Besiege - Von
Hey everyone!

There’s a couple of things we want to talk about today.

Firstly, as you’ve probably already noticed we’ve pushed out a few hotfixes over the past couple of weeks (since the 64bit update), which should have fixed any issues you’ve encountered.

If you come across any other bugs while playing please let us know in the Bug Reports section of the Steam forum or you can contact us directly through our support email!



The other news we have today is that Besiege Console is out now on play on Xbox One & Series X|S!
Those of you with Game Pass can download and play the game right now but if you don’t then the game is available for purchase here!


Besiege Console includes:

  • Singleplayer Campaign with 54 Levels

  • 3 Sandbox Environments

  • 68 Weapons, Blocks, Devices & Mechanisms to build machines

  • A suite of Advanced Building Tools

  • Workshop to download other player’s machines or upload your own to share
Unfortunately Besiege Console will not include Multiplayer or a Level Editor. We’ve worked really hard to bring all of Besieges features to Console but sadly it just wasn’t possible with Multiplayer & the Level Editor



Cheers everyone,
Von


Feb 9, 2022
Eternal Tombs - FAtBalloon
Hey Everyone!

What an incredibly busy month for us here at Triune Studios. Every month we're getting closer and closer to a game that is in an alpha state. Over the next few months we'll be testing a few things including raids and other events, so be on the lookout for invites when those come through. In the meantime, make sure you check out the great information below including our visit to the Rewind Podcast where we talk about War of Dragnorox and hint at a ton of great information.

Event Feature - Sieges

As many of you know, War of Dragnorox is packed with different events including Sieges! More information will be coming regarding sieges including the opportunity to help us test them in their alpha state. Checkout the screenshots from our pre-alpha test below for a sneak preview of sieges!





The Rewind Podcast

Josh Caba, our Creative Director joined the Rewind Podcast to discuss the vision behind War of Dragnorox, Dungeon Mastering Information, Class updates and the vision behind the game. Don't miss it here.



Class & Combat Update

For those of you that listened to the Rewind Podcast above, you know that I took over class design and have been working hard on locking those in. We already had several base classes and a couple with abilities built out, but I wanted to take a step back and make sure we were building a cohesive, character-based roleplaying system that also has some very unique traits and classes. I also wanted to take the time to make sure the abilities/talents are a reflection of what we’re trying to accomplish with the game as a whole, and also tie into the roleplaying elements and lore of your character in a way that is immersive and exploratory.

We're bumping up the class progress level because we’re now set on those classes, subclasses, and specs and how characters and abilities will be affected by them. Now that we’ve done that, we’re finishing individual class/ability builds and starting in on concept art that we can release with class reveals.

I’m really quite excited about this system and what it will look like for players. I mentioned in our Discord that I didn’t want to build an ability or talent system that needed to be balanced in a way that most modern MMOs do and I think that we’ve accomplished a means to do that.

As far as actually revealing information about the classes for this newsletter, I’m still deciding which classes will be launched at release so I can’t say the total amount of classes available during beta. I made extra class concepts that may or may not be used later on. However, I can say that there will be two subclasses for each base class, and three specializations for each subclass. A player will be locked into a subclass. Some subclasses will have similar feels to their counterpart, some will be near opposites. Specializations won’t exist in a traditional or even conventional way. Much like with the rest of War of Dragnorox, we won’t be giving you an easy access menu or the ability to change these at any time from said menu. The specializations will need to be explored in-game, without a talent menu, searched out, fought for, and generally well-earned.

I look forward to revealing more details of individual classes!
- Brett
Combat & Class Design Lead
Skul: The Hero Slayer - Skul: The Hero Slayer
Greetings, Skul Squad!

First of all, thank you for your patience with our update.
In this patch, we’ve finally brought out the ‘Skul Balance Adjustment’!

Old skulls newer,
Dumb skulls funnier,
Weak skulls stronger,

Let me introduce our brand new skulls!




Bug Fixes
  • Fixed bug where the inscription ‘Piercing Wind’ would have ‘Rear Blast’ not properly work
  • Fixed bug where ‘Gunpowder Sword’ would not work properly when dash attack deals a critical hit
  • Fixed bug where Mage and Warrior would not appear in Chapter 4
  • Fixed bug where Priest would not deal with some of the attacks
  • Fixed bug where Magical Slime would occasionally duplicate an item in a specific column of inventory
  • Fixed bug where Prisoner would not show Legendary awaken animation
  • Fixed bug where Dark Paladin’s enhanced normal attack would have a smaller range than the VFX
  • Fixed bug where Dark Paladin’s ‘Dark Rush’ would have a smaller attack range than the VFX
  • Fixed bug where Dark Avenger would not form a magic field when using Dark Cross
  • Fixed bug where dark orb traps would deal much higher damage to enemies than usual




Changes

System
  • Polished the animation when attacking enemies get stiffened
  • Reduced and polished each skull’s hit VFX

Maps
  • Reduced HP of the energy source in each chapter’s Mystical Ruin map
  • Added SFX when interacting with Magical Silme
  • Added SFX when interacting with Halfling Girl

Skulls
Skul

<Skul>
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Skull Throw]
    • Adjusted the amount of skill to 1 in the air
    • Reduced the range of the projectile

