ICARUS - Lil Shammgod
After another great week we’re bringing you our 16th content update, with a new mission that takes you into the scorching desert to face a new threat.

Now that foundation of the game is closer to were we wanted it to be at launch we can focus on bringing new content and design adjustments. One of the areas we are most excited to develop is aggressive (and later, alien) creatures that bring new challenges to players. With new challenges, we'll be providing a good basis to develop more purpose around tier 4 technologies (and beyond).
- Dean Hall, Gamerunner


Beware: Scorpions

Your newest foe on Icarus is the scorpion, a territorial creature who protects their lair viciously, with a poisonous barbed tail and sharp pincers that will challenge even the most prepared players.

Scorpions drop more unique consumables to craft with, along with new food consumables with their own buffs (using the expanded meat system introduced last week). The Concealment: Recovery mission will introduce you to these creative creatures, so be careful of your step.

#Discussions_QuoteBlock_Author
This week we have added some slightly enlarged and morphed arachnids, it's a step towards some more interesting bespoke animal behavior and actions. The mission this week is a nod to how they might have accidentally ended up on the surface
- Shawn Elliott, Game Designer
Concealment: Recovery

Collect and Destroy the Results of a Failed Experiment

//OPERATOR: Sinotai // BIOME: Desert // BACKGROUND: Sinotai has been conducting a closely guarded experiment regarding potential exotic mutation that may be deemed unethical if made public. // MISSION: Locate biological containment units and then destroy the evidence. //TERMS: Flat fee. All safety and survival concerns are the responsibility of the Contractor.

A new mission, Concealment: Recovery will introduce scorpions to our prospectors, requiring you to recover a crashed bio container that has been inhabited by these arachnids. This new risk comes with a fairly balanced reward in return, so it’s up to you to decide whether the risk matches the potential spoils.



Temperature System

For the Scorched and Frozen update we set out to make a bunch of improvements to the temperature system which is now much more dynamic and responsive to choices the player makes.

The armor you wear and the items you consume will now have a direct impact on your internal body temperature, rather than just simply affecting your resistance to external temperatures. You may notice new things like getting out of water bodies will keep your character wet for a while, and general QOL improvements to temperature related consumables, including a new recipe to craft Ice Water on your character by simply combining Ice and your trusty Thermos.

To keep you on your toes we adjusted the temperature curves of the biomes and also brought the heat afflictions up to parity with the cold afflictions, by introducing Heat Exhaustion and Heat Stroke. Now, more than ever, the choices you make in these more extreme areas of Icarus can mean the difference between thriving or perishing.



User Interface updates

We’ve taken on board a bunch of Feature Upvote submissions and other suggestions to better explain how Icarus works for new players, but they’ll be useful for seasoned prospectors too.

We’ve made made it clearer whether the Solo Talent Tree is active or not (it is deactivated whenever you play in a group but you can still spend your points and interact with it), and added labels so that you know who owns each Dropship. We’ve better explained respawning, using beds as respawn points, recovering gear and death penalties, plus added a handy link to the most recent patch notes on the title screen.

These may be small improvements (and there are more to come) but they can really help new players, so we’d like to thank you for your feedback here.



Coming Soon: Changes to Drop Timers

Drop timers are an important mechanism for providing pressure to enhance the survival experience, but it's clear we need to make some changes to how these work. We've been investigating how we can make these changes to better support the game
- Dean Hall, Gamerunner
We have been working on changes to how drop timers work to better balance the game for all players. We need to have a real world time when we can delete the data from our servers, as it would progressively make the system unmanageable if we keep that data forever. However, we could store your data for quite some time and it doesn't need to be directly linked to the drop timer length. The change we are investigating is to separate these two needs out - having an overall real-time limit that is quite generous (say 90 days) after which drop progress may be deleted, and a separate in-game timer that still meets our design objectives and could varying per drop to add pressure.

In addition we are also investigating how to bring in "insurance" as a gameplay element, as there have been excellent suggestions from the community how to implement this in a fun and interesting way.

We don't have a fixed timeframe for both these additions yet, as they will require careful testing, but we will have more to either say or show for next weeks update.

