Nov 27, 2021
First Day - BadWolf Games
Fix 1.2.7

By the way, instead of generating a flag from the proposed elements, you can upload your own images from the link using this DLC !
Uberlaufer - thinktankdecoy
Early Access Launch Version 0.945

Thank you so much for supporting the Early Access version of the game. We are very much interested in feedback and ideas. Feel free to participate in our Discord or post something in the Steam discussion forums. I am reading all the review feedback.

Changes in this version:

This update mostly focuses on more urgent adjustments with a couple of minor enhancements thrown in that did not require extensive testing. Bigger changes to improve stealth and other mechanics coming soon. Thanks for your patience!

  • There is now a basic surrender calibration at the start of the game. Some users had problems surrendering because the default values only worked well for people with a certain arm length.
  • Reduced distance regular enemies detect player in field of vision from 18 meters to 16 meters. This should help alleviate guards spotting you before you spot them in low lit areas. There will be further changes coming to ensure display gamma is where it should be for core game mechanics.
  • Enemy guards will occasionally cough when they are idle and not moving. I will be adding other idle sounds soon, but this was easy to add without getting voice actors involved in the studio. This even applies to special forces enemy types, but don't rely on it. Always peek around corners and into rooms before running in.
  • Some weapon storage adjustments and fixes to try and improve it for some players
  • Added comfort option for controller based direction movement. The default is head-based.
  • Additional tweak to gun/hand position angle. I am still trying to make this comfortable for all XR controller types.
  • Prevent hiding spaces appearing behind prisoner beds and electrical boxes
  • Prevent torches from spawning on propaganda posters
  • Some improvement to physics / hand position of bottles
  • Graffiti made larger to more easily spot
  • Graffiti appears more frequently in cells
  • Fixed a bug that allowed a player to hide in front of locked cell
  • If someone got excited they finally escaped the dungeon and raised their hands to celebrate it might confuse the game they were trying to surrender. 😔 This should be fixed.
  • Coins in chests now highlight when hovered to select
  • SS Spawn chances have been reduced slightly until the enemy awareness features are added in a future update.
  • More gun code optimizations for responsiveness
  • Surrender will not activate when paused (including lack of user precense / taking off headset)

It's very rare, but it is possible that some dungeons may be created with a section you cannot reach. This is a priority for the next update because this could lead to user frustration.
Nov 27, 2021
Alder Forge - GamesByZine

After the weapons design and the first round of primary gameplay testing, the next step in the production process is Scoring the Music, the music in the Alder Forge is not only an ornament to fill the space of that world, but a part of the story, each track composed is significantly related to either a character, an organization, a Royal House or just the area you are in, and of course, that includes the enemies you will face, each group has a piece of signature music related to them.

And without further ado, let us start with the anatomy of the Alder Forge main theme, to give you an idea of the structure and groups of instruments used to score the subject track.



Video Subject: Anatomy of the Alder Forge Main Theme

As you can see the most dominant instruments are the strings, I usually combine multiple articulations at once, usually, the Spiccato and Legato/Staccato, which helps me produce a more nuanced melody, the strings are also involved but not always in the Chord Progression.

Before I start composing I always split my DAW into multiple chambers as the following, then I begin afterward with either sketching a Chord Progression, a Melody, or both at the same time.

Here are the multiple split sections used to score the music for the Alder Forge:
  • The Strings Section
  • The Brass/Woodwinds Section
  • The Keys Section
  • The Percussion Section
  • The Choir Section
  • The Electronic Section


Image Subject: Most dominant instruments used in the Alder Forge music




Image Subject: Hardware & Software used to record and score the Alder Forge music



The Gaming Community are no stranger to Leitmotifs, so there is no necessity in defining the term or explaining it, and like many other worlds, the Alder Forge also has established and defined its Leitmotifs as the following:

