Apr 26, 2022
Natal Perdido - Natal Perdido
Foi realizado um balanceamento no primeiro Boss (Sam).
Essa luta é importante para que o jogador novato experimente melhor o sistema de batalhas em turnos e todo o seu potencial, por esse motivo existe um nível de complexidade maior aqui, porém, eu não quero estragar a experiência do jogador tornando algo semi-impossível.
Apesar da ajuda do Josh eu notei que dependendo do padrão que o Boss assumir, essa luta pode ser extremamente difícil, ainda mais se você for lutar nos níveis iniciais e não upar um pouco antes...
Na versão anterior quando o Sam chegava no limite da sua vida ele invocava algumas criaturas pra ajudar na luta e era necessário matar o Sam e todas as outras criaturas invocadas para poder realmente finalizar essa luta, mas como a intenção é tornar o jogo fiel ao gênero JRPG eu criei uma regra onde é possível encerrar essa batalha caso você mate apenas o Boss, algo que é comum em jogos similares, afinal o Boss morreu, então seria lógico os lacaios perderem junto. Isso foi possível graças ao feedback de um jogador, muito obrigado meu querido! Mesmo assim é possível que outras batalhas não se utilizem desse método, o importante é que o jogo não seja uma experiência ruim.
Fora isso, eu achei que o Josh não estava muito preparado para a luta, seu nível é razoável nesse primeiro encontro, mas faltava algo, isso também foi acrescentado, você terá que jogar pra saber...

Muito obrigado aos 50 primeiros jogadores de Natal Perdido, é uma satisfação construir esse jogo pra vocês!

Paz.
Granado Espada - GE_imcGAMES
Hello, imcGAMES here.

We would like to announce the details of the maintenance scheduled for April 27, 2022. Make sure to check below for the schedule and patch notes.


MAINTENANCE PERIOD

- [SGT] 13:00 to 15:00 (April 27, 2022)
- [EST] 00:00 to 02:00 (April 27, 2022)
- [CET] 06:00 to 08:00 (April 27, 2022)


1. GENERAL MAINTENANCE

> System Maintenance
- We will be performing general maintenance on our internal servers and system.
Apr 26, 2022
PlanetSide 2 - dsosa
Hey there, folks. With the summer months right around the corner, I wanted to revisit the roadmap with an eye to what's currently in development, and what you'll see in the next leg of PS2's development.

But first, let's take a moment to talk about a couple hurdles we've been dealing with since roughly around the time of the Arsenal Update.


G15 errors: Over the past few weeks, we've added loads of logging, pored over code submissions, and continue to search for the source of our G15 issues. A G15 is the error you see when you can't connect through your "gateway" to the server. This is not something that's wrong with your computer or connection. The only "fix" is to wait for a while and try again later. However, we do have a bandaid in place that should cut down on G15 issues substantially, by shutting down broken gateways after enough connections get stuck on it.


Network issues: For players who make use of the Deutsche Telekom ISP (primarily Cobalt/Miller players,) we've made some routing changes late last week that should have resolved the major connection issues through that ISP. For Connery players experiencing high latency, we're still trying to track down where the impact is. To that end, please submit tickets to CS using the following information when latency issues take place: https://help.daybreakgames.com/hc/en-us/categories/204228447-PLANETSIDE-2 We need your character name, server, time of incident, ISP, and PC specs, if you can provide them. There have been relatively few players doing this at this point, despite it being helpful to resolve these issues.


As a side note, resolving the above issues and developing the roadmap are done in parallel. The team members devoted to one are not actively developing the other. Thought that was worth mentioning, given some of the discourse I've seen surrounding these events.


Roadmap Progress
Speaking of the roadmap, let's check back in on how things are going.

The roadmap, as we move into the second leg of our 2022 ambitions.