Skeleton-Sword
<Overall>

    Passive
    • Increased chance of enemy bleeding when attacked
    • Increased bleeding duration
    • Increased bleeding damage
    Swap Skill
    • Reduced bleeding duration
    • Increased bleeding damage
    • Increased damage of swap skill when Royal Guard or Royal Guard Captain
    Skills
      [Rusty Piercer]
    • Changed damage type: Physical → Magical
    • Increased cooldown time: 10s → 12s
    • Increased skill damage
      [Triple Pierce]
    • Changed damage type: Physical → Magical
    • Reduced cooldown time: 6s → 5s
    • Increased skill damage of Skeleton-Sword and Skeleton Guard
    • Reduced skill damage when Royal Guard or Royal Guard Captain
      [Sawblade Slash]
    • Reduced cooldown time: 12s → 8s
    • Reduced skill damage
      [Tetanus]
    • Reduced cooldown time: 25s → 20s
    • Increased Poison duration
    • Increased Poison damage of Guard, and Royal Guard
    • Increased Royal Guard Captain’s buff damage duration: 10s → 15s

Skeleton-Shield
<Overall>

    Swap Skill
    • Increased Guardian and Guardian Commander swap skill damage
    Skills
      [Shield Smash]
    • Reduced cooldown time: 13s → 10s
    • Reduced skill damage
      [Shield Bash]
    • Reduced skill damage
      [Shield Charge]
    • Increased cooldown time: 11s → 13s
    • Increased skill damage
    • Changed the number of hits by projectile for the Guardian Commander from multiple hits → 1 hit
      [Shield Rush]
    • Reduced cooldown time: 30s → 25s
    • Changed Guardian Commander’s damage type: Magic → Physical
    • Increased Guardian Commander’s skill damage

<Guardian Commander>

    Passive
    • Increase damage dealt to enemies in front when blocking damage while concentrating

Skeleton-Spear
<Overall>

    Swap Skill
    • Increased damage of swap skill
    Skills
      [Charge!]
    • Reduced cooldown time: 8s → 7s
    • Increased skill damage for Skeleton-Spear
      [Ready to Charge!]
    • Reduced skill damage

Werewolf
<Overall>

    Normal Attack
    • Reduced jump attack damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
    #Discussions_QuoteBlock_Author
    Developer comment
    Except for the common grade Werewolf, all other werewolves have a 2-hit jump attack. However, each of those hits counted as one separate hit, so double the damage was being done. This was our mistake and it took a long time for us to recognize the issue.
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Rip Apart]
    • Increased skill damage
    • Increased bleeding damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
      [Beast Leap]
    • Increased cooldown time: 7s → 12s
    • Increased skill damage
    • Increased bleeding damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
      [Predation]
    • Increased skill damage
    • In case of the Elder Werewolf, Alpha Werewolf and Eternal Werewolf, the stats increase for each enemy killed by the Scratch attack: 1% → 4%
      [Hunt]
    • Increased cooldown time: 6s → 9s
    • Reduced skill damage

Petty Thief
<Overall>

    Passive
    • Reduced amount of gold that falls from enemies: 3 Gold → 2 Gold
    • Reduced amount of gold that falls when using the Wanderer or Outlaw’s Normal Attack: 20% → 15%
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Rip Pocket]
    • Increased skill damage
    • Changed the number of hits: 2 hits → 1 hit
    • Increased amount of gold that falls from enemies
      [Throw Gold]
    • Reduced skill damage
    • Fixed issue where the attack range was wider than the actual effect for the Wanderer
    • Increased explosion range for Outlaw
      [Backstab]
    • Increased skill damage
    • Changed the number of hits: 2 hits → 1 hit
    • Increased amount of gold that falls from enemies

<Petty Thief>

    Swap Skill
    • Increased damage of swap skill
    Skills
      [Back Roll]
    • Increased cooldown time: 7s → 10s
    • Increased skill damage

<Thief>

    Swap Skill
    • Increased damage of swap skill
    • Reduced the amount of Gold obtained from enemies: 5 Gold → 3 Gold
    Skills
      [Back Roll]
    • Changed damage type: Physical → Magical
    • Increased cooldown time: 7s → 10s
    • Increased skill damage
    • Increased bleeding damage

<Wanderer>

    Swap Skill
    • Increased damage of swap skill
    • Reduced the amount of Gold obtained from enemies: 5 Gold → 3 Gold
    Skills
      [Back Roll]
    • Increased cooldown time: 7s → 10s
    • Increased skill damage

<Outlaw>

    Swap Skill
    • Reduced damage of swap skill
    • Changed the number of hits made by the attack involving swinging a dagger after movement: 2 hits → 1 hits
    • Reduced debuff duration debuff: 5s → 3s
    Skills
      [Back Roll]
    • Reduced skill damage
    • Reduced Smoke Screen duration

Carleon Recruit
Since both Carleon Recruit and Grave Digger fight by summoning minions, something was needed to set them apart.



The new Carleon Recruit will now only perform the minion’s special attacks once the minions appear to inflict great damage at the desired time. The timing and direction of the summons allows the new Carleon Recruit to lead the battle more advantageously. Passives of the Carleon Recruit, which now feature additionally enhanced active combat, were also modified to better emphasize its characteristics.




Depending on the Carleon Recruit’s grade, they can have a passive buff that amplifies the physical attacks of minions. The attack power of the minions can be greatly improved for a certain period of time by using the gauge. A passive buff like this will allow you to concentrate the full force of the Carleon Recruit’s power.

<Overall>

    Normal Attack
    • Increased distance moved forward when attacking after concentrating
    • Decreased damage dealt when attacking after concentrating
    Passive
    • Improved passive for Carleon Sergeant, Carleon Officer and Carleon Commander
    Swap Skill
    • Increased damage of swap skill when using Carleon Recruit, Carleon Sergeant and the Carleon Officer
    • Reduced number of squad members called when using Carleon Commander: 5 → 3
    Skills
    • Improved skill [Comrade System- Recruit]
    • Improved skill [Comrade System- Archer]
    • Improved skill [Comrade System- Armored Soldier]
    • New skill [Comrade System- Assassin] added
    • Deleted skill [Perfect Slash]
    • Improved visual effect when minions come and go

Ent Skull
No matter the grade of skull, we want the Ent skulls to have a unified concept and playstyle.





