Team Ice Cream VR - Snarky Pixel
Welcome to yet another weekly update!

For those new here, we post weekly updates with the goal of being completely transparent with our progress. Comments are open to everyone and we would love to hear your thoughts!


So What's New?

This week will be a rather short one, but let's start by covering our goals from last week as usual to see how we did:

#Discussions_QuoteBlock_Author
Plans for Week 19

Task
ETA
Implement the upgrades store
Week 24
Table shows up-to-date progress along with ETA for active targets, if any.

The store implementation is under way as planned.

Right now we have some of the 3D assets (about 25% of them) and some code written. We will be able to reach our week 24 target if everything continues going to plan. ːsteamhappyː

That's really all the news we have this time regarding progress. Hopefully in a few weeks we will have something new to show again!


Plans for Week 20

Task
ETA
Implement the upgrades store
Week 24
Table shows upcoming targets.

This week we will continue working on the implementation of the in-game store. Our goal for the store is to be done by mid-June, more specifically by the end of week 24.


That's it for this week!

Want to keep track of our progress? Check out this post on our Steam discussion forums, it has a lot more details on what we hope to accomplish and by when we hope to be done, including monthly targets!
May 16, 2022
World of Haiku - mbasu
You're going to want to join our Discord community 👾 WHY? We're a group of hackers, misfits, and cyberpunks who thrive in a futuristic, post-apocalyptic, chaotic system, so you can guess we're not afraid of a little friendly competition...especially when cash is involved. 😉

We're currently running a giveaway for anyone who joins our Discord and invites others into our world. Want in? It's simple:

1. Join our Discord community - Haiku Underground
2. Send the invite link to the Haiku Underground Discord server to your friends, family, and colleagues, add it to your social bios, post it to your Instagram story, whatever it takes.
3. Watch yourself level up on the leaderboard and be entered to win prizes like cold, hard, cash, gaming headphones, and Haiku swag.

What are you waiting for? ➡️ https://discord.gg/yYDA2KHD2p
Age of Empires IV: Anniversary Edition - grantwall


In Server-Side Patch 14681, we’re bringing you changes to Mangonels! We recognize there’s been a lot of discussion around Mangonels, and we believe these changes build upon the unit’s uniqueness. We’re always open to more feedback, however! You may also be excited to know that the HRE’s Prelates have remembered how to shuffle their feet and no longer get stuck when inspiring their allies.

NOTE: Upon updating to this patch, you will no longer be able to utilize replays from previous updates. At times, saves will also be impacted, though we’ve taken additional steps to ensure your campaign saves are not impacted by this particular update. Skirmish saves from the previous patch are impacted and will no longer be accessible after you update.

Head on over to the link below to learn more about the coming with Server-Side Patch 14681.





What's a Server-Side Patch?

Server-Side patches are an additional path for us to deliver smaller, more pointed changes.

This new approach allows us to make data changes that influence balance and certain bugs more quickly. With a Server-Side Patch, you won’t be required to download and install an update from your platform of choice. Instead, all you need to do is launch the game, where you'll be greeted by a notification prompting you to take a quick in-game patch. After you’ve updated, that’s it – you should see the changes take effect immediately!

While we’ll still need to rely on traditional updates for certain changes, as well as for including content, we intend to use this fast-patching method to help with balance, gameplay integrity and more as we hear from you. Read on to find a list of balance changes we've prepared based on your feedback!





Super Jigsaw Puzzle: Generations - Flat Cat Games
Hi folks!

Is time for another DLC! We know that lots of people doesn't like bugs, but look what we got... a beautiful Butterflies DLC!

Enjoy this 17 puzzles of amazing butterflies of all sizes and colors, with a 20% discount of course!

And a free puzzle to all! Thanks for playing and if you like it, please support us!



Stay safe and do puzzles!

https://store.steampowered.com/app/1939081/Super_Jigsaw_Puzzle_Generations__Butterflies/
The Planet Crafter - Brice MijuGames
Hello Terraformers!

I've just updated a new version (v0.4.010) on the development branch.

This version contains almost all the content of the "Caves & Crater" update, so only try it if you don't mind being spoiled!

For content creators I would advise to wait for the final update on the main branch to create new content as there still some things that will change.

Please report any breaking bugs on our discord, in the #dev-branch-feedback channel!


