Crimson Tactics: The Rise of The White Banner - Black March Studios
So here's a Dragon Headbutting and Pushing Back another Dragon:
Albion Online - iancurtismayfield


The new Demonic Warrior Vanity Bundle is here! This premiere bundle is available in the ingame store, and includes a full costume set plus a matching Saddled Hellhound Mount Skin for your Direwolf base mount.

The bundle will imbue your character with dark, magical forces to wreak havoc upon Albion. Encased in armor, with burning eyes that glow behind a ghastly pointed helmet, you will strike deathly fear into the heart of anyone who crosses your path. The bundle also includes a skin for your Direwolf base mount to transform it into the terrifying Saddled Hellhound, with flames cascading from its snout as it prowls through the world.

The Demonic Warrior Bundle includes the following vanity skins, which work on male and female characters alike:
  • Demonic Warrior's Helmet
  • Demonic Warrior's Armor
  • Demonic Warrior's Boots
  • Demonic Warrior's Cape
  • Saddled Hellhound

As with past bundles, you can use all costume and mount skins with all characters on your account, and they are never lost or destroyed. All items will be unlocked in the ingame "Appearance" menu after purchase.

Get this premiere bundle today and bring darkness to the lands of Albion!
Sid Classic - Singta Inc.
Hello. This is Sid Classic Team.

Sid Classic! The adventure story in Magic School Lussid!

Let me introduce the upcoming Events of Sid!

1.Season

■ Period: 12/17 ~ 12/23 (UTC)

■ The following Season Exceptionals can be encountered during Lessons and Explorations.

Location : Lessons



<R+ Onegin>

Max Lv - HP : 15002 / AK : 15320
- Skill : (169/229/289/319/349)% of ATK
* Trigger % : 50%
* Illustrator : hakan


Location : Explorations



<R+ Werther>

Max Lv - HP : 11984 / AK : 18282
- Skill : (140/240/340/390/440)% of HP recovery
* Trigger % : 49%
* Illustrator : sila

※ R+ Onegin and R+ Werther will have x3 Attack Multiplier for the following period.

- 12/17 ~ 12/30 (UTC)



2.Daily Summon



<SR Aurore>
 
Max Lv - HP : 24933 / AK : 15960
- Skill : (147/202/257/270/284)% of HP and more recovery proportional to the number of ongoing battle's turns
* Trigger % : 33%
* Illustrator : nyanya


※ SR Aurore will have 2x HP between 2021.11.26 ~ 2021.12.30(UTC)




<December 17 : SR Vlad III>

Max Lv - HP : 15870 / AK : 25630
- Skill : (240/320/400/420/440)% of ATK
* Trigger % : 40%
* Illustrator : sila
 


<December 18 : SR Shaka>
Max Lv - HP : 11745 / AK : 28890
- Skill : (180/260/340/380/420)% of ATK
* Trigger % : 34%
* Illustrator : UNAGIPANG
 

 
<December 19 : SR Hoan Kiem>

Max Lv - HP : 15031 / AK : 25747
- Skill : (155/255/355/380/405)% of ATK and more damage inversely proportional to remaining HP
* Trigger % : 35%
* Illustrator : yomie
 

 
<December 20 : R+ Perikles>

Max Lv - HP : 11041 / AK : 14939
- Skill : 40% less damage from an Darkness type enemy for (2/4/6/7/8) turns
* Trigger % : 35%
* Illustrator : sila
 

 
<December 21 : R+ Nero>

Max Lv - HP : 14911 / AK : 11249
- Skill : (200/240/280/290/300)% of ATK
* Trigger % : 35%
* Illustrator : carpin
 


<December 22 : R+ Misil>

Max Lv - HP : 14289 / AK : 11931
- Skill : (160/200/240/250/260)% of HP recovery
* Trigger % : 26%
* Illustrator : sila
 
 

<December 23 : R+ Chang Bogo>

Max Lv - HP : 11020 / AK : 16880
- Skill : (300/350/400/412/425)% of ATK
* Trigger % : 39%
* Illustrator : Haje

※ SR Sidians Acquired from Daily Summon will have x4 Attack Multiplier for two weeks from the day of summons.
※ R+ Sidians Acquired from Daily Summon will have x3 Attack Multiplier for two weeks from the day of summons.
※ For Skills, this is the order that the effect percentage is shown: (Lv.1/ Lv. 2/ Lv. 3/ Lv. 4/ Lv. 5)


3.Forest Special

Hello Fellows~!
The special guest will visit the forest!