Detailed Change Log:
  • Added new Mission ‘Concealment: Recovery’
  • Added new Scorpion Creature
  • Added new Heatstroke and Heat Exhaustion Modifiers
  • Temperature Changes Balance:
    • Modified Biome Temperature Curves
    • Modified how Temperature Resistances Work
    • Reworking & Rebalancing Player Cold/Heat Resistances
  • Added concept of Armor Insulation
  • Updated UI to reflect Temperature Changes
  • Rebalanced Resistance Values on Armor
  • Modified Speed at which the players internal temperature can change
  • Updated 'Warm and Cosy' Buff to reflect new resistance values
  • Wet Modifier now persists upon leaving water, last for 30 extra seconds as the player dries
  • Player can no longer become fully resistance to temperature or ever have a non safe region
  • Modified Player Starting Stats so the Temperature bar internal values are symmetrical
  • Added new Cooling Bandage to counter Heatstroke and Heat Exhaustion
  • Added Ice Water Thermos recipe (Crafted on Character) to give a much longer cooldown buff
  • Increased grown and harvested rewards of Coffee/Tea/Cocoa/Gorse and decreased recipe ingredient requirements for related drinks based on their scarcity in the world
  • Added the ability to equip Flashlights to the light slot
  • Added Patch notes link to Title Screen
  • Added information to the Dropship tooltip to show who it belongs to
  • Fixed bases in caves getting destroyed when the player leaves the area
  • Fixed radar scans not appearing on map for clients
  • Fixed several dialog subtitles
  • Fixed Caveworm Bow requiring Sandworm Scale to repair. Now requires Caveworm Scale
  • Fixed Sandworm Spear, Titanium Hammer and Platinum Hammer having incorrect repair items selected
  • Added new materials and textures to the Extractor
  • Improved smoke effects from mission containers to be more visible from further away, giving players a tactical advantage to scouting up high to find and complete objectives
  • Fixed a gap in the terrain in the Mission ‘Waterfall: Expedition’ in the Riverlands
  • Improved the texture on the Bedroll
  • Improved the rendering in the rocks surrounding the Exotic Deposits
  • Improved the floor collision in the cave used in Mission ‘Dry Run’
  • Fixed an issue where the Water pipe tool would be placed into the inventory rather than the hotbar when retrieving it from a supply crate
  • Improved Flashlight lighting visuals
  • Updated the Solo Talent Tree description to better describe the state its in
  • Updated the description on all Beds to better communicate their use and features
  • Updated the text for respawn options to be more specific
  • Crispy Bacon can now be cooked on the Pot Belly Stove
  • Fixed an issue where the Inaris Aruda Arrow did not line up with bows correctly
  • Fixed an issue where text would overlap on the mission timer when it is critically low
  • Changed the description for Spirit Level missions to reference the correct objectives
  • Made the Delete Prospect/Outpost button clearer
  • Tethered AI will now regenerate health when returning to their tether point
  • Fixed 'Warm and cozy' modifier becoming permanent after the player turns off the source
Edit (thanks Twist2021):
  • Hydroponic plots now only consume 15 water (instead of the 100 they were at).
  • Composite pastes have a new icon (they look like thermal paste now).
  • The "invisible walls" near the desert entrances of The Big Cave are gone.
Star Sonata 2 - SWCDavik