Temporary Changelog

New Objects
  • Teleporter (Feel free to try to break this!)
  • Pulsar shard (recycle a pulsar quartz to get some)
  • Map informations rocket (via blueprints)

World changes :
  • New zone : Meteor Crater
  • New crash site in arches zone

Major Changes :
  • Remove the ability to craft pulsar quartz (I'll explain this choice in the full update changelog)

You still can help us translating the new content (spoilers ahead) on localizor.
Fault: Elder Orb - Ryan Red
GENERAL
Optimization
With this patch, we have taken another step towards optimizing Fault with a memory and map pass. As always, we will continue to take feedback regarding player experience and work to improve the feel for all players as needed.
Skins
We have built the foundation for implementing skins with their own VFX and SFX.

GAME MECHANICS
General
Low Health Camera Effect
  • Reduced the low health camera effect so that it takes up less of the screen, based on player feedback.
Damage Taken Indicator
  • Changed the damage taken indicator around the players crosshair to only show when a turret or an enemy hero damages the player.
  • Duration of the indicator showing up reduced from 2 -> 1.5 seconds.
Menus

New History Tab
  • We have added a new menu tab that will contain the stats of all players in your previous matches. In the future, you will be able to use this page to view the recorded replay's of your games.
HUD
  • Added Red Buff tip message.
  • Scoreboard is now sorted by Role chosen in draft.

Items

Sands of Time
  • Unique active - Stasis: Enter Stasis for 2.5 seconds. 150 second cooldown.
  • 600 Gold
  • Builds into Nirvana Jewel and Radiant Poise.

Sigil of Fervor
  • Unique passive - Crushing Presence: Deal 3 - 20 (based on Hero Level) Energy Damage per second to enemies within 600 units. Damage is increased by 100% against minions and monsters.
  • 250 Health
  • 1000 Gold
  • Builds out of a Green Thumb.
  • Almighty Gale and Baleful Armor will now build out of this component.

BUG FIXES
Aspects

Clairvoyant
  • All Seeing Eye is now correctly granting the 25% ward radius increase.

Heroes

Countess
FEAST (R):
  • Fixed an issue where Countess would get stunned during Feast and stay airborne.

Kwang
POWER OF THE HEAVENS (E):
  • Fixed an issue where the ability wouldn't hit tethered targets if they were on the edge of the tether range.

Morigesh
SWARM (E):
  • Fixed an issue where Morigesh would keep Ghosting after her Swarm expired.

Sparrow
RELENTLESS (P):
  • Fixed a issue causing Relentless to apply On-Hit effects.
INNER FIRE (R):
  • Cleaned up the hit box to allow players to more accurately hit the main arrow.

Twinblast
ROCKET DASH (E):
  • Fixed an issue after Twinblast was stunned Rocket Dash would always move you forward.
HUD
  • Fixed an issue where reconnecting caused Communication Features to not work.
  • Fixed an issue with Ultimate Ready Indicators being lit before level 6.
Map
Structures
TOWERS
  • Fixed an issue causing the Minion Counter on towers to reflect all minions under towers in that lane, instead of the specific tower.
Jungle
  • Fixed Dawn side Duo lane jungle wall not being traversable.
Draft
  • Fixed an issue in Draft where you couldn't trade for the last ten seconds.
SFX
  • Fixed an issue Causing Gold Gain SFX to not properly play.
VFX
  • Fixed an issue causing Death VFX to not play.
  • Fixed an issue causing Blink items VFX to spawn at the wrong location.


BALANCE
Aspects

Titan
REACTIVE REJUVENATION
  • Base Health Regeneration per tick reduced from 0.6 -> 0.5 (6 -> 5 Total Health Regeneration over 10 seconds)
  • Missing Health Regeneration per tick reduced from 0.5% -> 0.4% (5% -> 4% Total Missing Health Regeneration over 10 seconds)
General
Experience Range
  • Experience Range reduced from 2800 -> 2250 units.
Heroes

Dekker
IONIC RESTORATION (P)
  • Mana back from Ion Bomb reduced from 40/50/60 -> 25/32.5/40.
  • Max Mana back from Ion Bomb reduced from 200/240/280 -> 100->150->200.
ION BOOSTERS (RMB)
  • Cooldown increased from 11/10.25/9.5/8.75/8 -> 14/13.5/13/12.5/12.
  • Vertical Distance from 400 -> 600 at all levels.
  • Mana Cost increased from 30/40/50/60/70 -> 40/50/60/70/80.
  • Decaying Movement Speed increased from 20/25/30/35/40% -> 30/35/40/45/50%.
ION FENCE (R)
  • Mana cost reduced from 150/225/300 -> 150 at all levels.
  • Range reduced from 2000 -> 1500 at all levels.

