Mar 31, 2022
Rightfully, Beary Arms Playtest - mmBiscuits
1.0.1-Alpha patch is live. See what has changed here:
https://daylightbasementstudio.com/patch/1-0-1-alpha/
GUNDAM EVOLUTION - bno_oishi
Thank you for applying for the "GUNDAM EVOLUTION" Network Test.
We are happy to inform you that players who have won the lottery will now be able to find "GUNDAM EVOLUTION" in their Steam library.

An email has been sent to the email address registered to the Steam account of those who were chosen.
Please check the Network Test Overview page for further information about the test.
*Please bear in mind that we will not reply to any inquiries related to checking entry and/or losing the lottery.

Pre-Downloading the Game Client

Players who were chosen will be able to pre-download the game client for "GUNDAM EVOLUTION" (Steam ver.).
For further information on how to install the client, please check the FAQ or contact us through the customer support form.
*When you pre-download the game client, you will be able to start up the game but will not be able to log in until the Network Test begins.
AI War 2 - x-4000 (Chris McElligott Park)
New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.009_Architrave_Taming

This one slows down the rate at which the Zenith Architrave can rebuild when you are harassing them, and has a number of DLC1 spire balance updates as well.

There is also a fair bit of DLC3 balance tuning, and a whole bunch of new DLC3 art is now in place.

The More System Defenders mod has been updated by CRCGamer, and he also tuned quite a few other things in the main game (such as Black Widow Golems will actually be more likely to ever be seen in galaxies again).

It's been a bit of a slower period for balance and bugfixes, since there's been a focus on art, and then also we completely moved all of our web servers into a new spot, and that took quite a bit of doing, as well. The art is winding down in the next week or so, and then it's just bugfixes and balance and last kickstarter backer items.

This is coming together quite well!

More to come soon.
Enjoy!
KurtzPel - GM OneShot
Hello, Chasers!

The Matchmaking System will be improved in response to the repeated requests. We are aware of the 2 biggest issues in regards to the Matchmaking System in Kurtzpel:
1) Matchmaking based on rating
2) Matchmaking quality drop due to Duo queues

1. Improvements to Matchmaking based on Rating
The basis of matchmaking system is matching players with an opponent who is approximately around the same skill level. However, right now, there are matches being made with a large gap in ranks. We hope to improve this issue.

Before going into specifics, we’d like to explain how the current Kurtzpel’s Matchmaking System works.

In Kurtzpel, the skill level of a Chaser is determined by [Rating], a value that can be checked starting from A Rank. In addition, the game is structured so that players from E Rank to S1 Rank can reach certain ranks regardless of their rating, as long as they play enough games and win promotion matches.

Even though the skill level is determined by [Rating], the players who actually play these rank matches yearn for [Rank] promotions. This leads to a belief that higher rank means higher level of skill, and that matchmaking will result in meeting people of similar ranks.

Since the actual matchmaking is based on [Rating], certain matches can have a large difference in [Rank] due to the gap between [Rating] and the player’s [Rank]. This causes the matchmaking to appear unfair.

The reason why Kurtzpel did not use [Rating] as a mean to determine [Rank] is so that newer players, regardless of skill level, can have fun playing PvP by striving to improve their own skill and promoting their own [Rank].

Moreover, if [Rating] determines the [Rank], we thought it would cause considerable stress to players, as [Rating] and [Rank] will fluctuate significantly depending on match results (win/loss).

By having [Rating] value separate from [Rank], we had aimed to alleviate some of the issues such as new players’ frustration of being stuck at low ranks and experienced players taking passive approach to manage their [Rating].

However, it seems the discrepancy between [Rating] and [Rank] in the current Matchmaking System is misleading, and players’ ranks are becoming less relevant. As such, we are looking into alleviating this gap or to have [Rating] decide the [rank].

2. Matchmaking Quality Drop due to Duo Queues
We considered [2vs2 Battle] as the heart of KurtzPel as it’s easy to gather people and it’s more fun to cooperate with friends.