[FIGHTER AND DEATHBLOSSOM CHANGES]
  • Item form Fighters now provide information about their weapons, shield, speed and resistances.
  • Bots can no longer use Fighters or Deathblossom.
  • Deathblossom will no longer target fighters.
  • Fighters no longer have evasion to direct shots but have 90% evasion to non-targeted damage (splash, collision code, warhead effects from missiles, ect.)
  • Removed fighter auras from Death of the First Born and Panther Kitten.
  • Removed the debuff effect from Death of the First Born.
  • Chihuahua Fighters no longer give a mining damage debuff.
  • Fighter Bay slots: Capital Ships have 2 slots, Freighters have 1 slot.
  • Capital Ship fighter bays now have 2x the aug stat budget of Support Freighters.
  • Adjusted the Quality, Damage, Ship Diameter, and Launch Energy of all fighters. All fighters now take 1 slot to launch.
  • Inbuilt Fighter Bays on Capital Ships and Support Freighters are now ship bound instead of sticky.
  • Projectiles that are fired by fighters will not inherit velocity.
[Skill Changes]
  • Changed Advanced Flight Controller to grant +15% damage to fighters instead of granting 2 fighter slots.
  • Increased bonuses granted by Flight Controller from 15% to 20% for listed stats.
  • Updated Bot Mastery and Radiation Expert skill descriptions to reflect the previously unlisted damage bonus.
  • Radiation Expert provides 15% Radiation Damage and 25% Damage per level instead of 50% Radiation Damage. No longer passes to fighters.
  • Zen of Support Freighter, Zen of Light Fighter, Zen of Heavy Fighter, Equipment, and Flying Monkey now pass on to bots.
  • Bot Mastery no longer gives capacity bonus for bots.
  • Bots now get 100% of capacity bonuses all skills (except for augmenter tweaking) but will not fire when overhulled.
  • Zen of Engineer now states that it gives 1% of Resistance to Damage per level to Temp Drones. These bonuses were added in a previous patch, but were not listed on the skill.
  • Shield Monkey level 1 now grants +30% Shield Bank on Support Freighters.
[UI/Client Changes]
  • Added glowmaps for the Steam Gold Zebucart.
  • Added Normal maps for a bunch of low level ships.
  • Added red lightning to center hole of Dogeage model.
  • Extended Battle Sphere skins to Zaphragi Ark.
  • Added tech, description, weight and size to base construction preview window.
  • Inventories can now be sorted to only show cargo items via button at the top of the window.
  • “copy ap link” now copies “/ap” as well, making the copied result a directly usable command.
  • Possessions menu now lists bots as either “Combat Bot” or “Trading Bot”.
[Item Changes]
  • All weapons, except for Torpedoes, have had their recoil clamped. The highest recoil sits at around 5 seconds for beam weapons.
  • Transferences weapons now have double the HPE. But Stealing also takes 100% more electricity then before.
  • Surgical weapons have had their DPS increased but their DPE reduced slightly.
  • Tripled the time it takes for Fires/Parasites to ramp up to max damage.
  • Removed the Neurobound Tag from the class locked super items sold in lyceum.
  • Spiced up the descriptions of various Kalthi gear.
  • Increased the mobility factor of Empyreal Piercer Drone from 1.0 to 1.75.
  • Hephaestus Research Module Blueprint has had its Copper requirement reduced from 2000 to 1000.
  • Hermes Research Module Blueprint has had its Mercury requirement reduced from 1000 to 300.
  • Semi-Blackhole Pulse Generator no longer is affected by Zen of Devices and charge time increased from 20 seconds to 30 seconds.
  • Aphelion’s Overwhelming Darkness super item has had its Beam resistance granted to allies and self reduced from 50% to 25% and for enemies reduced from -33% to -15%.
  • Added tags to Demented Delquad, Spice Pirates and Nightfury loot.
  • Fix the description on the `Coordinator Gemini Support Platform` super item inbuilt to Kalthi Armored Deployer to correctly reflect the tweak effects granted.
  • Empyreal Experimental Drone Controller no longer is Neurobound.
  • Updated wording on Field Generators to clarify if it works when “equipped” on bots.
  • No longer shows “works when equipped on bot” messages on base Field Generators.
  • Demented Modules are now set to the Rare Quality.
  • Imperial Seals, Unclean Seals, Tarnished Imperial Chests and their variants are now labeled as Exalted.
  • Added Scyonara Pod to Kalthi Depths Exotic drop pool.
  • Zeus Engine now has proper particle effects.
[AI Changes]
  • Made Empyreal Fleet Leaders have constant names to prevent instance board havoc.
  • Added a large number of new generic AI names.
  • AI should no longer wander out to inspect comets.
  • Normalized the drop rate of the Olympus boss fragments to 2 100% drops each instead of having random rates.
  • Powerful Alien Deathblossom (On Antu minibosses, and Space Anomalies from RNF/BNF) now has 9 targets instead of 20.
  • Increased Kalthi Armored Commander and Kalthi Wrathful Commander roaming AI bosses’ shields to 60 mil and 50 mil, respectively.
  • Increased Kalthi Armada Commander shields to 20 mil.
  • Increased the protection of the Envelopement used by the Kalthi Commander bosses during phase transitions to 1.5mil.
  • Added an upgrade to the Kalthi Planetary Demolisher sourced from Kalthi Armored and Wrathful Commanders.
  • Changed aura effects of Kalthi Armored Commander and Kalthi Wrathful Commander AI bosses’ invincibility auras not allowing the player to run away and leave a galaxy effectively (now buffs the radar on spawn so they can chase you down anywhere).
  • Increase shield drain of Kalthi Armored Commander’s radiation field.
  • Buff Kalthi Commander fighter super to allow its use more frequently like regular fighters.
  • Nerfed Kalthi AI only drones’ damage and range significantly.
[Next Universe Changes]
  • Reduce the quantity of Kalthi to make them more manageable to fight in the field.
  • Fixed issue with Imperiled Shield Revitalizer being unlocked with the wrong mission.
  • Electrified Georg Ohm no longer gives a global shout on spawn.
  • Entering Protoplasmica will now pop-up the mission chain.
  • Fixed issue with Merchant Navy in Kalthi Depths not attacking or fighting back sometimes.
  • Imperial Polishing Machine will be available for purchase at Earth Central in Sol.
  • Adjusted Dark Sun in Blue Outpost to allow easier detection of Space Blue Alpha AI close to sun.
[Mission  Changes]
  • Added a second start point for the “Finding Mommy” intro mission for the Protoplasmica mission chain to the base in Biopsy.
  • Converted Strontium missions from 21 days from completed date to the standard Monthly reset cycle. Will now appear in lockout tab.
  • Fixed a spelling error in the mission “A Strange Sun?”.
[System]
  • Cargo items are now capped at a weight of 1 mil.
  • Ships no longer weigh x10 when in item form.
  • Abandoning Temporary Drones now put them in a destroyed state.
  • Can tractor your own and team assets in Wild Space now.
  • RTS Command for your bot to follow you was updated to state “them” instead of “him”.
  • Damage on tweaks/auras affect Transference Weapons again.
  • Added new line to All Chat login message stating the Star Sonata Discord invite link.
  • Possessions tab now lists bots as “Combat Bot” or “Trading Bot”.
[Bug Fixes]
  • Fixed bug with unable to tractor your own bases/perma drones if the player or the base is unteamed.
  • Fixed a bug where anything unteamed would always be considered visible to anything else unteamed.
  • Celestial Destabilizing Beam and Celestial Protection Beam now work on ships and drones, instead of just drones.
  • Squad menu will now update properly when you switch to an unsquadded character
  • Fixed issues with Bila and Akhara instances.
  • Fixed issue with the Kalos Anthos instance.(will be unlocked within 48 hours of patch.)
Endgame: Road To Salvation - IndieAnonGames
Good news survivors!