Based on its grade, the new Ent skull will receive reduced cooldown times, stat bonuses and stronger skills when standing on grass.
In order to plant grass, the Ent skull requires a special resource called “Seed”, so if you time it right it can make a positive impact in battle.

<Overall>

    Normal Attack
    • Increased attack range for combo attack
    • Improved hit box for combo attack
    • Increased forward movement speed when using combo attack
    Passive
    • Improved passive
    Swap Skill
    • Increased damage of swap skill for Ent Skull
    • Reformed skul swap for Old Ent Skul, Huge Ent and Elder Ent Skul
    Skills
    • Improved skill [Rapid Growth]
    • New skill [Nature’s Grip] added
    • New skill [Deep Roots] added
    • New skill [Nature’s Fury] added
    • Deleted skill [Tree Charge]
    • Deleted skill [Thorny Vines]
    • Deleted skill [Tree Buddy]

Stone Monkey
<Overall>

    Skills
      [Rapid Thrust]
    • Increased skill damage

<Stone Monkey>

    Skills
      [Heaven-Earth Slam]
    • Increased skill damage

      [Buddha Cyclone]
    • Increased skill damage

      [Striking Staff Technique]
    • Increased cooldown time: 8s → 14s
    • Increased skill damage

<Monkey King>

    Skills
      [Heaven-Earth Slam]
    • Increased skill damage

      [Buddha Cyclone]
    • Increased skill damage

      [Striking Staff Technique]
    • Increased cooldown time: 8s → 14s
    • Increased skill damage

<Immortal King>

    Skills
      [Heaven-Earth Slam]
    • Increased skill damage

      [Occult Arts: Magic Staff]
    • Increased cooldown time: 10s → 14s
    • Reduced skill damage
    • Changed the number of hits: 23 hits → 12 hits

<Overlord>

    Passive
    • Increased damage of clone’s skill attack
    • Increased skill attack damage to the nearby enemies when concentrating
    Swap Skill
    • Reduced damage of swap skill
    Skills
      [Heaven-Earth Slam]
    • Reduced damage of attack without concentration
    • Increased damage of attack with concentration
      [Buddha Cyclone]
    • Increased damage of attack with concentration
      [Occult Arts: Magic Staff]
    • Increased cooldown time: 10s → 14s
    • Reduced damage of attack without concentration
    • Increased damage of attack with concentration
    • Changed the number of hits: 23 hits → 12 hits

Grave Digger
Comparing with the Carleon minions, the minions from Grave Digger will not be able to move around and hard to be summoned.
Therefore, by reducing the skill cooldown and duration of minions, we’ve decreased the stress caused when summoend to an improper position.
Also, those minions from the brand new Grave Digger can deal with magical damage so that Grave Digger will summon them based on its magical power.
<Overall>

    Passive
    • Increased the duration of spirits appearing automatically
    • Increased damage of the explosion when defeating specters for Saviour
    Skills
      [All Skills]
    • Changed damage type: Physical → Magical
    • Reduced the duration of minions: 20s → 8.5s

      [Hamlet]
    • Reduced cooldown time: 20s → 15s
    • Increased skill damage

      [King Lear]
    • Reduced cooldown time: 25s → 18s
    • Reduced skill damage

      [Macbeth]
    • Reduced cooldown time: 33s → 24s
    • Reduced skill damage
    • Increased Macbeth’s special attack speed for Soul Bearer and Saviour

      [Othello]
    • Reduced cooldown time: 28s → 21s
    • Reduced skill damage
    • Increased Othello’s special attack speed for Soul Bearer and Saviour

<Saviour>

    Swap Skill
    • Increased the duration of spirits appearing automatically in Land of the Damned

Warrior
We initially designed the Warrior as a slow but a skul of immense power. This is why every attack of Warrior has a delay and skills can be enhanced by concentration.
However, due to the game’s fast and dynamic pace, it was too risky and stressful to just stand in one place.
We were concerned that the Warrior may lose its colors if we just reduce the duration of concentration and delay of the attack.
We’d been constantly discussing how to deliver the strength and power of the Warrior to our squad and this is what we’ve thought of.




The new Warrior will continue to be slow and wait in place for enemies, but it now can withstand enemy advances and perform even more powerful attacks. When the new Warrior is carrying out the skill’s concentration completion attack it becomes invincible, and the relative attack is enhanced by the number of times you were hit while invincible according to grade.

<Overall>

    Dash
    • Changed dash type: Charging → Tackle
    Passive
    • Improved passive for Gladiator and Warlord
    Swap Skill
    • Increased damage of swap skill
    • Changed hit amount: 3 hits → 1 hit
    • Increased buff time for Gladiator and Warlord: 5s → 8s
    • Increased concentration speed for Gladiator and Warlord
    Skills
      All Skills Overall
    • Added a delay to attack with concentration for Gladiator and Warlord
    • Adjusted the direction after attack with concentration for Gladiator and Warlord
    • Changed VFX of attack with every level of concentration for Gladiator and Warlord
    • Improved delay for skill animation
    • Polished VFX

      [Rising Slash]
    • Reduced cooldown time: 12s → 10s

      [Power Strike]
    • Reduced cooldown time: 14s → 11s
    • Can adjust the leap distance

      [Dominate]
    • Reduced cooldown time: 10s → 8s
    • Changed attacking process
    • Reduced skill damage