Which is why the game is structured to allow for duo queues in rank and matching, to encourage matching up with friends.

Since duo queues always had higher win rate compared to solo queues, there were several measures implemented to help players who were queueing alone.

For example, duo queues will be prioritized to be matched with other duo queues and have a higher [Team Rating] so that they will be matched against chasers of higher skill level.

However, it seems that these measures were not enough to compensate for the inherent advantage that comes from duo queues, as evident by how duo queues are almost a necessity when it comes to higher ranked matches. It is possible that players naturally gravitate towards duo queues because it’s more fun, but we notice there’s still a disadvantage in queueing solo despite the measures that are already in place.

Moreover, the measures in place are not enough when players of highest skill play as duo queues, as they can still be matched with players with less skill because opponents with similar skill level cannot be found.

We believe having a fair matchmaking is the most important value to keep motivation high in ranked battles. Whether it be solo queues or duo queues, it’s important that all Chasers enjoy the game.

Therefore, we are looking into providing the following improvements below:

[Improvements under Consideration]
- Add 2vs2 Normal Matches that allow duo queues
- Change the [Rank] system to reflect [Ranks] based on fixed [Rating]
- Allow wider range of players to check their own [Rating]
- Reinforce Reward Notice for matches with large gap of [Rating]
- Adjust initial [Rating] for alt characters
- Improve amount of [Rating] decrease on inactive accounts with high [Rank]
- Improve range on [Rating] while matchmaking

Thank you.
The Albino Hunter™ {Revamp} - 🍒CherryCo.Studios
I made a post on the Original version. I am too lazy to copy paste it here. Plus, it would be tacky.

So, in the meantime, blargh, blargh, blargh, BLARGH! ːsteammockingː
The Albino Hunter (Original) - 🍒CherryCo.Studios
...Hi.

So, um, I really want to try and pretend I'm up to something game related, but I'm still waiting on my pixel artist, so no new news on that front.

In the meantime, here is another set of cupcakes I made a while ago.

But that would be kind of boring (and tacky), if I just kept posting links to my twitter page, so here are some videos by a Youtuber called Kokichi that I found a while ago. He is a magical Photoshop Wizard who can turn Hollywood Actresses into Actors, Hollywood Actors into Teenaged Girls, and, most impressively, TURN JAPANESE ACTORS INTO CONVINCING BLACK PEOPLE!

Truly, he is a Photoshop Wizard who cannot be contained...

(Also, there was a cool video that you should totally watch. It even has fanart that I made!)

...Yeah.

That's all. XD
Before We Leave - coffee_whale
Happy Friday everyone!

We've had reports of some issues with The Wasteland Update and are in the process of fixing them. If you're keen to try these changes asap, please opt-in to our Experimental Beta Branch.

IMPORTANT NOTE: These fixes have not been through formal QA, so they may not be complete, or may have caused other issues! Also, we're working on a few more things before we submit this for proper QA and release processing 🙂

How to enable the Experimental Beta Branch
If you've decided to jump in and play the Beta, here's how you can access it -

1) Right click on Before We Leave in your Steam library, then go to Properties.
2) In the menu, mouse down to Beta. Select that - you should now see a drop down menu.
3) Select the experimental branch. Steam will then download the branch.
4) Restart Steam and you should be good to go!

Proceed with caution
Now, before we get to the patch notes, I have a warning and some disclaimers for you;

We make absolutely no guarantees that the version on 'experimental' is bug free. We'll do our best of course, but for example it's possible that saved games on the experimental branch will get broken or become invalid by the time we move a feature to the live game. We also do not guarantee that a feature released to 'experimental' won't then get removed again! Games saved in the Experimental branch will not load (or even be listed) if you go back to the live game. They should work fine when the main branch is updated, though.

TL:DR - When you opt in to this, please do so with caution!

If you're using the 'experimental' branch and encounter an issue, you can use the in-game feedback form by pressing F11. Note that this submits a game-specific log file and also some basic stats about your computer hardware each time you use it, but doesn't submit any personally identifiable information - so if you want us to follow up with you about something you submit, you need to let us know how in the feedback text! You can also let us know what bugs you encounter in the comments here, or by popping over to our Discord server.