Year's Beginning

For our first leg of the roadmap, we delivered on most of what we set out to do, with the new Codex and Main Nav Menu updates making their way Live on May 4th. We've taken onboard a fair amount of feedback during that time, like surfacing the logout button separately from the collapsible menu, and cleaning up the membership promotion area, among others. The Codex has also been fleshed out a fair amount, and is now a good jumping off point for future additions. We'll be sending this latest round of updates to PTS later this week.

Updated Main Nav menu and Codex.


Outfit Wars on Nexus

From here, we start moving into summer-ish, where we'll see the return of Outfit Wars in a new 1v1 format on the continent of Nexus. More to follow on these changes once we're closer.


Water Combat and Naval Vehicle

While we're not wholly decided on the scope of the underwater combat yet, we'll be making efforts to expand that. The goals would be to add more depth (hah) to water gameplay by giving players reasons to use the water, ways to defend themselves, and make it a bit easier to traverse while still retaining the feel. We'll be introducing our first proper naval vessel as a part of that, which we'll talk about more in the near future.


Revisiting Squads

As was mentioned in the original roadmap dev post, we'd like to introduce "Garrison Squads" that allow players to form temporary, local area groups automatically when attacking or defending regions, and take a pass on the squad finder and surrounding squad functionality as a whole.


Item Gifting

Being able to gift DBC-purchasable items to your friends is something that's been requested over the years, and we're currently working to get this implemented. It might not land with the 19-year PlanetSide Legacy update in May, but that's the timetable we're shooting for.


Off-roading
There's plenty going on that you won't find in the roadmap as well.

For example, the next update will incorporate some player feedback into the Trident Relays, giving defenders the ability to reach the top of the dome to deal with attacker vehicle spawns. We've also been consistently adding quality of life improvements to the updates thus far, with a couple more on the way. You'll soon be able to disable auto-knife wielding as an option, and disable a multitude of HUD indicators (something that's been asked for for a long time.)

New ramps that lead to the top of the Trident Relays.


When the PlanetSide Legacy event arrives, some killer new cosmetics will make their way to the Depot, as well as all new empire-specific Anti-Materiel Rifles to diversify your arsenal a bit.

All new Anti-Materiel Rifles, one for each faction.


Overall, I've been happy to see the renewed excitement surrounding the Arsenal Update, and the Roadmap items we've got planned. We'll continue to build, refine, and expand as we move through the year. Thanks for the continued support, everyone.

-Wrel, Lead Designer
Apr 26, 2022
Arcane Waters - burlin_gauna
Fixed error in adventure shop

Added additional error handling to GIF recording

#5876 - after closing ESC menu, you have to click for input to work again



Apr 26, 2022
Legend of Radiance - Duke
Hello Radiant Adventurers! The new hotfix update is here! The game will now give you a warning if you try to load a file from a previous version. (Don't worry though, this update is fully compatible with 0.3.1.0)
This update addresses some minor bugs, and has added plenty of small improvements! Here are a few things that were changed:

  • Lifestones: Resting at a lifestone will now despawn any enemies in the area. This prevents enemies from spawn camping you in certain situations. They will not drop loot when defeated this way however.
  • Camp Pack: You can now place campfires even when there are enemies in the area! This way you can sleep through the night when trying to press forward.
  • Melee weapon effects: Melee weapons now play a *clink* animation when hitting a wall. This will help to distinguish when your attacks are blocked by an obstacle that prevents you from hitting an enemy.
  • Projectile physics: Projectiles are no longer blocked by areas that would also block movement (such as water or a pit.) they also will play an animation when sinking into water!
  • Blood effects: Enemies now spray blood/slime/bone pieces when hit! This really feels better!
  • New sound effects: A few sounds were replaced with better versions.
  • Minor bugs: A handful of minor bugs were patched from 0.3.1.0
ToruTaru - Raid Boss
0.7.2.0.G
Experimental Branch



