Fetish Locator Week Two - vinovella

Hey everyone!
We just announced our new project! It is a game set in a similar setting as the Fetish Locator, but with a very different story and characters. We worked for quite a long as a team in our spare time to prepare this project and if it will get enough funding we will create a new team that will work on this game!

If you wondering how VU(Vinovella University) is going to affect FL(Fetish Locator) you can read all the answers here in the public post - https://www.patreon.com/posts/we-are-making-63752702

The first version of the game will be available on the 27th of March for FREE here -> https://www.patreon.com/VinovellaGames!!!
Support our new game and it will come to Steam once it will be ready!
Mar 21, 2022
Beard of Stone - dwarfaparte
Changelog:
- Fixed bug that prevented the Empire race from using the Convert Prophecy to gain new believers
Zen World - cartboardgames
A little bit overdue, but it is finally coming! Next Monday, on March 28 a new season of Daily Challenges will begin once again!

All Daily Challenge Champions points will be reset, and champions at the top of the leaderboard will receive a permanent medal, forever displaying their achievements during these first three months.

The new season will last for 2-3 months, after which the process will repeat - new champions will receive their medals and Champion points will reset again.

Also, new daily modifiers are planned to be added in the new season.

Until then, you still have a week to earn your place at the top of the leaderboard. Good luck!
Mar 21, 2022
Tower Tactics: Liberation - asraworks
Apart from these changes, there is now a welcome screen for new players!

Balance changes
Towers
  • Basic Bomber
    • Range: (95, 110, 125) -> (105, 115, 125)
    • Damage: (17, 37, 87) -> (18, 40, 96)
  • Thief
    • Fire rate: (0.4, 0.4, 0.4) -> (0.45, 0.45, 0.45)
Decks
  • Leading Legacy
    • Starting max health: 14 -> 15
    • Starting flat armor penetration: 0 -> 12
    • Starting flat magic penetration: 0 -> 12

Ghostwire: Tokyo - MortalEmperor | Bethesda
Update 3/23: We have updated the Ghostwire: Tokyo spec sheet.


The wait is almost over: Ghostwire: Tokyo launches on March 25, transporting players to a city immersed in supernatural phenomena. The populace has vanished and otherworldly beings from myth and urban legend now roam the streets. In order to save Tokyo, you’ll need to partner up with the ghostly detective KK to get to the bottom of this mystery and face the unknown.

Make sure you’re prepared for March 25 with this handy guide of key launch details, including release timing and PC recommended specifications. Don’t forget, there’s also still time to preorder Ghostwire: Tokyo to secure your copy, as well as receive the Hannya Outfit as a bonus!

LAUNCH TIMING

Ghostwire: Tokyo will launch at the following times:
Pre-load
  • Steam preorder pre-loads begin at 10AM PT/1PM ET/5PM GMT on March 22
Global Launch Time
  • AUSTRALIA, NEW ZEALAND, ASIA: 12AM JST on March 25
  • EUROPE: 12AM GMT on March 25
  • NORTH/SOUTH AMERICA: 9PM PT on March 24/12AM ET on March 25
Click the thumbnail to expand:



PC SPECIFICATIONS

All PC players on Steam are required to have a Steam account as well as a broadband internet connection for purchase and/or installation.

Here's a handy spec sheet:



MINIMUM SPECS: UP TO 1280P WITH LOW SETTINGS
  • OS: 64-BIT WINDOWS 10 VERSION 1909 OR HIGHER
  • PROCESSOR: CORE i7 4770K @ 3.5GHZ OR AMD RYZEN 5 2600
  • MEMORY: 12 GB
  • GRAPHICS: NVIDIA GTX 1060 OR AMD RX 5500 XT (VRAM 6 GB+)
  • STORAGE: 20 GB AVAILABLE SPACE (SSD RECOMMENDED)
  • DIRECTX: VERSION 12
RECOMMENDED: UP TO 1920P WITH HIGH SETTINGS
  • OS: 64-BIT WINDOWS 10 VERSION 1909 OR HIGHER
  • PROCESSOR: CORE i7 6700 @ 3.4GHZ OR AMD RYZEN 5 2600
  • MEMORY: 16 GB
  • GRAPHICS: NVIDIA GTX 1080 OR AMD RX 5600 XT (VRAM 6 GB+)
  • STORAGE: 20 GB AVAILABLE SPACE (SSD RECOMMENDED)
  • DIRECTX: VERSION 12
For more detailed information, check out our Ghostwire: Tokyo PC specs article on Bethesda.net.
Mar 21, 2022
Gaia Beyond - elZanc0
Hiya, space explorers,

welcome back to a small interim update – some fixes, minor additions and polishing here and there. Special thanks this time to pepps and especially mav from the community. Also: general revision of missile homing, all of them were checked through and significantly improved. Work on the next main update continues now! :D