The new update V0.84 is here, fresh on the heels of the 3rd person mode update. I have added some mid to late game gear that can only be crafted with the remains of slain Giants and Demons, or in some very rare cases, looted. Three new Dragon scale armor types, the helm, chest and greaves can be crafted with a little knowledge in chemistry and metalworking. (At chemistry level 2 the new recipes will start showing up.) Two new melee weapons - the Demon Blade, and the Storm Spear, both have special powers that activate on hit. A new firearm - the Laser Carbine and a new vehicle turret, the Laser Barrage Turret can also be crafted. A new item is also available to be crafted, the Harmonic Balancer, which can disperse the apocalypse events and reduce the threat level by one. Destroying Spider queens, Bloodworm queens, Towers, Core hearts, and Horror pits will also stop apocalypse events if there is one in progress,

I noticed that shadows were flickering or disappearing at a certain distance from the last checkpoint, so I've reduced the maximum distance between checkpoints to 21 until I can find a way to properly shift the world origin without causing any issues.

V0.84 Changelog
-Reduced Maximum distance to next checkpoint to temporarily get around shadow flicker
-Added improved compression settings to landscape textures
-Fuel pump access information screen not being destroyed with access control station
-Changed open door/garage door method to operate independently of frames per second
-Apocalypse events can be halted by destroying Queens, towers, and core hearts, or by using the new item the Harmonic Balancer
-Doppleganger removed partial active physics, changed attack animation, longer attack range
-Lockpick less chance to break was only for unlocking doors, now affects all lock types
-Added a sparkle effect to valuable enemy remains, which are now useable for crafting
-Adjusted some default game options on startup, removed toon post processing as default, 3rd person mode as default, graphics settings at epic, etc.

