senseless hauling over there. This was related to merchants "leaving" their wooden cart there and it somehow got super-prioritized when off-screen. This should no longer occur and if it has happened to a save of yours, the cart should be under your command and moved inside the screen, when loading.
- Fixes several bugs being related to work not being done/being started and villagers standing still for seemingly no reason.
- Gets rid of a few instant-crashes.
- A few more things which I am blanking on at the moment.

A special thanks to ScrappoRaccoco, whom gave great feedback and helped me track down a few bugs!

Your feedback and bug reports are as always invaluabe and I am truly greateful!

Best wishes, lots of love and apologies for the inconviences//Mattias

PS: There are several more bugs and annoying stuff I am aware of and I am working on them as well. But these issues seemed most urgent and I wanted you to have a fix as fast as possible.
DaCapo Delivers - Teleport Games
There is also a discount in the game and it is very useful there too. :)
"DaCapo Delivers" does away with game clichés and brings a new mechanism to the drab everyday life.
Put your skills to the test!
Now you can demonstrate who has the final say.
Cosider buying my other games too, or even the Bundle.

Hellish Quart - Kubold
Almost there, finishing up!

To sum up the work on the update done so far and get you an overview of what to expect:

-------------

Upcoming update - not yet in the game, it's just for information:

TWEAKS:
- Marie: disabled aiming system in the sword hand wrist
- Marie: rapier has now more inertia
- Gedeon: Adjusted damage counting to better reflect momentum and swing vector (downward cuts deal more damage)
- Laszlo: Bind Attack Right Sidestep 3 deals more apropriate damage
- Kalkstein: Some attacks play 5% slower to better represent his heavy weapon
- Kalkstein: Gaurds animations are 30% slower to better represent his heavy weapon
- Kalkstein: Sword has now more more inertia
- Kalkstein: Upwards cuts and short cuts deal less damage; downwards cuts and big swings deal more damage
- The force needed to cut off hands is now reduced (easier) across the board
- Linking attacks rate (some characters can link certain single attakcs in a chain combo - for example Gedeon, Laszlo, Isabella) now depends on animations (before it was a fixed rate) - new attack can be launched only after active phase of previous attack has ended
- All characters: attack animations recovery phase after getting blocked is now longer across the board
- Stamina now affects damage - tired fencers will deal less damage gradually, full damage only with full stamina
- Stamina now slightly affects attacking and movement speed (the more tired you are, the slower the animations)
- Beginning an attack takes less stamina
- Recovery after a whiff (attack in air, that didn't hit or wasn't blocked) takes additional stamina
- Recovery phase of all attacks of all characters had an adjustment pass
- Successful block takes less stamina
- Cutting Damage is now counted in hybrid method - arbitrary amount per attack times weapon tip acceleration times stamina percentage

- When you press another attack to make a cutting combo before first attack hits, then potential damage from the first attack is reduced by 70% (because it becomes a not fully commited cut). If you press to make a combo after the first attack hits, there is no damage reduction - but the next attack will be delayed by 0.2s (because your hand was stopped before you made a decision to redirect the attack to a combo)
- Right after your attack gets blocked, there is now a 0.2s cooldown period when you can't launch another attack (but you can move and autoguard works normally). If you press another attack during that period, the attack animation will be delayed until this 0.2s cooldown passes. However, if you press another attack to make a combo *before* first attack of the combo hits enemy's block, there is no cooldown (but damage of the first attack is reduced by 70%)

- Cuts with heavy swords that manage to bash through oppponent's guard now deal -70% damage
- Dodging backwards and sideways takes Stamina now (but forward doesn't)
- Dodging when limping is not possible now
- All characters: most regular attacks (except thrusts) are homing even in active phase, not only on startup
- Marie: Better Guard stances
- Isabella: Better Guard stances

NEW:
- New character: Father Zera
- New intro movie: Father Zera

- New Stamina and Endurance system:
a) Stamina degrades fast and regenerates fast
b) Endurance degrades slowly and regenerates slowly
c) Stamina can't be higher than Endurance
d) Every time Endurance drops too much, its maximum level will be permanently lowered by apropriate %

- New optional mode: Right Of Way (it's basically a method of scoring double kills instead of calling a draw, it heavily discourages "wiggling" your sword out of range - more on that in upcoming tutorials)

- When Stamina is low, character's side of the screen will discretly pulsate (cosmetic posprocess)
- Marie: two new stances with their own special attacks: lowered blade and long guard (stance changing like with Isabella)
- Marie: Guards now blend near-far, depending on distance
- Isabella: Guards now blend near-far, depending on distance
- Isabella: In-place attacks now don't move the character forward if less than 1.5m from opponent
- AI vs AI mode (although AI needs a huge refator, for now those duels are not that spectacular)
- All characters can now assume "retract blade" stance (useful if you want your opponent to whiff instead of get blocked)

More coming - full list will be released on update day, along with new video tutorials about the new mechanics.
------------------


On top of all this, we spend an entire month 3d scanning new 17th century clothes for customization. The new clothes will not be the part of this update though, since we still need time to implement them into the game and fit them to character's bodies, configure cloth physics etc.

