Feb 28, 2022
vrkshop - wooden-robot


Video Tutorials

This update provides new players better resources to learn their way in vrkshop.

Inside the menu selection area you will find a computer terminal that is chock-full of video tutorials about the tools and techniques available to you.

A huge thank you to Tim Recardo for recording these videos. We hope they help you settle in!

Also...

The paint and stain now erase pencil marks when they are applied to wood.

Have fun. Be productive.

- wooden robot

SCP: Fragmented Minds - TSMRE
Hey there everyone!

We are super excited that our Kickstarter page has reached over 700 people following it! Please be sure to follow the page so you can get notified when it goes live and help bring this project to life!

FOLLOW KICKSTARTER! https://www.kickstarter.com/projects/hststudiosllc/scp-fragmented-minds
Granblue Fantasy: Versus - XSEED Liz
General bug fixes have been implemented, including fixes for specific characters.

For more information, please refer to the following URL:
http://granbluefantasyvs.com/news/2022/02/28/2-71-patch-notes/
Rival Stars Horse Racing: Desktop Edition - PikPok Official
Hello from the Desktop Edition team of Rival Stars Horse Racing!

The first update outlined in our 2022 Content Roadmap is finally here and we’re excited to share that as per the “jump into free roam” theme, the jump feature is now available in Rival Stars Horse Racing: Desktop Edition!



Not only has the jump feature been added to Desktop Edition, but it also comes with some exclusive features.

Let’s take a look.

No time limits. Just fun!

Everyone loves spending time with their favorite horses, and in Desktop Edition we’re giving you the keys to the gate!

With no time limit and a new jumping course, you can explore the homestead to your heart’s content without a limit to the amount of time you can spend taking in the sights.



Watch your Stamina!

The secret to victory is knowing what your racehorse is capable of, and to do that you’ll need to master the stamina system!

In free roam you can now practice managing your horses’ stamina and get a feel of how the stamina system works outside of races! We believe that each horse should feel unique, and in Rival Stars Horse Racing: Desktop Edition you’ll get to experience that in free roam. We encourage you to try it out with different horses and see how each of them is unique!

This is just the first installment of updates released this year, and we look forward to bringing you new content and new features in the future. Have fun and we’ll see you next time!

~The Rival Stars Team.

Full Notes:
  • Jump is now available in Free Roam.
  • No time Limits.
  • Added Jump Course to Free Roam environment.
  • Added stamina bar to Free Roam.
Eiyuden Chronicle: Hundred Heroes - MrGameTheory505
Hey there heroes,

We're already approaching two months into 2022 and we've got more to reveal for Eiyuden Chronicle: Rising. This game is shaping up to be a really exciting instalment into the Eiyuden Chronicle universe and we're eager to show everyone what's in store!

EIYUDEN CHRONICLE: RISING SCREENSHOTS

Next up, we’d like to share some in-development screenshots from Eiyuden Chronicle: Rising, showcasing its setting of New Naveah, a small town out in the boonies of Allraan (the same continent in Eiyuden Chronicle: Hundred Heroes).


Encounter a vibrant cast of colorful characters as you explore the town of New Nevaeh!


Resolve disputes between eager adventurers and wary locals as you help to rebuild New Nevaeh to its former glory!


Swap between CJ, Isha and Garoo with the tap of a button to combine their skills in exhilarating battles!

―Production Updates

Character Profile

Cabana


Race: Beastman
Gender: Male
Age: 32
Favorite Food: Strawberry milk

As master springdiggers, Cabana and his people make a living by traveling from land to land, discovering hot springs and turning them into even hotter tourist destinations. He and his capy-kin are quite fond of a good soak themselves! But if you want to enjoy Cabana’s sublime waters, you’d better respect etiquette—he’s a stickler for the rules.

That’s his son Pyba hanging out on his noggin. Say hi, Pyba!

“Ah, well lookie who’s here! Have a soak, friends. Sink right up to your chinny-chins, and don’t forget to count to a hundred.”

Kawano's Comment:
When I heard that Cabana was supposed to be the person in charge of the hot springs, I threw together a quick sketch to show everyone and ask ‘how about something like this?’, but it ended up getting used as-is! And so, this character ended up being 100% born from my own taste… Personally, I hope that it will be therapeutic for you all to see Cabana and his son in the game, just like it’s therapeutic for me to watch videos of animals who look similar to Cabana pop into hot springs… (Sometimes that's all I need to heal myself!)