Missions
  • "The Tyrant" side mission:
    Rebel spawn position optimized (avoids likelihood of missing them), better handling of the battle event so the player doesn't need to manually target the rebels, script and dialog polishing including alternative dialog, just in case you might still miss the rebels. Some portrait assignment updates
  • "No Funny Business" side mission:
    Added new jokes, improved dialog and script handling, some dialog polishing
  • "Sleeping Pods for Three, No Pets!" side mission:
    Removed the possibility to re-enter the mission after it failed due to old dialog at Prescott and/or Billie Jean and Rufus, some script and dialog polishing

Reworked missile homing
Finally – homing missiles getting tediously lost on their way to a target or simply shooting past it are a thing of the past. We have tried many different behaviors, resulting in a reliable new preset for acceleration and rotation speed, and tweaked some custom values as well.

New default: 160 / 20 / 60
(acceleration / turn rate accel / turn rate max)

This also improves the speed of some missiles you may already own. Unique adjustments that differ from the new standard:
  • Dogfight Missiles: 200/3/3 -> 200/30/30
  • Noob Missiles: 90/0.4/0.8 -> 90/5/10
  • Pharma Missiles: 80/0.4/0.8 -> 80/10/20
  • Pharma Sentry: 100/0.4/0.8 -> 100/10/20
  • Ahoi-Rockets: 90/0.4/0.8 -> 90/10/20
  • Jolly-Rockets: 90/0.4/0.8 -> 90/10/20
  • Mini Seekers: 200/120/120 -> 200/30/60
  • Hunter Seekers: 200/360/180 -> 200/30/60
  • Plasma Missile: 280/25/25 -> turn max raised to 40
  • Plasma Missile Turret: 280/25/25 -> turn max raised to 40
  • Raketa: 200/1.5/1.5 -> 200/5/10
  • Twin Missiles: 120/25/25 -> 120/30/60

Ships
  • Loot Beam improvements: Do not attract if a drop path is blocked
  • Entrega, Entrega Grande / Gaseoso: animated the engine linked graphics

UI
  • Show an arrow to the selected ship and weapon target if it's not visible
  • Map Marker: Add a hover highlight
  • Map Marker: Show the name on the right side of the icon when hovering
  • Draw the weapon/repair target line when hovering over the cooldown entry

Other
  • Improve the faction support AI
  • Some minor portrait polishing



  • "Profit Loses Seldom" side mission:
    Quest progress now needs to be exactly at 75 percent for the "distraction" answer to appear at Dr. Nadir, will not appear before.
  • "Genocide Consignment" main mission:
    Auxilium now still supports the player, but should not be able to attack Assistant Lucca. Lucca can not attack during the battle, to avoid confusion.
  • "Revealing Xentron" main mission:
    When denying cooperation with Mr. Shiro during a bonus scene at the end, the quest progress and target will now update, to avoid confusion.
  • Ship AI: Do not land anywhere if the mining command fails
  • Fight Behavior: Get a new approach pos if it's not reached in time
  • Pirates flee to the wrong faction fortress
  • Disabled turrets with pre-selected target can get confused when enabled again
  • Remove map marker: replace "cancel" button with "delete" if marker was already set
  • Loot can get destroyed with Salvor Attractor
  • Exploit: Freight Container spawners refresh missing ones on savegame load
  • Exploit: Gas clouds are recharged on savegame load when completely depleted
  • Count a ship death as player-caused if it was a one shot
  • Map Marker: When moving the map cam with Z, disable marker interactions
  • Credits menu back button is invisible
  • Mission icon on HQ after Shiro bonus dialog (landable overview icons are not updated)
  • Shield restore_big volume is too low
  • I18N: Set the thread language also for unknown language countries
  • I18N: Decimal separator missing for floating point
  • Landable HUD: Pressing the trade key with a still selected sprite exits the landable
  • Display the SOS signal distance in same units as in the analysis HUD
  • Siege convoy balancing
  • Siege convoy doesn't go straight to the Caduceus Station




Let's have a chat on Discord:



