Apr 30, 2022
Mythic Dungeons - EurosStaff
1. Adjustment of the player's physical behavior
2. Adjustment of multiplayer synchronization
3. Adjustment of some monsters' behavior

Postscript:
The previous update fixed the effects of HP/MP absorption or recovery, which was originally planned to be done before launch.
However, due to an error on our part, it was omitted from the update and was delivered after launch, causing confusion.
After discussing the issue with the person in charge, the following adjustments have been made.

No.1: HP/MP absorption
The amount of HP/MP absorption is affected by the type of main weapon and luck, and an upper limit to the amount of HP/MP absorption has been set for each monster.

No.2: Natural recovery of HP/MP
HP is recovered once every 6 seconds and MP once every 3 seconds, and the amount of recovery from item effects has been lowered overall.

The person in charge is currently making changes and corrections to the problem areas as needed, so it is difficult to check the specific revisions in detail.
We ask for everyone's understanding in this matter.
Apr 30, 2022
Automoji - automoji.game
Bug Fixes
-Fixed a bug where the Coffin and Queen Ant would summon their minions on damage instead of end of turn
-fixed an exploit where you could get "false" level ups that triggered effects like the ice cream cone
-the fuchsia stat increases and level up SFX don't pop up now unless you have actually increased a unit's level

First note is that I have new units in the game files- so don't panic when you see a big file size update for only two bug fixes! Lots of secrets stuff is being added in the game that can't be accessed yet ;)

The first bug was an quick fix- just overlooked when I added the ability for all enemies to get a shield in higher difficulties. The level up mechanic was changed as I was making units for the new pack, read below if you would like the detailed breakdown.

Pretty much a unit's level starts as a value of 0 for the purposes of stat checking. When you combine a unit with no level, it gains .333 level. When it reaches a whole number it counts as a level up. Originally if you had a unit that was 0.0 and put a 1+anything on it, it would count as a new level up. So you could just keep putting the higher leveled unit on a 0.0 to grant a level up trigger every time. Now it only triggers if the combined decimals in the level would be greater than 1 (thus actually increasing a level). So if you have two units that are at 1.0 and combine them to be at 2.0, you haven't actually added any new units to the total. Your level will still act as 2, but it doesn't count as a new level up. If you had a unit at 1.333+1.666, the .333 and .666 would combine to equal a new level- thus granting the trigger and bonus +2/2 to stats. Hopefully that all makes sense to anyone who wants the details!

Thank you as always for playing!
-Karl
Shores of Plunder - Moonlight101
Today's patch was all about bots! These scurvy dogs went through a massive update and I am excited to share a long list of notes today

ADDED

- more advanced path selection, they now weigh the risks based on enemies and their own health to select an appropriate path (and their aggression...which is currently set to 11)
- they will retreat when they have low health
- they will retaliate when you attack them
- they now attack each other (which is a lot of fun to watch)
- skellies will attack them...and I added a lot more skellies...and it's a lot of fun to kite them all to the bot battle
- they respawn at a variety of random locations when they die
- the following still requires testing but they should, in theory, spawn enough bots to make sure that the match has 4 players, if there are two human players then there should be 2 bots...testing is required...I only have 1 PC to test on :'(
- they collect and drop treasure, when they die they will drop half of their collected treasure just like human players (I still need to update the system so that they retain the other half after respawning
- I'm sure there's more but it's been a long day

FIXED

- some very minor bug fixes were made to the skellie AI. It is important to note that the skellie AI is a placeholder system and once the bot AI is completed it will be adapted to the skellies. all of the AI is now modular and extremely easy to adapt to other types of AI systems.
Apr 30, 2022
超将棋 - fortgs2018
・「O」キーを押すと「王手!」ボイスを再生できるようになりました。
・成金(元々のものを除く)の重量が通常の駒の1.5倍になりました。
・縁側に小物を配置しました。
「王手!」ボイスをお送り下さった紫陽花さくら、アメザリひらい様、兎雪うみこ様、舞鶴よかと様、大変ありがとうございました!
Apr 30, 2022
Boris the Sloth - slothgameguy
-Fixed bug with tree object movement where player could pickup tree by middle or end of tree and move.
Apr 30, 2022
DarkStory Online - YoshiGirl


Prepare your weapons, this May 1, We will start a new Summon Event at 1:00 P.M ET ⚔️
Come to Esia City to join to the battle 🔥

https://time.is/en/ET
Sudoku RPG - RainbowStudio
SudokuRPG 1.2.8 update completed.