Murayama's Monthly Development Report Vol.17

Each different part of Eiyuden Chronicle: Hundred Heroes’ development has begun to take shape, and we’re currently working on boosting the quality of certain areas that are nearing their final forms. This requires a lot of trial and error, and forces us to face this question time and time again: What would the right answer be for THIS game?

All games are made with the hope that they’ll be fun to play, but there are many ‘correct’ answers to the question of ‘What’s fun to play?’ And of course, each game provides its own unique answer. Some games aim for maximum fun by charming players with beautiful graphics, while others aim to squeeze out as much fun as they can by making the controls as feel-good as possible. The hard truth is that sometimes, none of these elements end up clicking at the same time.

For a simple example, think about ‘fast response times’ and ‘detailed animations meant to maintain a distinct atmosphere.’ Sometimes, it’s impossible to fulfill both of those conditions at the same time. We’re lucky to be blessed with an amazing environment in which to work on our game, but we still have a limited amount of development resources… So we’re often faced with the question of: Which area should we pour the most resources into? If we put X amount of resources into Area A, it means that Area B will end up with a more simpler design, but sometimes that kind of decision has to be made.

One of Eiyuden Chronicle: Hundred Heroes’ greatest draws is its diverse cast of characters, and the fact that players can choose their own favorites out of a slew of unique individuals and make use of them how they wish. But…how far should we truly go in terms of realizing it all?

That’s what the right answer for Eiyuden Chronicle: Hundred Heroes is.

A Word from the Team

By Kawano

This month, I'd like to talk about what sort of style I use when drawing character illustrations, based on a discussion that happened back when we first started Eiyuden Chronicle: Hundred Heroes.

Basically, I started out by discussing different things with Murakami J, our art director, until we came up with the idea of going with watercolor for everything. (I actually haven't done any analog drawing for a long time, so technically it's a digital watercolor 'style').

So, anyway, I tried doing a test drawing... It ended up taking way more time than I expected, which robbed me of any confidence I had in being able to draw over 100 illustrations in that specific style. On top of that, the atmosphere of the art itself also seemed to harken back so much to the olden days that I thought "Maybe this isn't ground that I should be retreading at this point," which brought me to the style I'm currently going with.

As you can see below, A is the watercolor style art that ended up getting scrapped, and B is the style we're going with now. (I'm very sorry to people who preferred the A style!)

This art also comes from a time during the character design stage when we were doing trial and error about whether certain characters should wear hats, so that aspect of the design is different as well... But that's all part of the charm, wouldn't you say?


See you next time!
There Will Be Ink - Brofie
Hello there! There Will Be Ink, Beta 9, is live now on Steam and itch. There are some neat new features this time around, which I cover in a little more detail below. Check out the full change list at the end of the post for some smaller additions, changes, and fixes. TWBI is also on sale right now until March 7th as part of Steam's Remote Play Together Sale. Check it out! I'll likely be doing a coop stream at some point right on the Steam store page. Keep an eye on the Steam page or Twitter account for further details about that.

Heroes
At the end of a campaign battle, there is a chance that each surviving unit will be promoted to a "Hero". That chance is increased by the unit's rank/xp, and there can be a maximum of ten living heroes at any one time. Heroes are given names and persist between battles within a given campaign. When selecting a mission, active heroes can be deployed from the top of the mission select page:

By default, active heroes at the end of a battle will be automatically deployed on the next battle if you continue directly to the next mission. This can be disabled in Gameplay Options. Heroes can die just like any other unit (though, instead of instant death, their health is reduced by 90% if hit by lighting), but they can be ranked beyond the "one star general" rank up to a four star rank. Ranking up grants bonuses to such things as accuracy, speed, stamina, ammo capacity, and evasion. Heroes don't replace any existing units in a given mission, so they can be very helpful additions during some of the more difficult battles. For balance reasons I've disabled them on a couple campaign missions. I have some ideas for ways to expand the Heroes mechanic, but for now I want to get a feel for this basic implementation. If you'd like to add your own names to the pool of possible hero names, just add one name per line to "HeroNamesFirst.txt" and "HeroNamesLast.txt", located at "%localappdata%\ThereWillBeInk\Units\". (To overwrite the existing pool, add hNamesLast.txt and hNamesFirst.txt)


Mountains
The new mountain biome, for lack of a better word, includes a couple of unique features: First, it is often snowing in these levels, and snowy weather now reduces movement speed by 25%. Second, there is a new, impassible mountain terrain type. The terrain features look like little mountain peaks, and units cannot walk over them or shoot through them (unless they have a jetpack!). Before this new terrain type, there wasn't really any unit pathfinding, for the most part, so it took some time to sort that out and to get the AI to behave properly around mountains. Mountains are present in the new campaign missions as well as in the Campaign Generator and Quick Battle setup as a terrain type. There are likely still some kinks to smooth out with mountains, which I'll keep an eye out for.