      [Final Strike]
    • Increased cooldown time: 8s → 14s
    • Reduced skill damage

<Warrior>

    Skills
      [Rising Slash]
    • Reduced skill damage

      [Power Strike]
    • Reduced skill damage

<Gladiator>

    Skills
      [Rising Slash]
    • Increased damage of attack without concentration
    • Reduced damage of attack with concentration

      [Power Strike]
    • Increased damage of attack without concentration
    • Reduced damage of attack with concentration

<Warlord>

    Skills
      [Rising Slash]
    • Increased damage of attack without concentration
    • Reduced damage of attack with 1st level of concentration
    • Reduced damage of attack with 2nd level of concentration

      [Power Strike]
    • Increased damage of attack without concentration
    • Reduced damage of attack with 1st level of concentration
    • Reduced damage of attack with 2nd level of concentration

Hunter
<Overall>

    Swap Skill
    • Increased damage of swap skill
    Skills
    • Reduced Bow Master and Sniper’s delay before concentration.

      [Piercing Shot]
    • Changed damage type: Magical → Physical
    • Increased skill damage

      [Multi-Shot]
    • Increased cooldown time: 8s → 10s
    • Increased skill damage

      [Siege Shot]
    • Increased cooldown time: 10s → 13s

      [Stationary Shot]
    • Increased cooldown time: 12s → 16s

<Hunter>

    Skills
      [Siege Shot]
    • Increased skill damage

      [Stationary Shot]
    • Increased skill damage

<Bow Master>

    Skills
      [Siege Shot]
    • Increased damage of attack without concentration
      [Stationary Shot]
    • Increased skill damage

<Sniper>

    Passive
    • Increased the degree of concentration speed increase, when there are no enemies nearby
    Skills
      [Siege Shot]
    • Increased the damage of concentration-completed attack

      [Stationary Shot]
    • Decreased the damage of concentration-completed attack
    • Fixed the issue of the effect not following the player during the concentration-completed attack

Minotaurus
Everytime the hefty Minotaurus slams the ground, chunks of the rock and dirt go flying into the air. We designed the Minotaurus with size and power in mind, but the chaos caused by the countless fragments flying in the air wasn’t actually that cool. So we decided to get rid of the chunks of rock flying in the air and change Minotaurus into a close-range fighter.



The new and improved Minotaurus has a stronger passive than before. This effect is called “Earthquake” and it increases attack range and damage dealt. Depending on the skull’s grade, repeatedly targeting enemies could result in the powerful attack called “Ground Shatter”.


<Overall>

    Normal Attack
    • Changed number of hits for jump attack: 2 → 1
    Passive
    • Improved passive for Minotaurus II and Minotaurus III
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Body Smash]
    • Reduced cooldown time: 10s → 8s

      [Stomp]
    • Reduced cooldown time: 20s → 12s
    • Reduced skill damage
    • Changed it so that jump distance is adjustable
    • Changed attack style of back attack for Minotaurus II and Minotaurus III

      [Plow Up]
    • Reduced cooldown time: 12s → 10s
    • Increased skill damage

<Minotaurus>

    Skill
      [Body Smash]
    • Reduced skill damage

<Minotaurus II>

    Skill
      [Body Smash]
    • Reduced skill damage
    • Improved effects

<Minotaurus III>

    Skill
      [Body Smash]
    • Increased skill damage
    • Changed attack style of back attack
    • Improved effects

      [Bludgeon]
    • Increased skill damage

      [Plow Up]
    • Changed to one big boulder that penetrates the enemies instead of several small boulders

https://store.steampowered.com/news/app/1147560/view/3120434657829136207
Jump Off The Bridge - Cody Penn
Hello everyone!

It took more than a week, but the Clay Pots Level has been added to the game. I've also added a "Beat the Level without breaking a single pot" achievement, which is incredibly difficult. I'll endeavor to make some more extremely difficult achievements for the hardcore completionists soon!

Next up will be Romance-themed Levels, some Patreon Backlog stuff, and more work on the Hardmode Commission.

The Clay Pots Level


In-Progress
  • Mac Version (This is a nightmare)
  • Romance Themed Levels
  • Hardmode Commission
  • Large Patreon Backlog
  • Xbox One Port

V2.4 Changelog
  • Added Clay Pots Level
  • Added "No Pots Broken" Achievement
  • A and B are now the default menu Enter and Escape respectively when using controllers
  • Sped up Gamepad Menu Movement (might be a bit too fast)
  • Fixed jump-through platform bug with DPAD

Patreon
If you'd like to support what I do, and vote for future content, consider joining my Patreon:
https://www.patreon.com/codypenn

Patrons also have access to the latest beta version of the game, which I update at the end of each month, until I finish the update for public release.



Discord
Feel free to join the Discord as well: https://discord.gg/fpAHfyT

Crypto-Support
You can also support me through Crypto:
Bitcoin: 1LtZb986cQWm31eUN6UcP8eXyurtREAwMx


Contact Me
If you have any questions, comments, criticisms, complaints, requests, inquiries, anything, please send a message to: jumpoffthebridgex@gmail.com


Skul: The Hero Slayer - Skul: The Hero Slayer
https://store.steampowered.com/news/app/1147560/view/3120434024088084280

Mummy

#Discussions_QuoteBlock_Author
ziiiiiiiiiiiiiiiiiiiiii

<Overall>

    Normal Attack
    • Improved phenomenon where attacks would be interrupted when attacking continuously
    Passive
    • Increased chance that weapons drop after clearing enemies with Revived Mummy and Revived Ancient Mummy
    • Improved weapon damage
    • Increased ammo for some weapons
    Skills
      [Mummy Poison]
    • Increased cooldown time: 6s → 8s
    • Increased skill damage