  • The Alder Forge: Established
  • The Equilibrium: Established
  • The Magna Lumen: Established
  • The Atlas Court: Established
  • The Netherwaves: Planned for Chapter 2
  • De Roy Family: Established
  • Sieg Vulpes Family: Planned for Chapter 2
  • Val Fiery Family: Planned for Chapter 3
  • Er Aquila Family: Planned for Chapter 4

Here are 3 Leitmotifs melody/chord progressions that are recurrent, especially in Chapter 1, played with the Grand Piano:


Video Subject: 3 Leitmotifs played with the Grand Piano

PS: Please note that I'm not trying to overstep your boundaries, I'm well aware that the only ones who can establish, nominate and name the Leitmotifs are the Alder Forge Community, I'm only establishing the themes, whatever you call a Leitmotif or not shall be respected.



Scoring the music for the Alder Forge requires that I finish the Environment Design, Enemies, and Cinematic for the subject area, which helps me establish the theme or the motion that I need to compose to accompany the player's experience while exploring or fighting in that portion of the game.


Image Subject: Official artwork for the upcoming Soundtrack DLC

Thank you again for your support and appreciation for the last 3 Devlogs, in the remaining Devlog we will dive into the Lighting, Optimization, and a bonus (Real-time Cinematic).

Before the upcoming Devlog, the Early Access Phase 1 Release Date will also be announced.


Kind Regards,
Zine E.Falouti



Nov 27, 2021
The Van of Justice - kim mo cee
-Minor bug fix
Nov 27, 2021
The Chronicler - Octavi Navarro
A new update is here!
Thank you all for your support!

Alpha v1.3.2
(Starting a new game is highly recommended)

  • Some GUI changes.
  • Interactable items like plants, rocks, or trees, now respawn after a few seconds.
  • Fixed some text inconsistencies.
  • Rewrote many Quest dialogues.
  • Fixed accidental double-click when picking up items.
  • Added a new room: Crab Cave Beach.
  • Added Butterfly Keepers: get a coin for each butterfly you catch for them.
  • The six Guilds are now open, each one with a task for you to complete.
  • Added definitions to some items.
  • Fixed ability requirements for tools and weapons.
  • Many bug fixes.
My Time at Portia - 样
Howdy Builders,
A common sentiment about hairstyle customization is: “The more customization options, the better.” 
We hear you! We’re trying our best to create lots more styles with better diversity. Some of you may have previewed some of the hairstyles in the Demo, but there weren’t many. But now, more features have been added to the hairstyle customization, all of them mix-and-matchable and without gender limitations



Currently, hairstyles are designed in three parts: the main body, the bangs, and the ponytail. Each piece can be picked independently, however you like. 



As a consequence of that customizability… you can end up with some pretty wacky styles!



Hmm… actually, this one’s got real-world references. Hahaha~!

Because of the new hairstyle system in Sandrock, hats won’t completely change your hairstyle as Portia did. In Sandrock, hats only impact the parts that would logically be hidden, such as a cap hiding only your high ponytail or Sandgear hiding all of your hair.



You’ll also be able to feel the wind whipping about your beautiful locks! In Sandrock, the wind speed and whether you’re running around or just standing idly will change how and how much your hair swings. Physics! 🍃💨



And we’re trying to add many more options for you~ Special thanks to our Kickstarter backers for contributing a lot of new nice designs, along with more styles of our own to come. Some of these have been challenges to figure out how to stylize and model without having a prohibitively high polygon count, but the challenge is worth it to bring a whole new level of diversity and customization to help you be who you want to be in Sandrock.


“The more, the better!“ We’re trying~





https://store.steampowered.com/app/1084600/My_Time_at_Sandrock/

Catch up with us around the web for more Sandrock information:
Sandrock Instagram
Sandrock Twitter
Sandrock Facebook
Sandrock Official Website
My Time at Sandrock - 样
Howdy Builders,
A common sentiment about hairstyle customization is: “The more customization options, the better.” 
We hear you! We’re trying our best to create lots more styles with better diversity. Some of you may have previewed some of the hairstyles in the Demo, but there weren’t many. But now, more features have been added to the hairstyle customization, all of them mix-and-matchable and without gender limitations



Currently, hairstyles are designed in three parts: the main body, the bangs, and the ponytail. Each piece can be picked independently, however you like. 