Night Missions
In addition to one of the new campaign missions, Campaign Generator and Quick Battle missions now have a slight chance of being night missions. During those battles, the level will be mostly dark except around friendly buildings and in the direction that friendly units are facing. Units will be in full stealth until seen by a nearby enemy or if they fire their weapon. After becoming exposed, a unit can run and hide and recover their stealthy state.


Up Next
You may notice that the version number is now up to 0.9. You would be correct to assume that version 1.0 is not too far away! There are a couple campaign mission-specific mechanics I'd still like to implement, but otherwise my focus will be on finishing the campaign, improving and expanding existing systems, adding missing art and sounds, and just a lot of general tuning and polishing. I have a lot of ideas beyond that, but I'd first like to see There Will Be Ink in finished, 1.0 form before letting the scope creep any further. Stop by the Discord if you have any feedback or questions, and for more details on the update, check out the full change list below!

Changelog
New Features & Content
  • Heroes - At the end of each battle, there is a chance for a "Hero" to emerge. Heroes persist across battles (but can die like any other unit), have names, and continue to rank up
  • Mountains - Includes impassable mountain terrain (new art, pathfinding, AI) - added as new CamGen and Quick Battle biome plus new missions and new terrain group in Map Editor
  • Night Missions - Can only see what friendly units can see; firing weapon blows cover for a period - rare chance for CamGen/QB missions to be night missions
  • Three new mountain campaign missions: "Becraggled", "The Darkness, The Blackness", "The Pass"
  • Added volume sliders for effect and music volume
  • Added new menu music

Changes & Enhancements
  • Changed "Surrender" to "Retreat" - units flee towards the edge of the map
  • Still counts unit progress/xp and also allows for Heroes to emerge
  • Speed bonus granted per rank reduced from 15% to 8%
  • Snow missions now reduce movement by 25%
  • All bullets now cast shadows and follow height mechanics when shooting at or from a height
  • Desert missions now reduce stamina regen by 50%
  • Increased max missions for CamGen from 30 to 36
  • Reduced base life of StickMan boss by 500 (~17%)
  • Recoil no longer changes aim direction for gamepad controls
  • HMG has less recoil/aim error but uses new "aim lag" mechanic, so it's more accurate but slower/harder to aim
  • Units who kill a Hero unit display "H" above vengeance icon; killing those units grants an instant promotion (if below rank 4)
  • Added colour-coding for "Official" (green) and "Legacy" (olive) campaigns during campaign selection
  • As with mouse aiming, gamepad aiming now displays faint cursor for intended aim and dark cursor for actual aim
  • Added stat to track buildings destroyed
  • End-of-battle notifications now have a backing, use a more readable font, and take longer to fade away
  • Made slider button slightly opaque
  • Optimized code related to detecting hostile projectiles and avoiding friendly fire
  • Optimized calculation of target distance in many cases
  • CamGen: Made beach defense missions (hopefully) less difficult
  • Units will no longer try to access ammo crates that are not yet onscreen (ie parachuting)
  • Default menu option when starting a new game is now "Campaign"

Bug Fixes
  • Fixed reload speeds all being the same (and too quick in most cases)
  • Fixed sandbag and mine detector not properly working
  • Fixed missing tanks in "C'est L'A(r)mour" and "All in a Line"
  • Fixed shotgun and pistol possibly not working
  • Fixed sights resetting when swapping weapons
  • Fixed rare crash bug related to flanking
  • Fixed issue where things like paratroopers and landing ships would continue to spawn when game is paused
  • Fixed issue where units sometimes wouldn't stay still when raising flags
  • Units should no longer go offscreen when finding a clear shot or flanking
  • Fixed issue where tanks and creatures (ie worms) were causing map loading issues
  • Fixed unit speed between player- and AI-controlled units being inconsistent
  • Fixed jetpack walk/fly speeds being inconsistent
  • Removed debug text from StickMan boss (oops!)
  • Fixed jetpack unit heads & legs separating during takeoff & landing
  • Fixed rare hang bug related to crates dropping near players at the edge of the map
  • Fixed rank icon alignment issue
Feb 28, 2022
Verdant Village - exodussoftware3
I feel like I’ve been posting a lot lately, but it’s the end of the month and that means another news update. What happened in February? Well a lot, and also not a lot, at least in terms of what I expected to do.

