Crossout - XO_Team

The sounds of gunfire died down over the Valley, the dust settled, and it became clear that both the mobile raider squads were destroyed.

Congratulations, the player with the nickname PETROVICH90 and Fabrika. He will be rewarded with 3 “Builder's containers” and 3 days of premium subscription.

For more information on Crossout, follow these channels:
Stellaris - MrFreake_PDX


Embrace the life of a seafaring civilization with the release of the Aquatics Species Pack on November 22nd for USD $9.99!

Choose to originate on a large Ocean Paradise world, with increased pop happiness, output, and growth. Or choose the Here Be Dragons Origin, and start guarded by a sage-blue - and occasionally very hungry - space dragon, which will protect you from harm, as long as you keep it happy.

Specialize your species with the Aquatics Species Trait, which further optimizes your species for living on Ocean worlds, but penalizes living on Cold and Dry planet types.

Become interstellar seafood harvesters with the Anglers Civic, and harness the bounty of the ocean with fresh seafood and rare pearls as staples of your Empire’s economy.

Ascend into the deep with the Hydrocentric Ascension Perk, and your species becomes more adept at terraforming planets into ocean worlds, as well as the ability to harvest ice asteroids to expand the planetary ocean even further.

The Aquatics Species Pack also includes:
  • 15 Aquatic-inspired portraits plus a new Robotic portrait
  • Aquatics-themed ship set
  • New Advisor Voice, inspired by high-seas adventure fiction
  • New prescripted empire, the Sathyrelian Bliss
  • New diplomacy room
  • New city set
  • 4 new Aquatic name list

Wishlist the Aquatics Species Pack today!

"3.2 “Herbert” Update (Free):
Launching alongside the Aquatics Species Pack, the 3.2 Patch, named after renowned Sci-Fi author Frank Herbert, brings along with it many bug fixes, improvements to performance and AI, as well as new features for the Humanoids Species Pack and the base game.

Pompous Purists Civic
In our latest addition to the Humanoids Species Pack, the Pompous Purists Civic allows for a diplomatic playstyle, but for Xenophobes. The idea is based on an elven fantasy, where they are willing to negotiate with other species, but only on their own terms.

To that end, empires with the Pompous Purists Civic cannot receive diplomatic proposals, but may still send them. They will also get bonus trust growth and extra envoys.

Terraforming Improvements
With the focus on Terraforming in the Aquatics Species Pack, the Custodian Team has been hard at work to improve the experience of terraforming as a whole. Terraforming planets now have a chance to randomly trigger events, to add more flavor to the overall process of terraforming. These events vary in power and complexity and will only trigger the first time a planet is terraformed.

But there’s more, we’ve also done some work with the AI budgets to make the AI more likely to terraform planets to optimal planet types, and will be more likely to pick Terraforming technologies and Ascension perks under certain circumstances.

More to Explore
We have added new anomalies for the Gas Giant, Asteroid, and uninhabitable anomaly categories. This will add more depth to some anomalies that previously only had a single outcome (for example the Gigantic Skeleton Anomaly).

We also have revisited some of the older anomaly events and added new options, to add more depth to these older anomalies.

AI Improvements
As part of the Custodian Initiative, we have set goals for ourselves, one of which is constantly working on and improving AI empires in Stellaris. The long-term goal is to move towards having a challenging AI, while still keeping the game entertaining to players and making AI empires feel more distinctive.

Previously, AI used to follow an economic plan based on the stage of the game they were in. For the 3.2 Update, we have updated the economic scripts used by the AI. The AI now uses a single base plan but relies more heavily on sub plans, which allow the AI to react more easily to unexpected developments throughout the game. The AI also has the ability to turn these sub plans on and off based on their economic situation, allowing them to react to unexpected resource deficits, and in our testing has lowered the frequency of AI economic collapses.

We also have gone over the Building and District weights for AI empires, which will further improve your AI opponents’ economy. AI starbase construction has also been improved and will now use more varied setups when building their starbases and making use of special buildings where it makes sense. AI empires will now also construct Ecumenopolis, choose better Planet Killer weapons, and are better at fighting Crime.

Fleet Manager and Reinforcements
We have addressed several issues with regards to the Fleet Manager, namely that it was possible to create fleets larger than the command limit, which resulted in large amounts of single-ship fleets when attempting to reinforce those fleets. Fleets containing one ship type and one ship should also now appear in the fleet manager.

The time taken for Fleet reinforcements and MIA fleets will now be more accurate when compared to simply flying the fleets to the target system. Fleet reinforcements will now make better choices when selecting shipyards to reinforce from and should better consider systems with multiple shipyards as well as systems connected by bypasses.