Feng Mao
  • Health per Hero Level reduced from 90 -> 88.
REAPING DASH (Q)
  • Cooldown increased from 14/13.5/13/12.5/12 -> 16/15.5/15/14.5/14.
GUARDIAN'S SHIELD (RMB)
  • No longer deals damage based on leftover shield after the shield expires.
  • New - Grants 5/7.5/10/12.5/15% Spell Vamp and Lifesteal while the shield is still active.
  • Base Shield changed from 50/100/150/200/250 -> 70/100/160/190.
  • Shield Physical Power Scaling increased from 85% -> 125%.
IMPERIAL SENTENCE (R)
  • Physical Power gained per execute reduced from 5 -> 3/4/5.

Greystone
  • Base Armor reduced from 27 -> 25.
  • Base Armor per Hero Level reduced from 3 -> 2.9.
FIERY SWORDS (Q)
  • Base Damage reduced from 120/160/200/240/280 -> 100/140/180/220/260.
  • Physical Power Scaling increased from 20% -> 22% per tick (200% -> 220% Total Physical Power Scaling over 5 seconds).
CHAMPION'S COURAGE (E)
  • Base Damage reduced from 60/100/140/180/220 -> 60/90/120/150/180.
  • Physical Power Scaling increased from 30% -> 70%.
  • Cooldown changed from 20/18/16/14/12 -> 18/17/16/15/14.
  • Disarm duration reduced from 1.2/1.4/1.6/1.8/2 -> 0.75/1/1.25/1.5/1.75.

Kwang
  • Health Regeneration reduced from 1.2 -> 1.
  • Health Regeneration per level reduced from 0.13 -> 0.12.
  • Mana Regeneration per level increased from 0.15 -> 0.16.
GIFT OF THE HEAVENS (P)
Passive Healing Percentage increased from 3/6/9/12/15% -> 10/12.5/15/17.5/20%
JUDGEMENT OF THE HEAVENS (Q)
  • Base Damage changed from 75/90/105/120/135 -> 60/90/120/150/180.
  • Cooldown increased from 14/13.25/12.5/11.75/11 -> 18/16/16/14/14.
  • Tether Duration increased from 1.6/1.8/2/2.2/2.4 -> 2 seconds at all levels.
  • Mana Cost changed from 75 at all levels -> 75/80/85/90/95.
POWER OF THE HEAVENS (E)
  • Energy Power Scaling increased from 60% -> 85%.
  • Mana Cost reduced from 55/60/65/70/75 -> 60 at all levels.
LIGHT OF THE HEAVENS (RMB)
  • Energy Power Scaling increased from 50% -> 65%.
  • Cooldown increased from 12/11/10/9/8 -> 12 at all levels.
  • Mana Cost reduced from 55/60/65/70/75 -> 40/45/50/55/60.
  • Shield Bonus Health Scaling increased from 5% -> 10%.
  • Shield Energy Power Scaling increased from 30% -> 45%.

Morigesh
FESTERING TOXINS (P)
  • New - Stacks are now capped at a maximum of 10 per targeted unit.
PESTILENCE (Q)
  • Base Damage reduced from 55/90/125/160/195 -> 60/85/110/135/160.
  • Cooldown changed from 12/11.25/10.5/9.75/9 -> 12 at all levels.
CURSE (R)
  • Base Damage changed from 180/300/420 -> 200/300/400.
MARK (RMB)
  • New - Morigesh can now target all enemy units. Marking a non-hero will keep the mark on the last hero marked until Morigesh targets a new hero.
  • Base Damage changed from 55/85/115/145/175 -> 80/95/110/125/140.
  • Energy Power Scaling reduced from 65% -> 60%.
  • Cooldown changed from 6 at all levels -> 9.3/8.1/6.9/5.7/4.5 seconds.
  • Mana Cost decreased from 50/55/60/65/70 -> 50/45/40/35/30.
Items
Blinks - General
  • Blinks now have their own cooldown each. (They no longer share the same cooldown, so purchasing an item that builds out of the lesser blink will not have it be set on cooldown)
  • Changed all blinks to now work in combat.