Most obviously, patch, 0.4.6 went live and two hotfixes followed this month, although 0.4.6.1 had enough bug fixes to basically be its own patch. These patches comprised most of the recent work on the game. Of course there is still a lot more to do as usual. Each hotfix gets the game a little closer to stable. I think these past few patches have gone a long way towards achieving that.

What I’d love is to get back to actual content for the game. If you find a bug please report it, I obviously want to fix them and they should take priority in most cases. I suppose I just miss the days of non-stop content creation. On that note, after having talked about it for what feels like months I made concrete steps towards implementing the compendium in the past few days. For those unaware, the compendium is slated to be a sort of in-game wiki. It probably won’t tell you every little secret, but it will hold a lot of information about the game for easy access. This includes things like available quests, data on items you find, tutorials, completed quests, character bios, and challenges, which if you are playing on Steam will double as achievements. As I recall I’m sitting at around 90 (I think) challenges right now, and there will be more added when new systems enter the mix.

I’m excited about this just because I like filling things out in games and this will basically be that. It will also double as a resource to answer many questions that people have when playing. All in all, it should be a useful addition to the game.

Aside from that I have other plans, because of course I do. Combat is still being worked on although it is very much in its infancy at the moment. A lot of the work being done is just getting sprite work commissioned for everything as there is a ton of it. Sprites are also larger with more animations than what the rest of the game has so it’s more of an endeavor. As for programming, I have things laid out but it’s been sidelined for the moment to work on some “smaller” systems, looking at you compendium.

I would also like to go back through a lot of zones and update them a bit visually. I’m looking to get some assets that I can hopefully use to spruce some areas up a bit as I think some of them are lacking. I’m also eyeing the plains area to the left of the house as something to rework, it’s too large, although its real issue is there is little to nothing in the largeness. It may get overhauled in the near future, but we’ll see.

Another thing I’ve been contemplating is doing a sweep over NPCs in the game. This is theoretical at the moment so don’t hold me to it I guess. I’ve been considering many of them and feel I might need to run through and characterize them more strongly, maybe even change some appearances, but I’m not sure. A lot of this issue stems from the fact that the true dialogue systems aren’t in the game yet. It’s a bit harder to characterize people when all you can really work with is one-liners that they say when you talk to them. Still I thought I’d mention that it’s an idea that I’ve been considering for the future.

Without droning on for too long, I think that’s about it for now. I’ve had a few more bug reports, including one about further animal disappearances which makes me hurt inside. That in mind, I’m hoping to shoot for another small hotfix at the end of this week to take care of the stuff that’s been mentioned. Beyond that, its compendium work and some visual updating. As usual, thanks for your patience with both development and bugs, always appreciated. I hope you all have fun playing and I’m sure you’ll be hearing from me sooner rather than later.
Paranormal Detective: Escape from the 90's - LunaBeat
Fixed the binding issues with the index and the new locomotion controls!
Feb 28, 2022
Arcane Waters - burlin_gauna
scene reference assignment / fixed error for player ship ability log

#5416 - Logout does not return to character screen, stuck on black screen

Feb 28, 2022
Dota 2 - bananamancer
GENERAL


  • Mana cost reduction now stacks diminishingly


NEUTRAL ITEMS


  • Brigand's Blade: Bonus Damage per missing HP is now physical instead of magical


ITEMS


  • Boots of Bearing: Endurance unslowable duration reduced from 2s to 1.5s
  • Orchid Malevolence: Now requires a 300 gold recipe (Bloodthorn total cost also increased by 300)


HEROES

  • Batrider: Sticky Napalm Shard now has a 50% chance of applying Sticky Napalm on attack
  • Batrider: Flaming Lasso Mana Cost decreased from 175/200/225 to 150/175/200
  • Batrider: Movement Speed increased from 300 to 310
  • Batrider: Level 15 talent +25 Movement Speed reduced to +20