One more thing - new/changed text in the 'experimental' branch is only in English. Translation to the other languages we support is something that happens towards the end of the development process for each update.

Patch Notes for 1st April 2022 Beta Branch release
1.0331
  • Storage Hub next to a Deep Mine only stores the appropriate single resource
  • In a game with Starting Pollution set, tiles won't instantly turn to Toxic on settling on a new Island
  • Only show the "Port is nearly full" notification if the Port is actually nearly full (it used to be looking at the amount of incoming resources as well, which was confusing)
  • In a Smart Shipping game, don't show the loading hint about Shipping Lanes
  • Remove text from Research Institute technology description about not needing Libraries on all islands, as you don't need that anyway now
  • Fixed a bug when generating a new game with Starting Pollution, that was setting pollution values wrong in placed-at-start Toxic wastelands
  • Fixed a couple of bugs around loading/saving games containing Reclamation Spires (this one fix was deemed urgent enough that it's coming out on the main branch soon)
  • Fixed a bug where researching Packing multiple times would cause Warehouses and Storage Hubs to store way more resources than they should
  • In Smart Shipping, Space Port islands set to Fill (or a large desired amount) will start shipping the resource to other Islands on the Planet once they reach 1/3 full, so that sub-Islands don't get starved of resources
  • Fixed an issue that was causing Smart Shipping to completely halt in certain situations when you upgrade a Port (or Space Port or Air Port)
  • Changing the Recipe on an upgraded Building will cause attached Storage Hubs to properly evaluate what they should now be storing
  • Fixed a couple of other things

Thanks for reading!
Mar 31, 2022
Ready or Not - Gallant
Bug Fixes
  • Fixed multitool not removing traps properly
  • Fixed grenade launching two projectiles for clients
  • Fixed crash when using the ammo refill box
  • Gratr is now clientside only
Clash of Legions - 248543609
The server steam4 will be started in the near future
Shibadungeon Playtest - Shiba
Hello everyone!
A few days ago, I released the first build of the Shibadungeon Close Beta and let 64 people into the close beta program. Over the course of the past few days, I have been contacted about some bugs that people found, so this build mostly patches those bugs but there are quite a few changes to items and sprites as well. Soon enough, I will be starting to make builds of the second dungeon titled "The Desert", which won't release the entire dungeon right away but will be releasing a few new features at a time to get all of your feedback and ideas. I am aware that the multiplayer is a bit broken because I haven't been able to test it that much, it hopefully will be fixed in the next build though.

Patch Notes:
- Added new sprites for all items
- Added way to destroy items
- Added some text that tells you the damage you dealt to an enemy
- Added Critical hits which deal double damage to enemies with a base %5 chance
- Added the crit chance and crit damage stats
- Added all the new weapons for the second dungeon but they are currently unobtainable
- Changed the temporary weapon, "Sign Axe" to "Stone Sword"
- Changed the temporary weapon, "Throwing Rocks" to "Wooden Sword"
- Changed the recipes to match these new weapons
- Changed the stats of some weapons to include crit chance and crit damage stats
- Changed the enemy attack speed to be slower
- Changed the defence stat to be a bit more balanced
- Removed the T2 items from the travelling merchant

Bug Fixes:
- Fixed the Item Button in battle not using potions
- Fixed being able to interact with things while the pause menu is open
- Fixed some debug features still being in the game
- Fixed DungeonRoom1 requiring you to defeat 3 enemies
- Fixed Music sometimes not playing in battle
- Fixed being able to open the menu in the dungeon selection room
- FIxed chests getting stuck in player
- Fixed the dungeon in the dungeon selection room being called something other than "Coming Soon"
- Fixed respawning not healing you to full if you are wearing the health ring.
- Fixed not being able to use potions while using a health ring
- Fixed the item removing menu not appearing
- Fixed the equipment stats being bugged

Thanks for alerting me of these bugs!
- Tom Brandweiner
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