(6%/refresh) as a group

■ Period: 12/17 ~ 12/23(UTC)



<SR Christmas Moriarty>

Max Lv - HP : 19825 / AK : 20300
- Skill : (100/225/350/381/412)% of HP recovery
* Trigger % : 25%
* Illustrator : Nardack



<SR Christmas Oyuki>

Max Lv - HP : 19712 / AK : 20300
- Skill : (100/230/360/392/425)% of HP recovery
* Trigger % : 27%
* Illustrator : sila



<SR Christmas Eri>

Max Lv - HP : 23745 / AK : 16380
- Skill : (100/200/300/325/350)% of HP recovery
* Trigger % : 20%
* Illustrator : An2A

※ SR Christmas Moriarty, Christmas Oyuki and Christmas Eri will have 4x ATK applied between 2021/12/17 ~ 2022/1/13(UTC).

Thank you.
Helium Electric - Noctiluca Games
You are one of the candidates selected by helium electric to man a moon station.
Achieve a high helium-3 harvesting rate and you will have a secure future for you and your family.
Remember, you are responsible for the best equipment that 1986 has to offer.

Your family and friends are counting on you.
We assume that you will do everything possible not to disappoint us.

So let's get started.

Dec 15, 2021
Heartbound - Pirate Software


As always you can watch us build the game live on Twitch.

After a long hard year of recovering from Covid I'm back working on Heartbound.
It's super nice to be able to just hammer out new stuff and keep making the game.
Sorry for the delay but it was absolutely unavoidable.

This patch has a ton of secret route content and a small amount of main route content.
The next focus will be on main route content to finish off Avocado and The Mossbacks storylines.