Blink
  • Gold Cost reduced from 600 -> 500.

Titan’s Armour
  • Health reduced from 100 -> 75.

Titan’s Guard
  • Health reduced from 100 -> 75.
Map
SHRINES
  • Missing Health Percentage on shrine killed reduced from 20% -> 15%.
  • Missing Mana Percentage on shrine killed reduced from 50% -> 25%.
BLUE SHRINE
  • Bonus Experience increased from 5% -> 7%.
  • GOLD SHRINE
  • Attack Speed increased from 8 -> 10.
  • Lifesteal increased from 5% -> 7.5%.
May 16, 2022
Mercury Fallen - Nitrous Butterfly
Howdy Folks!

Thanks for all the great feedback so far on the Phone Home update. While there are still some smaller tweaks and fixes being worked on, I wanted to cover what’s in development for the next content update. The upcoming Choices update focuses on a complete revamp of the new game interface.

A Whole New New Game
The new game interface is getting a complete over haul. This has been on my to-do list for a while and it’s now time. The primary reason for this is to allow greater choice over starting conditions. These choices will include control over world generation settings, colonists and additional game related settings.



The interface itself is still a work in progress, but there will be options for randomization as well as a sandbox mode that will allow full editing control of specific values.



Still more work to be done, but I’m very excited about the change. This will allow for a lot more control over how you want to play the game. The above screenshots show some of the new game options. Stay tuned for more information regarding the upcoming Choices update.

What would you like to have control over when starting a new game?

Follow Mercury Fallen Development On
Twitter | Facebook | Website | Discord | Roadmap | Patreon
May 16, 2022
Lodestar - BlueFire
Overall we have been working on performance and polish of the game as we approach Early Access (tentatively Late June / Early July). Most features have been implemented, now we just need to beef up the amount of content for you all. Please let us know what you think!

Gameplay
- New Unlocks added to Planet 2
- Planet 2 now has a lot more sharks
- Planet 2 now has crabs
- Revamp of all gun particles

- Scorpions can now be interrupted if shot mid attack
- Scorpion attacks can now be dodged
- New small scorpions introduced
- Scorpions will now hear people running. Use shift to walk and sneak past.

- A TON more Salli dialogue
- Now adjust sound volume based on the situation (ex: Reducing music when Salli talks)
- Added a scanner to the game near the hologram. Will be doing more with this later.

- Upgraded the turn and movement animations of Player

UI
- Nearly every part of the UI has been redone. Still a WIP.
- Animations have been added to the UI in many places.

Ship Changes
- Polished the ship's connecting parts and lighting
- Redid the greenhouse at the top of the ship
- Landing Ship recall button made more obvious
- Buildings are now more appropriately sized to their blocked area.

Performance
- Reduced memory from an average of 1800MB to about 800MB
- Created new profiles for low and high end machines. Should make all machines look and perform better.

Bugs:
- Fixed a crash of mining leftover shinies
- Fixed a bug that could cause you to get stuck in the game after blowing up the hidden cave.
- Fixed a bug that would cause a double equip issue
- Fixed a bug that would cause the HUD to break on non-standard aspect ratios/resolutions
- Fixed icons not appearing on taskbar
- Fixed some sounds not attenuating
- Fixed multiplayer door bugs
- Fixed a bug that would show all players as playing Lodestar in lobby.
- Fixed a bug that would cause light shafts on planet 2 to not appear
- Fixed a bunch of collision issues
- Fixed a bug that could cause multiplayer mining to not work
- Closed a bunch of holes in the world
- Fixed a bug with projectile multiplayer syncing (most noticeable on grappling hook)

Progress Report Toward Early Access:
- Planet 3 completed (level, boss, monster)
- Boss 2 completed
- Planet 4 Started
- Flying navigation implemented (new flying monsters)