-New items added
-Dragonskin Helm
-Dragonskin Armor
-Dragonskin Greaves
-Demon Blade (A fiery blast will push away enemies on every strike)
-Storm Spear (Lightning will strike the hit target, or can be thrown, causing a lightning strike at the hit location)
-Laser Carbine (Fires laser projectiles)
-Laser Barrage Vehicle Turret (Fires A LOT of laser projectiles)
-Harmonic Balancer (halts apocalypse events and reduces threat level by one)







Join me on social media
Youtube - https://www.youtube.com/channel/UCblROKBoh3enSwgcTP0Q2tQ
Twitter - https://twitter.com/indie_anon
Facebook- https://www.facebook.com/gaming/IndieAnon
Instagram - https://www.instagram.com/indieanongames

Mar 24, 2022
Last Group Out - Woodland117
Update 0.01.0091:

  • Fixed end-game quest bug
执剑九霄 - 242017281
1. The current version can experience two classes (fairy sword and wild sword) through the progress of the plot.

2. You can't choose a career. It's promoted entirely through the plot.

3. There are foreshadows for the follow-up content in the game, which may cause some misunderstandings for a short time, but please wait patiently for the follow-up disclosure.

4. Using rmmv, there may be some inexplicable crashes of the game. Please exit and try again.

5. You can leave a message at any time and make suggestions on the content of the game
Conqueror's Blade - Booming_dingyi.shu

Esteemed Warlord, the [Artisan's Attire Treasure] will not join the rotation with the change coming to [Attire Treasures] on March 24. It will also become taken away from the Artisan's Attire Exchange. Your [Artisan's Attire Treasures] will not be converted into [Treasure Orders] this time around and will not be visible in your Inventory or on G. We'll be upgrading [Artisan's Attire Treasures] with the April 14 update, at which time these will be converted into [Treasure Orders].
We are terribly sorry for any inconvenience caused. Thank you for your continued support and understanding.
TheNuWRLD - nuWRLD
Updated live stream URL.
罪印 Seal of sins - f
Hello everyone,

The English version of Seal of sins is published now! Thank you for your support and expectations for such a loooooong time!

If you are interested in reviewing this game, you can request an activation code here:https://www.keymailer.co/g/games/125745
Or email us at xb@cedong.com.cn

Also, if you find any translation mistake with the English version, please let me know, and I will revise these parts and make them available to you as soon as possible.

Finally, if you have any problems, please feel free to contact us at xb@cedong.com.cn.


Thanks for our English translation team

Total translation:
Lin Zhesheng

Proofreading:
Chang Shubo
Tan Jiawei

Special thanks to:
Xiao ba
Daizi

Mar 24, 2022
The Brew Barons - lifetapstudios
This is potentially our last demo update as we ramp up full-time production.

Demo Patch:
📜 Patch (0.025)
  • Pirates - will parachute money bags on defeat
  • VFX - added close proximity water sparkles to slightly help judge your landings
  • SFX - pontoon landing sound volume now tied to softness of landing
  • UI - Cargo and fuel icons added to hud
  • UI - money that is earned or lost will now briefly display next to your total funds
  • VFX - fixed pontoon water vfx not triggering when exiting the hangar
  • VFX - fixed boost effect not triggering on light frame fuselage
  • Added UI and SFX to plane forward/reverse toggle
  • Minor city buildings optimization
  • Shoreline terrain gradients improved
  • fix fuel consumption being zero for new planes
  • fix tassel screen glitch on world translate
  • removed kickstarter logo
  • add no roll camera option
  • manual cameras reworked to change position on water, descending from altitude, cruising
  • camera distance sliders and in game inputs added
  • manual mode autolevel bound to L, or left stick click
  • manual mode yaw much more useable (uses new method of steering)
  • manual mode default input bindings changed (throttle to should buttons, ability cycle to X, free camera to d-pad left)
  • manual mode scale inputs at very high speeds to make plane more controllable when boosting
  • timer removed


LINKS
Keng's Little Universe - Keng7
1. Game 1 adds the fastest winning leaderboard function, which can compete with other players for leaderboard ranking.
2. Add the function of game statistical data recording and query.
...