We also have improved the reinforcement pathfinding: reinforcements will now attempt to find a second, longer route if the shortest reinforcement route is considered unsafe. Systems containing both friendly and hostile fleets will no longer be considered unsafe for reinforcement purposes. In addition, Reinforcing fleets that fail to find a safe path to the target fleet will now merge with other fleets orbiting the same shipyard if both fleets intended to reinforce the same target fleet.

Performance Improvements
The 3.2 update will feature some new Performance Improvements as well. These performance gains were realized by performing optimization on a number of various game systems (specifically Pop Factions and Jobs), to make them more efficient. We also did a deep dive into some of our events and scripts and finding and stopping events from attempting to fire when they shouldn’t be. It is our hope that this work will be felt in the form of a bit less late game slowdown, and we have identified several other places where performance improvements can be realized, either in 3.3 or in a later version.

Improved Ship Browser
Back in May, we talked about a Ship Browser Experiment, where roughly half of our players would be getting an improved ship browser in empire creation, that allows viewing all of the ships in a shipset, and that allows viewing all of the ships in a shipset up close and from any angle.

We’re happy to announce that this experiment will be going out to all Stellaris PC players with the free 3.2 “Herbert” update!

And More
Modding improvements, Multiplayer stability improvements, Balance changes, and over 80 bug fixes in total.

We hope you enjoy our latest additions to Stellaris on November 22nd, and don’t forget to Wishlist the Aquatics Species Pack now!
AutoChess of Gensokyo - zzz
维护时间:01:10-01:50
新羁绊


  • 命莲寺
    命莲寺单位攻击时有20%/30%/40%几率造成1秒眩晕,并回复自身/命莲寺单位/全体5%最大生命值的血量。
  • 觅金
    回合结束时获得1-3枚金币。
新单位
  • 爱丽丝
    被动:召唤3只具有生命值150/300/1000,攻击力为20/35/130的人偶在场上进行战斗。人偶全部死亡后,爱丽丝会后撤然后重新招出。主动:使一个人偶在一秒后爆炸,对周围一格敌人造成伤害200/320/1200。
  • 娜兹玲
    找到攻击速度最高的敌方单位,朝他丢6/8/10枚硬币,共造成攻击力240%/320%/400%的伤害和额外120/240/400魔法伤害,附带攻击特效。
  • 云居一轮
    向攻击目标方向连续释放5/6/7次拳击,总共造成攻击力250%/300%/350%的伤害,每次拳击都将使对方单位模型缩小并总共偷取25/54/103点攻击力,持续10秒。
  • 小伞
    吓退周围一格的敌人,造成200/350/650的伤害,持续1.5秒,持续时间结束后使目标造成的伤害减半,持续6秒。
  • 封兽鵺
    朝最远的目标丢出戟,对经过的敌人造成100/150/600的伤害,并对最终目标造成眩晕,戟每经过一个格子眩晕时间加长0.6秒。
  • 寅丸星
    聚集队友的财富,根据每个队友的星级发出激光,均匀分布在各个敌人身上,每道激光的伤害为星级x伤害系数,伤害系数为100/180/1000。
  • 圣白莲
    杖击地面,对附近3格敌人造成伤害200/300/1500,并眩晕2/3/5秒,同时给友军加最大生命值15%/20%/100%的护盾
  • 船长
    用巨锚砸向敌人周围空位,对周围一格敌人击晕并造成伤害100/150/450,形成一片水域,水域内的友方单位获得15/20/50双抗并提供每秒20的回血,水域持续10秒。随后水蜜会将自己牵引到巨锚位置。
综合
UI
  • 取消回合结束的UI显示,避免回合开始时可能会有几秒买不了棋子
  • 升级按钮更醒目了
  • 现在人口没满会自动上场以填满人口
  • 修复了选装备时不能右键查看合成表
羁绊
战斗
  • 2/4/6 →2/4/6/8
  • 攻击力2/4/8→2/5/7/10
  • 双抗1/2/4→1/2/4/6
守护
  • 2/4/6→2/4/6/8
  • 护盾20%/40%/60%→20%/35%/45%/60%
  • 攻击力50/70/100→50/70/90/110
祈福
  • 最贵→道具最多然后最贵
道具
魔法使的帽子
  • 额外法术强度60→40
八卦炉
  • 回复法力值25→20
单位
秋穰子
  • 弹幕→觅金
慧音
  • 变身后现在也可以获取蓝量
  • 变身后的大招蓝量140
蕾米
  • 远程→近战
  • 法术赤月→战斗赤月
  • 攻击力50/90/162→80/144/260
  • 攻速0.75→0.6
  • 血量700/1260/2268→1000/1800/3240
  • 蓝量20/70→50/130
  • 双抗30→50
  • 变身蝙蝠,朝最远的目标冲刺,对经过的敌人造成{0:ap/100/150/300}的伤害,并将伤害转化成自己的血量。
Nov 17, 2021
Realm of the Mad God Exalt - Wotan

When the voice of the earth meets the gales of the skies, the relics of two bygone civilizations reveal themselves throughout the realm. The Earthen Bulwark demonstrates the otherwise extinct power of the earth mages. The unseemly secrets of their ways lend a stoic and creatively defensive way of life.