Thanks for all the feedback and support.
You guys rock. ːHBHeartː


    Known Issues
  • Russian and Japanese have some missing translation files.
  • Due to the pandemic we had to hire new people for some localization positions.
  • Missing translations will be fixed as soon as we can get the new team members set up.
  • Language updates will be made as micro-patches and updated here.
  • Sorry for the inconvenience!
    New Content
  • All save files have been reset due to structural changes.
  • A number of new achievements can now be obtained.
  • Emelio, Fern, Rhode, and Avocado can now judge you for your actions.
  • Avocado can now teach you about fishing.
  • There is now a path best left untraveled in Animus.
  • There can now be a fishing rod in Lore's bedroom.
  • Things have changed dramatically in the void between chapters.
  • New facial expressions were added for Lore, Fern, Rhode, Emelio, and Avocado.
  • Added more facial expressions to Fern and Rhodes home scenes.
  • Lores combat sprites are now animated for every mini-game.
  • The mouse cursor now centers on the screen whenever it activates during combat.
  • The mouse cursor now fades in/out whenever it activates/deactivates.
  • Lores weapons now fade in/out whenever they activate/deactivate.
  • Lores weapons now change polarity based on your actions.
  • Losing to the Barghest is now a path forward.
  • The ARG has progressed to the next stage.
  • Surprise Pirate detection is now funnier.
  • Two talky animations can now be played at once.
  • Textbox borders can now fade out.
    Fixed After Launch
  • These are issues we've fixed after launching this patch. Thanks for the reports!
  • Lore now says his proper dialog when fighting the Barghest.
  • Text regarding a specifically colored beard no longer breaks out of the text box.
  • Updated text in the Iron Mines to reflect the proper state of The Artifact.
  • Fixed a repeating sound if you beat The Barghest fight in the middle of the dodge game.
  • Raging Shadows now plays correctly during combat again. Thanks GMS *finger guns*
  • The Artifact now makes sense when it appears in The Mines.
  • Misery and Mania now know which one is the brother and which is the sister.
  • French has now been released.
  • Linux builds can now be run from the Steam Library. libcurl.so.4 is cursed
  • Heartbound will no longer run at reduced framerate on some monitors on Linux.
  • OScars face now matches his dialog on all large monitors in The Tower.
  • Lunch Rush can no longer cause duplicate text to appear in the room.
  • Dillohome introduction cutscene no longer has a chance to softlock.
  • Going to lunch with Rhode and then doubling back to talk to Fern no longer softlocks.
    Bug Fixes
  • Machines running on Integrated Graphics should no longer turn into a visual blender.
  • The continue arrow is now half the animation speed it was before.
  • All characters now preload into texture memory on room load to improve performance.
  • All room dialog now unloads from memory when leaving that room.
  • Removed a number of redundant flags in the dialog system across the entire game.
  • Buttons on the keypad in The Tower now display correctly.
  • Surprise Pirate mode will no longer trigger if you run Heartbound directly from its folder.
  • Ferns hair has been fixed on her sad face.
  • Combat textures were pruned to remove redundancy.
  • Combat no longer continues if the enemy hits 0 health in the middle of a round.
  • Rhodes aggressive stance was updated to remove minor pixel errors.
  • The game client will no longer run at reduced framerate on some monitors.
  • The Barghest health border is no longer duplicated during The Boss fight.
  • The Observer is now the default talky expression for all dialog.
  • Broken glass is no longer on Dads head after fighting The Boss.
  • Logs will no longer improperly stop looping when pushed to the right or down.
  • Thrown weapons will no longer briefly appear outside of the arena.
  • Enemy healthbars no longer have missing pixels on either side.
  • A number of effects will no longer be cut short if Lore loses during The Barghest fight.
  • Shaders will no longer cause the screen to distort.
  • The collision model for weapons is now more precise.
  • Lore's really nervous face no longer has mouth movement.
  • Fixed some art inconsistencies on Lores Pajama Darksider talkies.
  • Fixed a doorway in Binders Trial.
  • Lore can now wear a hat in his pajamas.
  • Language selection buttons now have larger text.
    Internal Changes
  • All of the games sprite sheets have been updated for improved performance.
  • All internal references to characters have been changed to ENUMs for easier tracking.
  • All FR language files have been updated to FRFR.
  • All RU language files have been updated to RURU.
  • All JP language files have been updated to JAJP.
  • There are now more debug tools for the Wiki Warriors.
    Bug Reporting
  • Please report any issues via DM on Discord to Thor#5264.
  • You can also send these to GoPirateSoftware@Gmail.com
  • Include a screenshot, it makes it much easier to fix!
    Upcoming Content
  • The rest of Animus (Chapter 3) is being actively developed.
  • The Mossbacks and the finale to Avocado's storyline are up next.
Dec 15, 2021
World of Tanks Blitz - tall_alpaca


Festive Garage and Camos

New Bay is covered in snow, and its central square is decorated with a Christmas tree and lights! A Garage like this definitely sets the festive mood before battle.



Capture points have also been decorated! Have you been a good commander this year?



Ideal for a cold winter, warm camos like the cozy Grandma's Gift, dreamy Starlight Night, and scented Evergreen are making their return to the camo selection menu. Dress up and have fun!
The Molten Lava and Urban Jungle camos are no longer available for purchase.
Legendary Camos for Tier X Tanks

The following camos will become available in the Camouflage menu: the rough Rotkopf for the VK 72.01 (K), the stormy Typhoon for the WZ-121, the bright Overkill for the FV4005, the wild Safari for the FV4202, the biting Piranha for the T95E6, and the splendid Corsica for the AMX 30 B.

Owners of the 60TP Lewandowskiego will soon receive an offer to buy the Krzemień camo. Brutality and belligerence will pave a path to legendary victories!