Learn more & stay tuned!
Cross of Auria - Hardytier
On April 1st, 2022, the 6.0.1 build of the game will become the default branch of the game. For a short while, 5.1.9 will remain in case we discover any game-breaking bugs and to recover save files in timelost zones. What this means for you:
- All zones marked as Timelost before March 1st will be permanently deleted from the game files. This includes Campsite, Scarlet Cavern (all maps), Frost Forest (all maps), and Frost Forest (single large map). In total, 37 maps will be removed with this update. If your save file is currently in any of these timelost zones, you will need to revert to 5.1.9 then move to the world map or the veil to save, then reselect the default build. Detailed instructions will be included with the 6.0.1 release notes, but can also be found in one of the 6.0 prerelease details threads.
- It will no longer be possible to enter the multi-map version of Den An'ura.
- Bugs may appear from the addition of the new plugins.
- Proto An'ura event will end.

On May 1st, 2022, the 5.1.9 build will no longer be accessible and save files located in Timelost Campsite, Scarlet Cavern, Frost Forest, or Den An'ura will become unrecoverable.

6.0.1 for those who did not opt into the prerelease build of the game will be comprised of the three updates included with 6.0.0.X plus any additions made in the next week or so. For the full scoop on what has changed, please go back and view the 6.0.0.X patch notes:
6.0.0.1 Notes - https://steamcommunity.com/games/764180/announcements/detail/4971416741015839462
6.0.0.2 & 6.0.0.3 Notes - https://steamcommunity.com/games/764180/announcements/detail/3113682430670419791

Change highlights (6.0.0.0 - 6.0.0.3)
- Multi-elemental weapons and skills are now possible.
- Elemental absorption is now possible.
- Tiered elemental skills now have the same damage per hit, but cost less per level and hit multiple times per tier.
- Psychic physical attacks do magic damage, psychic magic attacks do physical damage.
- Modification to armor types.
- Added distinction between one and two-handed swords and axes.
- Changes to data on the Save screen.
- Changes to the Equip screen.
- Flame Titan now solid Fire type, no longer weak to Ice.

Final Note - Any changes made to the prerelease build between now and April 1st will do so without version changes or patch notes. All updates will be included in the single patch note release on April 1st.

Monster Girl Invasion RPG - Part 1 - MGGEDev
Hello Everyone!

We've been getting great feedback from everyone on the things you do and don't like. It is a great help when we're making tweaks and considering future directions in the development of the game. Thank you!

New Feature:Some people have mentioned they're struggling with the difficulty, as a result we've now added a Difficulty setting system which allows you to choose a difficulty.
You can change it any time you want during the game, so if you get stuck or just want some easier battles for a while, you can turn the difficulty down temporarily.



Changelog:

Build Version 0.1d

- Capped the Boss and Miniboss levels to be appropriate to their zone. Preventing them from staying too strong even if the player levels up before fighting them. This hopefully also makes boss battles a bit less dragged out.
- Added a difficulty setting to the game intro and in-game menu so players can play at their preferred difficulty
- Added some extra gameplay stat tracking for player to see and for achievements
- The Dodgy geezer has some more utility items
- Some very minor cosmetic changes to some map and the world map
- Changed the way gameplay stats are displayed in the inn book and fixed some that were displaying incorrectly
- added some new items and equipment
- A few changes to contents of some chests
- Added special ability for Karen and Millenia with cut-ins
- Fixed Alice not appearing during her skill cut-in
- The traveling merchant at labway pass actually has some items now

These changes should be compatible with existing saves.

Please let us know if you encounter any issues!

Kind regards,

MGGEDev
Inscryption Playtest - Rad Zone Games
  • Fixing crashes that occur near the end of the game
  • Fixing several missing sprites
Arcane Waters Playtest - burlin_gauna
Updated GIF recording to be more efficient, more resolution options

updated rpc function parameters to keep track of the voyage leader to prevent duplicated voyage leader icon

#5583 - after deleting my third character, coudnt create a new one while I could still recover the deleted one.

#5580 - The music volume box is still highlighted by controller GUI in the Options panel

- ui navigation controller is skips Update tick when chat input is in the focus

Added temp map icon for guild map 3.

Fixed issue where you couldnt plant trees on custom guild maps.

New SeaMine, Discoverys, etc.

For Cloud Build Testing: Implemented fix for segregated server issues causing voyage members to split up / added new admin logs

Added ?movable box? hits and slides


Added plantable bushes, seedbags, small changes to plantables

Fixed shortcut icon not updating after coloring a weapon

- Implemented new sea mine fmod event

- Fixes for background music and ambience sounds transitions

...