The Storm Caller, wreathed in the thunderous embrace of the wind’s will, bends only to the way of song. Its frigid fury characterizes the swift and lethal judgment of the shrouded wind spirits. There’s a certain irony to these two nebulous forces manifesting their legacies together, as their histories are more intertwined than either side would like to acknowledge. Perhaps there is more to learn from the artifacts themselves, should they meet in conflict once again.



Realmers,
The Bonus Program is a time-limited event that can be accessed in the Shop. It allows players to collect Bonus Points with gold they spend in the Shop (or by directly boosting it via the Boost button) and claim Bonus Rewards. You can collect BP by purchasing Mystery Boxes, Packages, and Items in the Nexus and Grand Bazaar areas with Realm gold.

Please note that slot unlockers and name changing do not count for the bonus program. Fame purchases do not count, either.

Just like with “Story of War VI”, Avarice Medallions will have an option to reward the Mini Skin, and in two neat quests at the Tinkerer, you’ll be able to swap a duplicate mini skin for a new Mystery ST Crate of the same class.

Start:
November, 18th, at 12PM UTC
End: December, 6th, at 12PM UTC
Grace Period: until December, 9th, 12 PM UTC
Quests at the Tinkerer: until December, 9th, 12 PM UTC

Here are the new ST Sets, check them out!

Events

As is tradition during War STories, the drop locations of the previous ST sets for the classes featured will host loot (and XP) increase events.

From November 18, 12 PM UTC until November 22, 12 PM UTC these will be Mad Lab and High Tech Terror, where you may try your hand at getting the Scientific Summoner ST set.

From November 25, 12 PM UTC until November 29, 12 PM UTC Oryx’s Sanctuary will be free to access and the Sanctuary itself will grant 1.5x the loot and XP, giving you a better chance at the Angelic Bard set… among other things.
That weekend also happens to coincide with Thanksgiving, so to celebrate, The Appetizer will be spawning in Realm and dropping a Thanksgiving menu:
  • Cranberries
  • Ear of Corn
  • Sliced Yam
  • Pumpkin Pie
  • Thanksgiving Turkey

Polls
There are currently two active polls, both on Reddit and Discord, that we would like you to answer. The questions are:
How would you feel about an increase to your maximum health at the cost of your overall regeneration, allowing you to take more damage before death, but recover slower?”
How would you feel about VIT and WIS regen being buffed to more relevancy at the cost of the relative strength of pet regeneration?
To answer on Reddit, go here and here. For Discord, please do it in the Deca_polls channel.
Car Mechanic Simulator 2018 - Matt_PlayWay
Hey guys!

Our friends at the Play2Chill crew have just released their flagship game Motorcycle Mechanic Simulator 2021.

https://store.steampowered.com/app/1078760/Motorcycle_Mechanic_Simulator_2021



If you've had a chance to play their free prologue, then the gameplay is no stranger to you, and for those who haven't come across this title, we're throwing in a few highlights.

While playing Motorcycle Mechanic Simulator 2021...



















To celebrate the launch, we've teamed up with Play2Chill to bring you a bundle of our game with Motorcycle Mechanic Simulator 2021, and with that, you can look forward to a discount.
https://store.steampowered.com/bundle/23750/True_Mechanic/



Check out for yourself what awaits you in the game!


High five!
Mahou Arms - yuu
WIP on Susan's ingame model!




Nov 17, 2021
Call of Senpai: Waifu Warfare - Strelitzia
Hello my friends, good to see you. For your convenience additional languages have been added, such as...

Spanish
German
Brazilian Portuguese
French
Polish
Korean


Experiencing performance problems? Amd FSR to the rescue!
Also were fixed some minor points, you probably will not see them, but know that something is fixed :) Have a nice game



Republic of Jungle - Silverballer


Hello everyone, happy to have you jump in and read our first devlog!!

With PAX out of the way, and development in full swing again, it’s a good time to show you all our current plans and what we have been working on recently. I hope you’re as excited as we are!