As a consequence of that customizability… you can end up with some pretty wacky styles!



Hmm… actually, this one’s got real-world references. Hahaha~!

Because of the new hairstyle system in Sandrock, hats won’t completely change your hairstyle as Portia did. In Sandrock, hats only impact the parts that would logically be hidden, such as a cap hiding only your high ponytail or Sandgear hiding all of your hair.



You’ll also be able to feel the wind whipping about your beautiful locks! In Sandrock, the wind speed and whether you’re running around or just standing idly will change how and how much your hair swings. Physics! 🍃💨



And we’re trying to add many more options for you~ Special thanks to our Kickstarter backers for contributing a lot of new nice designs, along with more styles of our own to come. Some of these have been challenges to figure out how to stylize and model without having a prohibitively high polygon count, but the challenge is worth it to bring a whole new level of diversity and customization to help you be who you want to be in Sandrock.


“The more, the better!“ We’re trying~





https://store.steampowered.com/app/1084600/My_Time_at_Sandrock/

Catch up with us around the web for more Sandrock information:
Sandrock Instagram
Sandrock Twitter
Sandrock Facebook
Sandrock Official Website
Fate Seeker II - JSLGAME


致 翱游于江湖的伙伴们

从上市至今,获得大家许多支持与回响,谢谢大家一直如此用心的支持,也希望大家多多推荐给身边好友,让整个江湖更热络,在探索中能有更多人可以交换心得,毕竟,虽然陆续有人取得最后的关卡图,但整个大江湖的探索与互动仍不到30%。
为了促进伙伴们对游戏内的探索,预计更新计划如下,希望能帮助大家对游戏内容更佳的深入。

短期计画中,会持续优化玩家反应的问题,如卡顿跟其他Bug,虽然是少数用户所发生的问题,但团队仍希望可以让大家顺利的畅游江湖。
在游戏中也将会陆续增加强化有趣的北边大型支线,以期望帮助更佳的融入天命奇御二所设定的村落与城市。
中型支线以及场景探索中,也将陆续新增与增进许多有趣的互动,以帮助大家能在每次体验都能有意想不到的收获。
而新的立绘在这段时间会陆续寻求不同的伙伴意见,作为迈向国际化的团队,我们将会尽可能的取得大众意见,而让团队更佳进步,让天命奇御三能更佳惊艳,当立绘角色一ㄧ完成后,将会以最快的速度进行更新。

而在中期计画,也将会推出大型支线「陌刀门」,「陌刀门」将会开放数个新场景,其中包含新的BOSS、以及新的独特心法,另外也同时解锁新的角色,玩家可以再一次细品其中所带来的爱恨纠葛故事。

长期计画将规划,新增可以让玩家爽快战斗的RogueLike模式,玩家可以在这版本中尝试各种武学、心法、八卦天赋搭配的更多可能性,创造属于自己的流派,并且有新的BOSS可以挑战,对于解谜苦手或是对战斗意犹未尽的玩家都可以在此享受,和故事模式不一样的「奇遇」。

诚挚邀请大家能多多探索游戏中的内容,并且能多多推荐给身边的朋友,让整个江湖更佳热络。

此时多多探索加入《天命奇御二》,能让大家在后续更新时更快速的上手,并且能明确的知道游戏中变化的差异,跟着开发团队一起看游戏变化,一起感受游戏的美好。

《天命奇御二》数位版购买: https://store.steampowered.com/app/1559390/_Fate_Seeker_II/
《天命奇御二》开发团队 邀你一同体验这款充满江湖醍醐味的游戏

想了解《天命奇御二》的最新资讯吗?欢迎订阅与关注我们!
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Warhammer The Horus Heresy: Legions - EGPepe

"Change is inevitable."
– Caipha Morarg

The Death Guard joined their traitor brother Legions orbiting Terra when the Siege was ongoing, but they were nonetheless the first of the traitor Legions that set foot on Terra. Harbingers of pestilence, they sowed sorrow and malice wherever they went and became the linchpin upon which the traitor plan could become a success.