- Partial modification of achievement
- Fixed some bugs

We have lowered the standard of achievement of tasks that take too much time and exhaust the player to an appropriate level.

Updates for better games will continue in the future.

Today is also a fun Sudoku time~!
Apr 30, 2022
MasterPlan - SolarLune
Yo, 'sup!

Looks like I'll be able to keep it up with monthly (or more frequent) updates to MasterPlan, which is good. Here's v0.8.0 Alpha 6 - this update is mainly a quality of life and bugfix release, and primarily features a few things to improve workflow and make MasterPlan more stable.

To kick things off, there's one major-ish addition in this update, which is the Hierarchy menu.

Hierarchy Menu



The Hierarchy menu allows you to easily view your project at a glance and see it in an ordered list. You can filter the list by card type, or change the sorting on the list to alphabetically or spatially sorted. It's not necessarily the fastest thing on earth, as there's still ways it could be optimized to run smoother. However, it's still useful, so I decided to push it out in its current state. Hopefully you'll find it useful as well for navigating larger projects!

Automatic Backups

Automatic backups have been re-implemented from version 0.7, as well, giving you the ability to automatically create backups of your projects on a timed basis (i.e. every 10 minutes). By default, every saved project will create backups automatically and they'll be created in the same folder as the project itself. MasterPlan will also automatically delete old backups that exceed a certain maximum number per project (i.e. 6 backups per save file). Of course, these options are tweak-able in the settings section. (As an aside, MasterPlan will also not delete a backup project if you're currently working from it.)

By means of these automatic backups, you can have a bit more peace-of-mind. Of course, you may still want to use a versioning system or other manual backup system to be absolutely SURE you don't lose any data / information.

Roadmap

I've neglected creating a public roadmap for awhile now, and for that, I apologize! I decided to go ahead and create the roadmap over on the same site where the documentation is held, the github repository for the project. This way, any users can keep up with the current progress of the project and see how far it has to go before completion. Please continue to feel free to give feedback for me through the usual means (here, Discord, etc.) if you feel like a feature should be added or removed, or perhaps bumped up in priority to arrive sooner than planned. I appreciate the feedback I've received so far, and will continue to try to make MasterPlan work even better.

Sub-page Offsetting Bug

This update has a fix for projects that used sub-pages and found that they pointed to the wrong destination pages on load. Saving such projects now should correctly point to the desired destination page (yay!), but unfortunately, I have not been able to automatically fix those projects that have this issue (aww!). Really sorry about that!

I wanted to resolve this cleanly, but there wasn't an easy "one-size-fits-all" solution for this problem. If you have a project that uses subpages and the destinations are wrong (i.e. you open a sub-page and it doesn't lead to where it should), you'll have to manually fix this. However, this update does feature a tool to flatten projects, pulling all cards out of sub-pages to the root page to allow you to easily restructure, and the "lost" data ​may​ still be in your project, allowing you to easily rebuild it (you can search for the data using either the Find tool or the new Hierarchy tool to search for extra "Root" pages, or just flatten the project to pull all data from all sub-pages to the root page). After flattening the pages, you should be good to simply delete all existing sub-page cards and restructure.

Sorry about that, again, and thanks for your patience in regards to this!

___

Anyway, that's about it for the big stuff! Hope to see MasterPlan continue to grow, and I thank you for being patient with MasterPlan's progress.