Accumulative Discount for Training
The price of training for Regimental School (up to 75%) or Tank Academy (up to 100%) used to be fixed and didn't depend on your level of mastery. Now it decreases as your crew mastery grows. The less left until 75%, the cheaper the training for credits. The less left until 100%, the cheaper the training for gold.
These discounts are combined with other temporary discounts for crew training.
Joining Light and Medium Tanks
It's time to make changes to the way the matchmaker selects vehicles for battles. Light and medium tanks used to have different values in the matchmaker. So there were rarely cases when teams were unequal. As the way to play medium and light tanks is more similar, the matchmaker will consider them to be the same type. This means it will strive to make the ratio of light and medium tanks, as well as other vehicles, the same for both teams.

Updated HP Indicator

Now it's easier to monitor your tank's key parameter! The indicator became bigger, its color changes from green to red, and the amount of HP lost is displayed with a visual effect. When penetrated, the indicator blinks.

Improvements and Fixed Bugs
  • Updated graphics were introduced for the FV215b (183) and its Hammer camouflage, the Progetto 46 and its Reborn camouflage, and the T26.
  • Now the Spear 'n Sear attachment shoots a stream of fire not only before battle, but also after destroying an enemy.
  • The bug when the XP of an inactive player displayed in battle results was fixed. Now both allies and enemies will see "0" in the XP section of the team's battle results.
  • Various screens, descriptions, and notifications were improved.
  • General bugs and client crashes were fixed.
Dec 15, 2021
Mech Engineer - Kiber-Kreker


Saves may not work correctly.

(cur week)
Added two new music tracks. Balanced sound of music.
Projectile damage for white weapons is now dependent on projectile speed, rather than flight time
White weapon projectile speed now decreases over time
The evasion order has been changed. The pilot will now try to walk left/right to dodge.
Added a timer for evasion. If it takes a long time, the pilot tries to get back on line.
Added defeat/victory/retreat sounds
Added zoom in/out with the mouse wheel
Hazard icons are pinned to the third layer of the map
Added visual filter for combat where walls are visible
Updated visual filters for the battle map
Added clearing memory from textures after a battle
Added saving weapon special upgrade to analog buffer
Fixed the work of a nuclear missile
Fixed a bug with the transition to the third map in the maze (2217)
Fixed bug with out-of-bounds pilot experience (probably)
Changed pilot level display
Fixed the movement of yellow cells along with the city when shifting the map to the left
Fixed the immobility of infected cells when the map is shifted
Fixed movement of the nuclear strike point along with the map
Fixed destruction of a giant with a nuclear bomb
Fixed removing the infection from the map after the explosion of a nuclear bomb
Removed the lurker monster. (feelsbadman)
Reduced the radius for the generating of resource piles on the map
Removed armor decreasing by enemy turrets
Monster projectiles are more visible now
Increased the weight of all weapons by 10%
Reduced the movement speed of the sandcastle
Reduced the rate of fire of railguns
Rebalanced most of the guns
Reduced the effect of weapon damage on projectile size
Reduced the trigger time for removing tentacles with melee combat
Added a message about low fps and possible use of the integrated video card
Reduced the number of resources picked up
Increased the number of resources in the maze. More resources are now spawning near the center of the maze.
Added ammo animation for weapon test screen
Fixed a bug with closed hangars after ordering a rocket
Fixed using artillery in the maze
Added range limit to enemy turrets
Reworked energy shield
  • Energy shield now protects from the snakehead
  • Energy shield now protects from the frog boss
  • The mechanic of shield restoration has been changed. Now the more health the shield has, the faster it regenerates
  • The cost of the energy shield is now on the number of mech modules
Fixed dodging of mechs from the beam.
Enlarged the window for transferring mech from the hangar to the engineering room (50px)
Fixed bug with the ability to launch nukes when you don't have it
Fixed bug with infinite energy build-up by wires