      [Mummy Bomb]
    • Increased cooldown time: 10s → 12s
    • Increased skill damage

      [Mummy Ball]
    • Increased cooldown time: 5s → 6s
    • Reduced skill damage when using Revived Mummy

      [Scratch]
    • Increased skill damage

<Revived Mummy>

    Passive
    • New weapon added, ‘Laser’
    • New weapon added, ‘Homing Missle’
    Swap Skill
    • Changed so that a random weapon is received through a supply drop

<Revived Ancient Mummy>

    Passive
    • New weapon added, ‘Railgun’
    • Reduced supply drop cooldown time: 60s → 40s
    #Discussions_QuoteBlock_Author
    Developer comment
    Originally, the text describing the cooldown time of supply deliveries was mistakenly listed as 30secs and it took us a long time to recognize the error. We think this is because the Swap Skill had to be relied on so heavily for this skull.

Gargoyle
We tried to design Gargoyle to control the skies, but there were few opportunities to actually fight in mid-air.
The original Gargoyle had to be mid-flight in order to get bonuses, but the enemies weren’t in the air so the player always had to maintain an awkward altitude. This wasn’t what we hoped to achieve with this skull’s design. And since we can’t just increase the number of airborne enemies, we changed our way of thinking.




The new Gargoyle will still be a master of the sky and might even spend more time mid-flight.
When in mid-air, it can dash three times in whatever direction you want and the reformed skills should help to adjust its altitude.
.And most of the attacks will target enemies below and to the right, so it should boost your battle prowess.
Enemies will now be struck with fear when seeing the Gargoyle fly above them.

<Overall>

    Passive
    • Improved Passive
    • Increased speed when falling to ground after performing a mid-air basic attack
    Swap Skill
    • Swap Skill Reformed
    Skills
    • [Wind Gust] skill reformed
    • [Eye of the Gargoyle] skill reformed
    • New skill [Storm] added
    • [Stone Stomp] skill removed

      [Petrify]
    • Increased cooldown time: 10s → 16s
    • Increased skill damage
    • Reduced amount of time enemies are slowed by Golden Gargoyle

<Gargoyle>

    Normal Attack
    • Changed damage type: Physical → Magical

Clown

<Overall>

    Normal Attack
    • Improved feeling of control when attack speed is increased
    Passive
    • Reduced explosion range of marks
    • Increased damage dealt by marks when using Pierrot and Joker
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Two in One Hand]
    • Reduced skill damage

      [Surprise Box]
    • Reduced skill damage

<Clown>

    Skills
      [Peek-a-boo Knives]
    • Increased skill damage

<Pierrot>

    Skills
      [Peek-a-boo Knives]
    • Increased skill damage

      [Highlight]
    • Reduced skill damage

<Joker>

    Skills
      [Peek-a-Boo Knives]
    • Reduced skill damage
    • Increased duration of stun inflicted by Peek-a-Boo Knives of normal explosion

      [Highlight]
    • Reduced skill damage

Water Skull
Originally, the Water Skull’s unique point was its ability to knock back enemies. We intended for its design to sweep up enemies and carry them away on waves, but due to the high number of enemies moving around from side to side, this wasn’t very rewarding for players.



The new Water Skull will now allow you to push around enemies when and where you want. Along those lines, the Normal Attack has also been improved so that the Passive takes effect and that should create interesting synergies.

<Overall>

    Normal Attack
    • Changed damage type: Physical → Magical
    • Increased attack speed of combos
    • Increased distance moved forward by combo attack
    • Increased attack range of combos
    • Improved hit boxes of combos
    • Increased attack range of jump attacks
    Passive
    • Removed knock-back effect of waves
    • Increased distance traveled by waves
    • Increased duration of waves
    • Increased damage dealt by waves
    Swap Skill
    • Changed swap skill name: Dive → Overflow
    Skills
    • New skill [Lake of the Spirit] added
    • [Ebb Tide] skill removed

      [Rising Tide]
    • Reduced cooldown time: 8s → 6s
    • Reduced skill damage
    • Changed the number of hits: 5 hits → 1 hit

      [Dive]
    • Changed name: Overflow → Dive
    • Added invicibility frames to moving action before raising water pillar
    • Reduced cooldown time: 12s → 10s
    • Reduced skill damage

      [Tornado]
    • Changed it so that water pillar will move the player when using Aqua Skull and Poseidon

<Water Skull>

    Swap Skill
    • Reduced damage of Swap Skill
    Skills
      [Tornado]
    • Reduced skill damage

<Aqua Skull>

    Swap Skill
    • Increased damage of swap skill
    Skills
      [Tornado]
    • Increased cooldown time: 14s → 18s
    • Increased skill damage

<Poseidon>

    Passive
    • Icon will display the number of waves on the current map
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Rising Tide]
    • Changed proportional effect of number of waves: Increased size → Reduced cooldown time

      [Tornado]
    • Increased cooldown time: 14s → 18s
    • Increased skill damage
    • Increased amount that the duration of whirlpools is increased by each wave: Max 15s → Max 20s

Ghoul
The Ghoul’s main concept is eating up enemies and growing in size. This characteristic is quite unique and visually appealing. Also, growing in size and being able to attack whole groups of enemies in a large radius is a fun factor that can’t be found in other skulls.

However, due to the Skul being a Rogue-lite, it’s extremely important to manage your HP bar and having a huge body (and hit box) really increases the chances of being hit.
And since the act of “eating enemies” was such a large focus, the Passive only being activated by clearing enemies meant that it wasn’t really usable in boss battles.