Thank you for your patience!
Intravenous - sрy
Hey folks!

Update 1.1 is here and it brings a feature I believe a lot of community members will appreciate: the Map Editor!
If you've wanted to make your own levels to share with other users - now's a great time, as the map editor enables you to do just that!

Whether it's a series of levels, or one big level with a singular objective and a lot of obstacles on the way - the map editor will allow you to make such scenarios.
Just because the map editor's released doesn't mean it's functionality is set in stone! During it's development I listened to the features that level makers asked for, and implemented those that I considered to be very useful.

If you're a level maker, and you find something lacking, unclear, a bug, or some feature in need of improvement - leave your feedback in this thread! And don't be shy about suggesting or asking for features. Just because the level editor is now available doesn't mean that it's not subject to more improvement! It's a feature for the community, and as such I listen to the community when it comes to requests for the map editor, as you guys are in charge of making the levels. :)

Version 1.1:
- added the map editor:
* accessible through the game's main menu by clicking on the "Map editor" button
* please refer to this guide, as well as the in-game helper text, to understand how to upload your game level to Steam Workshop
* you can also join the official Discord server, where we have several level makers, which will be happy to help you and get you going with your first level creation endeavors!

- minor memory optimizations
- added a missing HSR-EMP world sprite
- russian localization tweaks
- fixed one of the narration pieces not being shown in the prologue
- fixed some problems related to task track HUD elements
- fixed bullets ricocheting off 'Bush' type walls
- fixed the combat music sometimes kicking in instantly, instead of waiting until the enemy fires off their first shot
- fixed the HSR-EMP having an "unload weapon" action listed
- fixed the throwing knife, when dropped on the floor, using the sprite of a flashbang, instead of the knife itself
- fixed a very, very rare crash related to NPC talk text when loading into a savefile
- fixed knocking out/killing an enemy without alerting them, while they are interacting with a security camera monitor, setting their animation to idle breathing animation, instead of unconscious/dead

With the changelog out of the way, let's move on to a few important things regarding the level editor.

First off, if you're interested in making levels for Intravenous, be sure to check out the example mod, to see how various things should be set-up in the level editor. If you don't know where to look for downloaded Workshop files, then you can simply check the addon's description - there is a link there which leads to the files themselves!

First I'd like to mention the example level once more. If you're interested in making levels - it's very important that you grab the level to examine how to properly set various things up: objectives, dialogues, cutscenes, etc.

Example level - Pizza Chronicles
It doesn't take itself seriously, but it's made with the same principles and the same formula that the base game levels were made with - large open level, lots of obstacles, and lots of ways to get to the objective.
https://steamcommunity.com/sharedfiles/filedetails/?id=2625451122

Next, I'd like to feature some levels that the community members have made while the Map Editor was in beta. While there weren't many, it's still better than nothing, so check them out!

Containment
A combat-oriented level made with developer textures. Pretty fun!
https://steamcommunity.com/sharedfiles/filedetails/?id=2614738963

Russian Mob Villa
A level that strays from the "big open level" formula that Intravenous was built with in mind.
Instead, the focus here is on finding several keycards, each bound to a different door, in order to get through to the objective.
https://steamcommunity.com/sharedfiles/filedetails/?id=2618545868

Continued Hunting
A very large level, seemingly made with the same philosophy like the base Intravenous campaign levels.
https://steamcommunity.com/sharedfiles/filedetails/?id=2627882946

LordTestModdington VI
A small level made as a test. Fully playable nonetheless!
https://steamcommunity.com/sharedfiles/filedetails/?id=2614614185

Test map by Tony
The first ever community-made level to be uploaded to the workshop!
It's a short and simple level, but you can see the effort that has gone into it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2611347217

That about wraps it up!
I can't wait to see what you guys can come up with using the map editor. As the game's creator, playing Intravenous is fun to this day, but playing custom levels gives me an unusual feeling - I'm playing my own game, but on completely new levels made by other people. It's hard to explain how it feels, but it's awesome, and I am excited to see what other levels people come up with.

So get in on that Map Editor, and make some cool stuff!

Thanks for reading!
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