(prev week)
Added module removal via shift
Reduced the rate of stress removing
Improved display of stats of pilots on cockpits in battle
Removed waste of resources when installing special weapon modules
Special weapon modules are now doubling the cost of weapon ammo when sending mech
Fixed display of the variable heat from shot
Removed repeated playback of phrases if the previous order was the same
Fixed crash when switching from one map to another in the maze
Fixed reset of mech names after loading
Slightly corrected the locations of points A and B on city maps
Reduced the rate of expenditure of ammo for firearms
Increased the spent rate of flamethrower ammo
Reduced reload speed of flamethrower
Increased the health of the snake miniboss
Increased the amount of additional power supply from electrical circuits
Updated prices for mechs.
Fixed display of values ​​in weight layer
Moved the research of the castle to the end of the mech research tree
Added influence of Dist on the temperature of the third reactor. Now a low distance gives a lot of energy, but reduces the heating window and vice versa.
Increased the cost of the castle
Fixed crash after picking up the third reactor from the construction table right after game load
Inverted the use of the shift key when painting. Now shift only changes the value by one
Slightly increased laser damage
Laser armor reduction is now tied to its damage
Decreased the force of directing the tornado towards the center of the screen
Added a designation about the number of occupied mech slots
Added reset progress when enabling or disabling retreat order
Fixed incorrect numbering of additional reactor slots
Reworked the enemy base beam.
  • The beam now slows down much less
  • The beam ignores armor and always deals damage
  • Reduced damage to individual mech systems
The Hand of Merlin - MarkoP
This post is written by Mat, our gameplay designer.

Hi all, Mat here to give you all another glimpse to the plans we have after our latest patch, The Gathering of the Gods.

So, as MarkoP has been pointing out in both our Discord server and in the Steam page, we’re walking steadily towards a 1.0 (very) early next year. We’re nearing the end of content creation and adjustments, and focusing quite a lot on our console development as well.

Still, here’s a quick rundown of the features you can expect for when we leave Early Access:
  • Questlines: We already introduced a few to test out the waters way back then, but we got several more quests spanning all three main zones, including some that feature unique relics, like Tudwal’s Whetstone.
  • More Common and Rare Relics: If you are starting to see the same old Hunnic Arrows and Thunderstones a bit too often, worry no longer - we’ll focus on getting a few more cool Relics to make your runs a bit more varied.
  • Capstone Reward: Mia had a pretty cool idea for a reward if you can defeat our hardest challenge - Hardmode with all curses enabled. Look forward to a bit of a gift!
  • More VFX reworks: Will is hard at work revisiting spells now, but he’ll soon pivot to give the warband’s skills a bit more love and visual polish.
  • Achievements: Not only do we have a few to rework, we added so much more content that some more achievements could find their way in! If you are the kind of player to platinum The Hand of Merlin, keep an eye out!
Your feedback was paramount to changes and adjustments until this point. If you have any other suggestions, feel free to hop on our Discord server and let us know!

Mat
Reflex - Art3mis-PC
This is an intermediate update to push a few improvements that have been developed since the initial release:

  • All the shadow maps used in the levels have been recreated to add in an element of ambient lighting. This helps show more of the surrounding environment.
  • The world select has been entirely replaced with a much cleaner style that is more in keeping with the level select screens.
  • When the time gets below 30 seconds the music will now change to a more desperate track. just to add a little bit more pressure to the player :)
  • For multi-floor levels (e.g. 1.6) there are no doors that will prevent the missile from progressing to the next floor until the objectives on the current floor have been completed. Likewise, there are now doors on the sub-floors preventing the missile from attempting to return to a higher floor.
  • Added Made with GameMaker Studio logo to the opening sequence.
  • Correct sizing issue for achievement display when Steam overlay is switched off.
  • Correct text not fitting during world transition sequence on 1280x720 displays
  • Improve button hover effects to make them clearer on all background types
Coin Treasures - KoningWouter
Changelog

Bugfixes
  • Fixed bug which resets the Upgrade Levels.
...