The new Ghoul can now be commanded to “Digest” the flesh chunks it has and shrink to its normal size while recovering some health.
And now when taking damage from enemies, there is a certain chance that flesh chunks will drop. This should help boost your power in battles with Adventurers or bosses too.

We also changed [Hook Attack] to a basic skill to boost Ghoul’s mobility and usability rather than focusing on damage dealt.
We hope these changes will help you to slice and dice enemies with the huge butcher’s blade.

<Overall>

    Passive
    • Changed it so that there is a certain chance that flesh chunks drop when hitting enemies with normal attacks
    • Increased duration of flesh chunk buff: 10s → 20s
    • Increased max carrying amount of flesh chunks: 10 → 30
    • Reduced amplification of physical attack damage per flesh chunk: 4% → 2%
    • Reduced maximum size that the body can grow
      #Discussions_QuoteBlock_Author
      Developer comment
      Now Ghoul can go anywhere, no matter how big it grows.
    Skills
    • New skill [Wide Slash] added
    • [Hook Attack] Changed it to a basic skill
    • Improved hit box of biting attack for Ghoooul and Ghoooooul

      [Inhale]
    • Increased cooldown time: 10s → 13s
    • Increased skill damage

      [Body Bullet Tank]
    • Reduced skill damage
    • Changed the number of hits: 8 hits → 1 hit

      [Deadly Crusher]
    • Increased cooldown time: 12s → 13s
    • Changed the number of hits: 2 hits → 3 hits
    • Changed it so that jump distance is adjustable
<Ghoul>

    Swap Skill
    • Increased damage of swap skill

<Ghoooul>

    Swap Skill
    • Increased damage of swap skill

<Ghoooooul>

    Swap Skill
    • Increased damage of swap skill
    Skills
      [Inhale]
    • Increased duration of stacks gained for biting attacks: 5s → 20s
    • Reduced amplification of physical damage per stack for biting attacks: 10% → 4%

      [Body Bullet Tank]
    • Increased duration of stacks gained for biting attacks: 5s → 20s
    • Reduced amplification of physical damage per stack for biting attacks: 5% → 3%

      [Deadly Crusher]
    • Increased duration of stacks gained for biting attacks: 5s → 20s
    • Increased crit chance per stack for biting attacks: 3% → 5%

Ninja
The original Ninja wasn’t bad, but it’s also hard to say that it was great. It wasn’t easy to control or maximize its potential, so some players didn’t prefer it.
So for this reformation we focused on making it easier and more fluid/agile.
When we first designed Ninja, we focused on the skills/attack done by the dagger rather than ninja arts, but this changed as we released ver1.0. For instance, during Early Access, the Swap Skill of Ninja used a dagger instead of the current ninja arts such as Fire/Water Style. This eventually weakened the color of Ninja and we decided to change the Swap Skill to using a dagger.

<Overall>

    Passive
    • Changed it so that you’re invincible when performing a Switcheroo
    • Increased damage dealt by a Switcheroo
    Swap Skill
    • Changed Swap Skill: [Fire Style: Fire Dragon’s Breath] → [Light Speed]
    Skills
      [Flash Rampage]
    • Reduced cooldown time: 8s → 6s
    • Reduced skill damage
    • Reduced delay between charging forward and slashing

      [Full Blooming Blade]
    • Reduced cooldown time: 10s → 8s
    • Reduced skill damage
    • Reduced amount that projectiles spread

      [Phantom Rampage]
    • Reduced cooldown time: 15s → 12s
    • Reduced skill damage
    • Changed the number of hits: 18 hits → 9 hits
    • Increased skill speed

      [Wheel Shuriken]
    • Reduced cooldown time: 13s → 10s
    • Reduced skill damage

<Ninja Master>

    Passive
    • Allows to use special jump attack up to 3 times in the direction player wants
    • Increased special jump attack damage
    • Reduced the charge distance when special jump attack is used in up, down
    Skills
    • [Phantom Wheel Shuriken] skill removed
    • New Skill [Transform: Phantom Wheel Shuriken] added

      [Flash Rampage]
    • Increased cooldown time: 8s → 10s
    • Reduced skill damage
    • Changed it so that the skill can be charged 3 times, but you can only move forward once

      [Flash Phantom Slash]
    • Increased cooldown time: 5s → 10s
    • Increased skill speed

      [Full Blooming Blade]
    • Reduced skill damage
    • Reduced amount that projectiles spread

      [Exploding Shuriken]
    • Increased cooldown time: 7s → 16s
    • Increased skill damage
    • Allows the player to cancel the later delay if the skills are used in a row
    • Changed it so that the skull will temporarily maintain its elevation when using a skill

      [Phantom Rampage]
    • Reduced cooldown time: 25s → 12s
    • Reduced skill damage
    • Changed the number of hits: 14 hits → 7 hits
    • Reduced the amount of clone groups that can be summoned: 4 → 3

      [Phantom Cross]
    • Increased skill damage

      [Wheel Shuriken]
    • Reduced cooldown time: 18s → 14s
    • Reduced skill damage

Berserker

<Overall>
    Skills
      [Mad Rush]
    • Increased skill speed

Samurai

<Overall>
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Single Slash]
    • Reduced base damage of skill
    • Increased damage per mark

      [Spinning Slash]
    • Reduced cooldown time: 10s → 9s
    • Increased skill damage

      [Evading Slash]
    • Increased skill damage

<Samurai>
    Skills
      [Quick Slash]
    • Reduced amount that cutting wave is spread

<Neo Samurai>
    Passive
    • Increased amount gauge is filled by using skill attacks on enemies
    Skills
      [Full Moon Slash]
    • Reduced skill damage

      [Spinning Slash]
    • Reduced max amount of spins: 4 times → 3 times

      [Evading Slash]
    • Increased amount gauge is filled by successful counterattacks

      [Quick Slash]
    • Increased skill damage

Living Armor
It was quite difficult for the previous Soul Knight to collect the spirit flames until it was in a stable stage.
Also, using the skill in a state of combustion would consume all soul flames and the skill tended to be restricted until it became stable, which was frustrating.
Therefore, we have increased the number of spirit flames for Living Armor, while Soul Knight will have fewer spirit flames for a stable stage and be able to deal with the strengthened skills more frequently.