Lead the Death Guard into battle as they break the storm upon Terra and test their new cards! Discover all about the new campaign in the latest blog post and kickstart your Death Guard collection!
https://www.horusheresylegions.com/blighting-of-terra-campaign/
Armored Warfare - Silentstalker
Commanders!

One of the main features of Update 0.38 will be the Wars of the Past Battle Path and today we’d like to tell you more about it because there will be some changes in it compared to the last one.



But let’s start with the things that remain the same, such as the basic principles. Once you acquire access to the campaign (the price remains the same), you’ll be earning Battle Coins and spending them on Battle Path progress. Battle Coins will be earned either by just playing or by completing missions.

Four mission sets along with repeatable daily Battle Coin Missions and Challenges will be available like the last time (there are no changes to the Missions or Challenges themselves). And, of course, the popular Battle Coin Shop feature will be making a re-appearance.

This Battle Path doesn’t have a specific topic except for a loose connection to some military topics of the past, but all four of its vehicle prizes come from the former Warsaw Pact countries. They are, in ascending order:

In addition to the vehicles, four Warmonger skins will be available via the standard Level progression for the following vehicles:
  • Merkava Mk.4M Tier 10 MBT (for reaching Level 10)
  • XM1A3 Tier 10 MBT (for reaching Level 50)
  • T-15 Kinzhal Tier 10 Premium TD (for reaching the maximum Level)
  • 2S38 Derivatsiya Tier 8 Premium AFV (obtainable by completing the Elite mission series)

There will, of course, be other prizes as well, such as Decals, Titles, a single Avatar with five stages, Battle Coin boosters, Premium Time, Credits, Gold and Banners. There will also be a special Camouflage with one environmental version awarded per each of the three basic Mission sets.

In fact, there will be more rewards than the last time around, which brings us to the differences.

The biggest one definitely is that the Wars of the Past Battle Path will last 120 days instead of the usual 90 days. In other words, the event will take place between December 2021 and the end of March, 2022.

Correspondingly, we’ve increased the number of Levels from 50 to 60. Levels 1 to 10 will require only a small amount of Battle Coins per Level as usual, Levels 11 to 50 will require 4.500 Battle Coins as before and Levels 51 to 60 will require 7.000 Battle Coins per level. Since extra 70.000 Battle Coins are no joke even with the extended period, we will also be increasing your Battle Coin income as such:
  • Daily Battle Coin missions will award 700 Battle Coins instead of 600
  • The total amount of Battle Coins from Challenges will increase from 70.000 to 80.000 Battle Coins
  • Added an extra Battle Coin booster to the Level progression
Especially the first change represents a major increase in your Battle Coin income as long as you complete those missions diligently. Additionally, we are increasing the prizes as such:
  • Available Premium Time from 37 days to 49 days
  • Available Gold from 600 to 800
  • Available Credits from 60 million to 75 million
The Battle Coin Shop will of course be also updated. Aside from the same items as the last time, you’ll be able to find (if you’re lucky or persistent enough) the following new items in it:
  • CV90 Mk.IV Tier 8 Premium AFV from the last Battle Path
  • CV90105 TML Tier 7 Premium LT from the last Battle Path
  • Stridsvagn 2000 Tier 10 Premium MBT from the last Battle Path
  • Jomsviking skins from the last Battle Path
  • Desert Storm Raid skins (excluding Asad Babil)
And that’s pretty much it. The Battle Path is currently planned to launch on December 9, 2021. If anything in this article caught your eye and you haven’t done so already, you can still purchase discounted access via MY.GAMES Market.

We hope that you’ll enjoy this Battle Path and, as always:

See you on the battlefield!
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