HEALTH
  • Player now has a health meter (instead of just dying after standing near enemies for too long)
  • Player starts with 8 HP, shown in the top left of the screen as a circle with 8 pieces. The health meter shows only when taking damage, or when looking at inventory by pressing TAB. When this meter reaches zero, the player will die.
  • A new death animation occurs when player is dead, where the player collapses and is attacked one last time by a screaming spirit.
  • When player is at low HP, they will hallucinate.
  • At 3HP and lower the player will have a heavier head sway, and dirt effects will appear on the screen. They will also run slightly slower at 4HP and below but will actually run faster than normal at 1HP due to an adrenaline rush.
  • Blessed rooms (talisman rooms) slowly heal player to max health by the player standing in them.
  • New Heart Talisman can also restore health (see "Talismans" section of changelog)
  • Zombies now strike the player, instead of killing with aura damage
  • When spirits damage the player, new graphics are displayed
  • Enemy attack/damage speed is determined by "Difficulty" setting from the main menu
  • Girlfriend's HP has been dropped from 30 to 7.
  • Girlfriend's HP can be restored by talisman rooms, as well as Heart Talisman's secondary ability.
TALISMANS
  • New Heart Talisman, which can either heal the player for 3HP immediately (primary), or create an aurea which heals over time with a small area-of-effect (secondary) which can heal both the player and the girlfriend.
  • Currently the Object Talisman cannot spawn Heart Talismans.



COINS
  • Coins have been added to the game, a rare collectible item which will be used for many optional but helpful features.
  • Coins can be collected from NPCs and quests, and can also be collected by spirits defeated by the Dispel Talisman's secondary ability "Talisman Slap". Object Talismans can also drop coins.
  • Coins are dropped or thrown by pressing the V key. Short press for drop, long press for throw, hold for very long throw. There are 3 levels of throwing power for coins. They can be picked back up after thrown.
  • If a coin is dropped in the black fog which spawns angered spirits (e.g. rooms with burning candles), the spawner is disabled, allowing the player to pass through. However, if the coin is picked back up, the spawner will become active again, triggering an angered spirit spawn.
  • More functionality for coins to follow in coming updates including secret coin-unlocked rooms, jukeboxes, bartering with NPCs, and more.
NPCs & QUESTS
  • All human NPCs now have random unique AI-generated voices. There are 37 voices total, and are assigned to NPCs randomly based on gender and age of the NPC's sprite.
  • Questgivers will have more to say to you after the quest is completed
  • Quests have new graphics which appear when quest is accepted
  • Quest items are now specifically stated by name when picked up (e.g. "GOT STUFFED CAMEL") instead of "FOUND IT"

OBJECTS
  • New small objects have been added, which add to the clutter of levels. Yes, they can be spawned with the Object Talisman
  • Objects can now be moved around by the player by left clicking on them
  • Angered spirits now hurl objects through the air when close to them, sometimes creating a whirlwind of props
  • Quest items are now specifically stated by name when picked up (e.g. "GOT STUFFED CAMEL") instead of "FOUND IT"
MAIN MENU & OPTIONS
  • Main menu has been completely revamped and remade from scratch
  • Player can now adjust mouse sensitivity ;0
  • Player can cycle between 4 levels of graphics quality, in the hopes of reducing lag for players experiencing it
  • Intro can now be turned off before having completed it
  • Level generator on main menu now fully random (spawns the same exact levels as in-game), and cycles between random levels and songs as the player sits on the main menu for maximum comfy. It also has failsafes in place so the camera doesn't infinitely fly into space.
  • New graphic showing controls on the main menu, as well as when the player presses the zero key in-game
  • Placeholder for upcoming "Tutorial" mode on main menu
MISC
  • hiddenVisions intro images changed to have a total of 484 variations
  • Map now has a "paper" overlay effect
  • Every floor now has a name which appears in the lower left after taking a few steps into the floor. There are 988 unique floor names.
  • Dialogue has a black background to make reading easier.
  • New level type "Temple1" was included in this update by accident but I'll leave it.
  • New room type "room8" on some floor types, which is a square hallway which sometimes has a room in the middle of it, and sometimes spawns a wall.