<Overall>

    Normal Attack
    • Changed damage type: Physical → Magical
    Passive
    • Increased the size of the gauge
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Soul Sword]
    • Reduced skill damage

      [Soul Burn]
    • Reduced cooldown time: 15s → 12s
    • Reduced skill damage
    • Changed the number of hits of the blaze on the ground when used during combustion: 10 → 5

      [Soul Knuckle]
    • Reduced skill damage

      [Soul Charge]
    • Reduced cooldown time: 13s → 12s
    • Reduced skill damage

<Soul Knight>

    Passive
    • Reduced the amount of flame spirit required from combustion to being stable
    Skills
      [Soul Sword]
    • Increased skill speed when used in a stable state

      [Soul Burn]
    • Changed the number of hits of the blaze on the ground when used in a stable state: 10 → 6

      [Soul Knuckle]
    • Increased skill speed when used in a stable state
    • Reduced number of consecutive explosions when using this skill in a stable state: 10 → 5

      [Soul Charge]
    • Increased skill speed when using this skill in a stable state

Rock Star

<Overall>
    Swap Skill
    • Changed damage type: Physical → Magical
    Skills
    • Changed it so that the amp is affected by gravity

      [Climax]
    • Changed damage type: Physical → Magical

Predator

<Overall>
    Normal Attack
    • Improved hit VFX

Grim Reaper
The Grim Reaper was the very first Legendary skull, so its really simple mechanisms drove us to work on it some more. So we took this chance to completely overhaul the Grim Reaper and it has been reborn.



The new Grim Reaper can collect spirits each time an enemy is killed. And depending on how many spirits are collected, its Magic Attack Power can be increased and when certain thresholds are reached, every skill will grow stronger.
This type of Passive means that the Grim Reaper will be a little bit weaker than other Legendary skulls. However, if you pick it up in the beginning of the game, it should become a force worth reckoning with in the late game.

<Grim Reaper>
    Character Animation
    • Improved character animation
    Normal Attack
    • Changed damage type: Magical → Physical
    Passive
    • Improved passive
    Swap Skill
    • Reduced damage of swap skill
    • When clearing enemies with the Swap Skill, receive the same effect as collecting spirits
    Skills
    • [Harvest] skill reformed
    • [Sentence] skill reformed
    • New skill [Guillotine] added
    • New skill [Fissure of the Netherworld] added
    • [Death by Fire] skill removed

Champion
Champion is a master of one-on-one matches with specialized skills. However, we don’t think Champion is a true champion just yet. We plan to make our Champion the utmost fighter and as a boss slayer through this update. The first step to this will be having all of Champion’s skills consist of skills that give damage to a single target.
<Champion>
    Dash
    • Changed Dash Type: Normal → Duck(Counterattack and deal physical damage when hit while dashing. Every action can be cancelled by dashing.)
    Passive
    • Improved effect of rage
    • Reduced amount of energy gained with Normal Attacks
    • Increased amount of energy gained with Skill Attacks
    Swap Skill
    • Swap Skill Changed: [Dragon Kick] → [Start Match]
    Skills
    • New Skill [Combination] added
    • New Skill [Dirty Smash] added
    • [Nuclear Punch] skill removed
    • [Parry] skill removed

      [Quick Step]
    • Reduced skill damage

Yaksha
The original concept of stomping the ground the attack wasn’t bad. However, being tied to the concept of stomping and requiring dull gameplay was.



The new Yaksha unfolds the Domain of the Wicked to take the form of Rakshasa, and stomp on enemies within the Domain.
<Yaksha>
    Character Animation
    • Improved character animation
    Normal Attack
    • Improved normal attack
    Passive
    • Improved passive
    Swap Skill
    • Reduced damage of Swap Skill
    Skills
    • [Yaksha Fist] Reformed skill
    • New skill [Iron Strike] added
    • New skill [Demonic Massacre] added
    • New skill [Rakshasa of Iron Will] added
    • [Yaksha March] skill removed
    • [Sorcery: Goblin Stomp] skill removed

Archlich
One unfortunate thing about Archlich was that the preference for Deathtrap was overwhelmingly low compared to other skills. One can only pray to meet the Dark Priests if they only had Archlich without Deathtrap. This got us to think, “if it’s a skill that you always want, let’s make it a skill you always have!”
<Archlich>
    Passive
    • Archlich can now input commands at specific intervals to use Deathtrap.
    • Reduced damage of chains summoned to random enemies
    Swap Skill
    • Increased damage of swap skill
    Skills
      [Soul Steal]
    • Reduced skill damage

      [March of Death]
    • Reduced skill damage
    • Increased the speed of summoning chains

      [Prison of the Damned]
    • Increased cooldown time: 16s → 20s
    • Reduced skill damage
    • Reduced the effect of slowing down the time

      [Deathly Chill]
    • Reduced skill damage

Gambler
Depending on luck, the Gambler is a skull that can become stronger or weaker. Unfortunately, we felt that the previous Gambler was not worth the risk, which is a mistake in design. Hence we continued to contemplate ways of making the Gambler’s risk and return fun and appropriate. As a result, in addition to providing a new solution, the controls and visuals were also improved.