  • Huskar: Agility reduced from 13 + 1.6 to 10 + 1.5
  • Huskar: Inner Fire Cooldown increased from 14/13/12/11 to 17/15/13/11
  • Huskar: Level 15 Talent +5 Burning Spears DPS reduced to +4

  • Lina: Agility Growth increased from 2.1 to 2.4
  • Lina: Intelligence Growth increased from 3.7 to 3.8
  • Lina: Light Strike Array Damage increased from 80/130/180/230 to 100/150/200/250
  • Lina: Laguna blade manacost reduced from 250/400/550 to 150/300/450

  • Lone Druid: Spirit Link attack speed bonus decreased from 16/34/52/70 to 16/32/48/64
  • Lone Druid: Spirit Link Shared Armor reduced from 10/15/20/25% to 8/12/16/20%
  • Lone Druid: Level 15 talent -10s Savage Roar Cooldown decreased to -8s

  • Lycan: Summon Wolves damage reduced from 24-28/32-36/40-44/48-52 to 17-20/23-26/29-32/35-38
  • Lycan: Summon Wolves Shard wolf damage reduced from 48-52 to 35-38

  • Meepo: Agility Growth decreased from 2.4 to 2.2
  • Meepo: Level 10 Talent +6 Strength no longer applies twice to Clones

  • Morphling: Base Move Speed increased from 280 to 285
  • Morphling: Turn Rate improved from 0.6 to 0.7

  • Naga Siren: Rip Tide hit threshold increased from 5 to 6
  • Naga Siren: Rip Tide now triggers on Naga and all of her illusions every 6 attacks from Naga and her illusions combined (enemies hit by multiple rip tides only receive 1 instance of damage)
  • Naga Siren: Rip Tide Damage decreased from 40/50/60/70 to 40/45/50/55
  • Naga Siren: Level 10 Talent +20 Rip Tide Damage increased to +30

  • Puck: Base Mana Regen increased from 0 to 0.5
  • Puck: Turn Rate increased from 0.8 to 0.9
  • Puck: Waning Rift Max Distance increased from 300 to 400

  • Pudge: Flesh Heap is no longer Dispellable
  • Pudge: Flesh Heap cooldown decreased from 30/25/20/15 to 20/18/16/14
  • Pudge: Flesh Heap duration rescaled from 7 to 5/6/7/8
  • Pudge: Flesh Heap mana cost decreased from 50 to 35/40/45/50
  • Pudge: Level 25 Talent +1.5 Flesh Heap Stack Str replaced with 1.6x Flesh Heap Stack Str and Damage Block bonuses

  • Riki: Blink Strike mana cost increased from 50 to 50/55/60/65
  • Riki: Base Move Speed reduced from 320 to 315
  • Riki: Sleeping Dart Shard Sleep duration reduced from 4s to 3s

  • Storm Spirit: Electric Vortex Cooldown reduced from 22/20/18/16s to 20/18/16/14s

  • Terrorblade: Metamorphosis cooldown reduced from 155s to 150s
  • Terrorblade: Reflection radius increased from 475 to 500
  • Terrorblade: Conjure Image Illusion Damage taken reduced from 320% to 300%

  • Tiny: Grow bonus armor reduced from 12/18/24 to 10/15/20
  • Tiny: Grow Tree Bonus Damage decreased from 50% to 40/45/50%
  • Tiny: Level 15 talent decreased from +50% Grow Bonus Damage With Tree to +40%

  • Undying: Tombstone Zombie Damage reduced from 44-48 to 33-36

  • Techies: Blast Off! now deals self damage based on Techies' current HP, rather than max HP
  • Techies: Blast Off! self damage decreased from 50/45/40/35% to 35/30/25/20%
  • Techies: Blast Off! enemy damage decreased from 275/350/425/500 to 200/300/400/500
  • Techies: Blast Off! cooldown decreased from 45/40/35/30 to 39/36/33/30
  • Techies: Sticky Bomb explosion now slows enemies within the explosion radius by 15/25/35/45% for 2 seconds
  • Techies: Level 20 talent +100 Sticky Bomb Damage replaced with +125 Sticky Bomb Latch/Explosion Radius
  • Techies: Reactive Tazer Disarm duration rescaled from 3 to 2.4/2.7/3.0/3.3s

  • Zeus: Heavenly Jump now deals 20/50/75/100 damage
  • Zeus: Heavenly Jump now grants vision before applying the slow/damage
...