Art and UI/UX:
After multiple meetings and considering different options, we have decided to use a simpler and more uniform color palette as well as a more comic-like art style that we can use in the game. We also decided to use Halftone Patterns in our art designs, which is something we believe to be unique that is rarely seen in games.





We revisited our character design, and we decided to reimplement the characters with animations in mind. Since we decided to animate the characters and have finalized the new style/color palette, our game artist, Naeem, is redesigning the characters around these details.





We are making great progress with the game’s UI/UX revamp. We started this work from scratch by analyzing the player journey for each type of player, and trying to find out the pain points, and where to improve.

The UI/UX design for the host (the shared screen) is consolidated now, and we are hard at work with the implementation work. We are excited to share more with the community in the upcoming weeks as we make more progress (which you can get a first peek at by joining our Discord).





Game Design:
We are analyzing some of the pain points RoJ’s gameplay has, and we are brainstorming ideas on how to fix/improve them. As part of this, we are implementing some experimental features/mechanics, which we are playtesting on a regular basis using experimental builds.





Tech:
As part of preparing to do the host UI/UX revamp, we completed the refactor/re-architecture work in our host code. The new architecture will let us add new content to the game in a more stable, and customizable process. Integrating artwork to the game is usually much slower than creating the assets, and we want to minimize this bottleneck.

Similarly, our server code is getting a massive upgrade and new architecture. RoJ is a live game designed to be enjoyed in real-time on multiple platforms using multiple devices. Operating and maintaining a live game is no easy feat, even for larger teams. The new architecture will let us add new features, track performance and reliability, and most importantly, scale faster. We want to be prepared when we see new waves of players on the horizon marching towards the gates of Republic of Jungle.


Community:
We successfully held our first RoJ Gaming Night event on Thursday, October 28th. Our community streamers, and some of our community members got together to play the game with the devs and celebrate the successful Kickstarter campaign. We will be running more RoJ Gaming Night events in the future, we are aiming to hold one once a month!





We also introduced Infernozilla, the community management team who will be taking care of RoJ’s community in the same event. We are excited to be working with them!





Last but not least, we sent out the backer surveys to our Kickstarter backers, and fulfilled 2 of the initial Kickstarter rewards: Beta Keys and Discord Roles.

Thanks for reading our Devlog! Stay tuned for more very soon!

GerdooGames
SeaRing - chelosimone
You read correctly - Our anticipated debut title SeaRing, a 2D indie action-puzzle game, will drop its demo build on the 13th January 2022! We’ve been hard at work trying to produce the best quality version of the SeaRing demo as possible, so we hope that gets reflected when you can finally submerge yourself in our world! Below you’ll find a breakdown of what’s in store for the demo, and how you could help us as we head to a full release.

Demo Content
You’ll take the role of a Sea Princess as she wanders far from home in search of her mother’s lost crown. Start your journey as you wash up on the shore of a local village and enter the Realm of Fire for the very first time. Stroll through the various villages, interacting with its charming civilians and puzzling puzzles, and venture toward the first real boss of the game; pompous Saladino, King of The Bandits! The twist? Defence is the only form of attack, through harnessing the power of the Sea Ring!

The sadistic Saladino and his seven deadly servants have had their eyes set on you ever since your arrival. Can you tactfully summon the defensive powers of the Sea Ring to put Saladino in his watery grave, or will the constant stream of attacks put a permanent end to your aspirations?

Upon Full Release
As a group of passionate game developers, we want to make sure everything is in tip-top shape with every single iteration of SeaRing. That’s why your feedback will be key to the game’s development! We have a few ideas currently in the works that will be shared once finalised. For the time being, we’d love to hear from you, your thoughts on the trailer and game announcement, whilst also inviting you to join our ever-growing community. Don’t hesitate to interact with us via social media, as we’d love to hear your feedback!

Thanks for reading. Make sure to check out our Linktree, https://linktr.ee/SeaRing, which houses links to our social media accounts, official website, and our newly launched Discord server!

Best Fishes,
The SeaRing Team
Signals - MKDB Studio
- Fixed an issue where autosave could sometime overwrite a manually saved game.
- Fixed and issue where the hide auto-save checkbox in the Load menu did not always worked.
- Saves are now order by most recent first in the load screen.
- The save file name is now indicated on the save entry in the load screen.
- Added an indicator in the bottom left corner of the screen when the game is auto-saving. That generally happens after travelling to a new planet.
- Fixed an issue where the "Show help" settings would not always work.
- Relocated the help menu to the middle top of the screen.
- Added shortcuts to help sections next to relevant tasks.
- Added status icon on top of the signal device that indicates which resource is currently missing.
...