<Gambler>
    Normal Attack
    • Changed attack method of combo attacks
    Passive
    • Upon the skill’s great success, regains 100% of its cooldown
    • Upon the skill’s failure, regains 50% of its cooldown
    Swap Skill
    • Changed the Slot Machine’s attacks
    Skills
      [Roulette of Destiny]
    • Changed the Roulette’s attacks
    • Increased skill casting speed

      [Russian Roulette]
    • Changed success and great success’ attack method
    • Reduced damage upon failure
    • Reduced damage upon great success
    • Increased skill casting speed
    • Improved VFX

      [Black Jack]
    • Changed so that projectiles pass through terrain
    • Changed great success’ attack method
    • Improved VFX

      [Rain of Darts]
    • Changed great success’ attack method
    • Improved VFX




Items

Mana Bone
  • Improved item effect’s effect
Feb 9, 2022
Evospace - ishellstrike


  • optimized plane building (thousands of blocks is allowed)
  • refactoring
  • flight gui z level fix
  • ru tools localization fix
  • doxygen
  • doxygen css
  • iron dust from ore weater bug fix
  • achievements test 2

If you want to report a bug, suggest a game change, or ask a question -- join us on Discord
Feb 9, 2022
Crazy World - Daniacea_1
First patch sale. Save 50% as an early user. Thanks for your feedback on helping improve Crazy World.
The Dwarves of Glistenveld - Nysko Games


Fellow Dwarves! We've been working hard to make your base-building endeavours easier to manage and better organised, among other improvements!

Patch Notes
Features & Design Changes:
  1. Load Game UI - Load Game has been updated to include a full list of saves in order of recency, as well as filter options to the different modes. Also now shows the difficulty setting (only applies to saves created after this patch).


  2. Farming & Repair Plots - Added a toggle button that allows you to enable/disable these. Note any existing instructions will have to be removed individually.
  3. Dwarf-List - Added Held Units tab to the dwarf-list so you can quickly find your held units.
  4. Storage Arrangements - In the Arrangements UI, buildings have been compressed into a single checkbox that applies to all packed buildings.
  5. Minecart Arrangements - Minecarts can now be given arrangements similar to storage, which restricts what items your dwarves will drop at their pick-up point as well as what items the minecart will pick up along its journey. This allows you to organise minecarts according to specific tasks.
  6. Minecart Show Home Button - Added button to selected minecarts that centres the camera on their pick-up point. Likewise selecting the track at the pick-up point has a button to show the associated minecart.
  7. Guide to Glistenveld - Added search bar at the top of the list that allows you to search for sections by their names or content. More entries are hidden until they are discovered in-game. Added and corrected entries.
  8. Old Support Posts - Similar to Old Tracks, Old Support Posts can be salvaged by Foragers for wood. In the new version of caverns mode, any pre-existing support posts will now be old support posts.
  9. Sculptures - The re-roll button no longer picks a random sculpture, it now allows you to select any sculpture design you want from a pop-up UI.
  10. Engineering Exp - Buffed the exp-gain from assembling buildings, since engineers were levelling slower than other classes.
  11. Survivalist - Adjusted this warrior ability to apply in the vicinity of mushrooms.
  12. Track-Runner - Replaced the Duelist warrior ability with Track-Runner, which gives a movement speed bonus while in the vicinity of tracks.
  13. Caverns Mode v0.59 - Fixed a bug where sometimes the reputation quests would not appear. Features a new option called Massive Mines which will connect many of the caves together with mineshafts, adding another level of danger, but also enables you to explore quicker! Cave spawn & clan strength balances.
  14. Resurrection Hearts - A new very rare item has been added to the game that enables you to resurrect a dwarf buried at a Gravestone. This will feature more in future updates, but for now finding one is the only way to obtain it.


Fixes & Improvements:
  1. Force Rest / Eat - Should now eat/rest immediately even if held.
  2. Building - Can now build over the top of more scenery objects, such as debris and discarded/broken tools.
  3. Deconstruct - Fixed bug where deconstructing certain buildings such as the monument would give nothing in return, instead of their recipe components.
  4. All Items UI - If the All Items UI gets too full, rather than overlapping the Instruction Panel, it will create a second column.
  5. Introduction - Small changes to the campaign Introduction map. Opening the journals now ask if you wish to enable the accessibility modes, rather than doing so automatically.
  6. Tutorials - Updated signs, added more polish, edited dialog.
  7. Game Speed - The keybinds for pausing the game now act in the same way as the cog, and will speed up the game when held.
That's all for now, stay safe out there!
DrumBeats VR - VRROOM
Dear players,

With this hotfix, the following is added:

  • Song speed selection.
  • Anti-Aliasing settings
  • Reduced default quality settings.

Cheers!
Good Pizza, Great Pizza - Cooking Simulator Game - yuni
Valentine's Day Event: 2/14 - 2/27!

Roses are red, pepperonis are too. Here's a story event, all for you!

Ready to fall in love? Here's a romantic sneak peek:
• Return of our cheesiest couple and their new story!
• 8+ Lovely New decorations!
• New PNN segments!
• Kiss-worthy quest rewards!

Ver. 1.6.7.0 Release Note: Valentine's Day Event (2/14 - 2/27)

New:
Limited time Valentine's Day Story (2/14 - 2/27)
Limited time V-day decorations (2/14 - 2/27)
Event Quest Rewards! (2/14 - 2/27)

Bug Fix:
Ad bug fix
Minor translation issues and optimization

Please email pizza@tapblaze.com for any issues!
...