Pretty sure that's everything but I bet it's not - been chiseling away at this and losing sleep over it for the past couple of weeks, very excited to be sharing this build publicly.
Once I am sure health/difficulty is balanced, I will be pushing to the main branch and rolling this out as a major update, with bugfixes and additional content.

If you want to play this update and don't know how to switch to the experimental branch, you can follow this guide.

Feel free to report any bugs, ideas, feedback, screenshots, etc on the Steam discussion page. You can also feel free to join the hiddenVisions discord, or reach out to me on Twitter.

Thanks for playing and enjoying, I hope this update makes you pupe your whole pant.

So long for now.

-hV


Community Announcements - GM CHII


안녕하세요. 소울워커 입니다.

4월 27일 정기점검 이후 확인된 이슈를 안내 드립니다.

■ 현재 확인된 이슈 안내
1. [반복] 지역 순찰 요청, [반복] 농장 정리 상기 퀘스트 2종이
각각 고독의 고원 [파티], 습격의 들판 [파티]에서 클리어 되지 않는 이슈

2. [스타 리리컬] 코스튬이 클로젯에 등록 불가한 이슈

3. 변경 전 디스트릭트에서 아카식레코드 버프를 받고 있는 상태에서
퀵체인지 메뉴를 통한 캐릭터 교체 시 변경 전 버프 아이콘이 사라지지 않는 이슈
(단순 버프 아이콘 출력 이슈이며, 스테이터스는 실제로 반영되지 않습니다.)

​※ 수정/적용 완료 시 별도의 공지사항으로 추가 안내 드릴 수 있도록 하겠습니다.

​워커님들의 게임 이용에 많은 불편을 드린 점 진심으로 사과드리며,
조속하게 이슈가 해결될 수 있도록 최선을 다하겠습니다.

​감사합니다.


GrandChase - orangelemonsterr
<Shop Items>
New Coordi Seal Breaker Costume!!
- Havoc (April 27th 00:00 - May 25th 23:50) (UTC+0)



We will keep trying our best for GrandChase Classic.
Thank you.
Community Announcements - kss0314948


안녕하세요. 소울워커입니다.

금일 03시부터 진행되었던 정기점검이 완료되어
현재 (10:00) 정상적인 게임 이용이 가능합니다.

■ 점검 시간 : 4월 27일(수) 03:00 ~ 10:00 (총 7시간 진행)
■ 점검 보상 :
- 그루톤 코인 1,500개
- 에너지 컨버터 3개
- 비화의 아카식 레코드 전송기 3개
- 극 고농축 비타민 Z 1개
※ 점검 보상은 4월 28일(목) 23:59 까지 수령 가능합니다.

​[ 4월 27일(수) 업데이트 노트 안내 바로가기 ]

장시간 기다려 주신 모든 워커님께 감사의 말씀 드리며
앞으로 안정적인 서비스를 제공할 수 있도록 노력하는 소울워커가 되겠습니다.

감사합니다.

神徒 - 蚩尤后裔
1.2.5 guanjueyuanling King Kong luohanzhuoga Online

Zhuoga was born on the top of Mount Everest. He was born with a body that surpasses the gods. He is gifted with ordinary attack to cause close-up physical damage!

Stunt: King Kong kills the leopard, making Zhuoga rush to the target at a super long distance like a high wind, causing a lot of physical damage to the target and its vicinity. You can obtain 100% physical rebound and divine power rebound for 6 seconds

New divine feature: Zhuoga's ordinary attack can add 40% pure damage of his own physical defense and convert 20% divine defense into shield



Other game optimization updates:

Fixed the possibility that the breakthrough would cross underground!

From now on, monsters in all copies will disappear if they are not killed within two hours at most!
...