____

Here's the detailed changelog:

  • QoL: Adding Hierarchy menu. This menu allows you to see your project at a glance with each card listed under its named page. You can filter out cards by card type, or sort them alphabetically or by position on the page.
  • QoL: If MasterPlan crashed when attempting to autoload a project, it won't automatically try to load that project again when restarted.
  • QoL: Sub-page Card screenshots now resize to fill the Card, rather than being cropped.
  • QoL: You can now double-click on Sub-page Cards to open them, rather than needing to press their Open buttons.
  • QoL: Zoom goes out to 5% now, instead of 25% minimum. Adding a shorcut for this zoom level as well.
  • QoL: Adding Flatten Project tool to Edit menu. This tool allows you to pull all cards from sub-pages and place them into the main / root page, organized horizontally going to the right.
  • QoL: Reworked map and image icons for enhanced readability.
  • QoL: Adding keyboard shortcut to open the help documentation on Github.
  • QoL: Adding keyboard shortcuts (the function keys, by default), to open the Create, Edit, Hierarchy, and Stats menus.
  • QoL: Scrolling through menus via the mouse wheel is now absolute, rather than being relative to the overall "height" of the menu.
  • QoL: MasterPlan will now warn you on load if a project contains orphaned pages (pages that cannot be reached through sub-pages).
  • RE-IMPLEMENTATION: Re-implementing automatic backups.
  • RE-IMPLEMENTATION: Re-implementing Cut Card context menu option / keyboard shortcut.
  • RE-IMPLEMENTATION: Adding mouse wheel sensitivity for scrolling menus.
  • FIX: Files that no longer exist will now be removed from the Open Recent... menu. This triggers when any project is attempted to be loaded.
  • FIX: Loading a recent project now properly closes the file menu.
  • FIX: Triggering Find to find a Card on another page no longer deselects the text (i.e. Ctrl+F no longer cancels out editing the find text).
  • FIX: MasterPlan should no longer crash if a Card is too large (i.e. if it requests a texture of a size that is too large for the video card to generate. Instead, the texture size will be capped).
  • FIX: MasterPlan should, again, no longer save sub-pages incorrectly, such that sub-pages point to incorrect locations. If you have a project that has sub-pages in the incorrect order or pages that are inaccessible from sub-page cards, unfortunately, the best result would probably be to use the Flatten Project tool to effectively start over - really sorry for the inconvenience on this bug!
  • FIX: MasterPlan should, again, be compiling partially statically on Linux, such that SDL is no longer a dynamic dependency (so you shouldn't have to install SDL to use MasterPlan).
  • FIX: Quick hot-fix to fix not being able to click buttons in the context menu. Whoops!
  • FIX: Also fixes the context menu contents being in the previous position for a single frame.
  • FIX: Link Cards can now have customized colors.
  • FIX: Window transparency will be more accurately set / the window won't be very slightly transparent sometimes.
  • CHANGE: Keyboard shortcuts have been edited, so be aware of this - you may wish to reset all shortcuts to default, to ensure there's no keyboard shortcut conflicts.
  • CHANGE: Previous sub page menu is now at the bottom-center, by default.
  • Adding basic roadmap on Github: https://github.com/SolarLune/masterplan/wiki/Roadmap

Anyway, thanks a lot! Really appreciate everybody's support, as usual~
Apr 30, 2022
MyDockFinder - MyDockFinder
Since many people reported that dockmod has been reported to be poisoned after the update yesterday, I recompiled it today and hoped to fix this problem
挂机神话 - 狮子
#实装【企业】【本族教育】,让各位新上任的校长(新玩家)能在游戏的前中期便能够稳定的获得优质生源

祝各位 修士 女修 仙人 仙女 魔人 魔女 妖修 妖姬 猛鬼 女鬼 傀儡

节 日 愉 快 !

Q群:
600064633(可能满人,都是大佬)
622868992(新开,来了就是大佬)
没有进群的小伙伴大可进群来撩,有不明白或不满意的地方随时请教/调教
另外,我也会通过更新来将开发进度告于不喜欢/不方便进群的高冷小伙伴
...