Next Goals
- Finish Planet 4
- Redo trailer
- A lot of polish
- Launch Early Access
HEXAD - grim
Honor
  • PvP battles will now award Honor to participants. The winner earns 36 honor and the loser earns 12 honor. Honor rewards diminish when the same players battle multiple times on the same day.
  • Honor can be spent at the Quartermaster.
The Quartermaster
  • The Quartermaster is a new vendor that sells items in exchange for Honor. They award a random slot type item in exchange for 6 honor. These items have a minimum of Epic quality and have the Honor influence. Honor items roll with at least one new Honor component.
Item Influences & Components
  • Influences are special attributes added to items that determine if any special components can roll on them.
  • Honor influence is displayed on the item image and the item tooltip.
  • Item crafting can now roll the following new components on items that have Honor influence:
    • Life on Hit : % chance to gain 20% of basic attack damage as health.
    • Ward on Hit: % chance to gain 20% of basic attack damage as ward.
    • AP on Hit : % chance to gain 1 AP.
    • Life on Kill : % chance to gain 20% of max health on kill.
    • Ward on Kill : % chance to gain 20% of max ward on kill.
    • AP on Kill : % chance to gain max AP on kill.
    • Resist Physical : Adds resistances to Slash, Pierce, and Crush.
    • Resist Magical : Adds resistances to Fire, Ice, and Energy.
Items
  • Base Power on all Main Hand items is now 30 up from 18. The previous release changes to health/resists and overall damage potential had slowed down games too much.
  • Damage Resist components have been removed from all Off Hand items and those items with these components have been rerolled.
  • All items that roll with inherent resists now roll with 6 resist down from 12.
  • All resist components now have a base value of 2 down from 3.
Resistance Changes
  • All Damage Resistance types are now capped at 50 down from 72.
  • Block Chance is now capped at 50 down from 72.
  • Block Mitigation is now capped at 50 down from 72.
  • Ward Mitigation is now capped at 50 down from 72.
Gem Fragment Changes & Jeweler Removal
The introduction of the Jeweler made Gem Fragment rarities redundant. Salvaged items now salvage to a single 'Gem Fragment' currency with the scaling multiplier reduced to 2 down from 3.
  • The Jeweler has been removed for now. They will return in a future patch to sell items that increase Item Crafting success chance and reroll rarity chances.
  • Common Components award 1 Gem Fragment.
  • Uncommon Components award 2 Gem Fragments.
  • Rare Components award 4 Gem Fragments.
  • Epic Components award 8 Gem Fragments.
  • Legendary Components award 16 Gem Fragments.
  • Artifact Components award 32 Gem Fragments.
Crafting Changes
Crafting is an important part of HEXAD. If you don't craft your items chances are you're going to have a mishmash of stats and your Hero will underperform. In the current system crafting is overly grindy and not as rewarding as it should be. The changes below will help make crafting more accessible to early players while still requiring some effort to create really polished end game items.

Previous System:
  • 243 common gem fragments to reroll an artifact component
  • 729 common gem fragments to upgrade a legendary component
New System:
  • 32 gem fragments to reroll an artifact component
  • 96 gem fragments to upgrade a legendary component
Appearance Editor
  • Fixed a bug where cycling backwards through faces was skipping a face type.
  • Right clicking on a Hero dye slot after changing the color will revert that slot back to the original color.
    Dye costs have been changed to the following values:
  • Common Dyes cost 1 Gem Fragment.
  • Uncommon Dyes cost 2 Gem Fragments.
  • Rare Dyes cost 4 Gem Fragments.
  • Epic Dyes cost 8 Gem Fragments.
  • Legendary Dyes cost 16 Gem Fragments.
  • Artifact Dyes cost 32 Gem Fragments.
  • Metallic Dyes cost 6 Diamonds.
  • Glowing Dyes cost 18 Diamonds.
Skills
  • Smoke Bomb damage type has been changed to Crush from Pierce. Existing items will not be updated.
Lobby
  • PvP games can now be queued for from the lobby using two icons in the top navigation.
  • Fixed a bug where account achievement and auction data would not be displayed after playing a game.
Stash
  • Removed the 'Salvage all Epic items' button.
  • Added tooltips to the filter buttons.
Visual Effects
  • Added a new Poison effect.
  • Added a new Fireball effect.
  • Added a new Frostbolt effect.
  • Added a new Firebolt effect.
  • Added a new Cone of Cold effect.
Sound Effects
  • Moving now has a sound effect.
  • Fixed most of the skill and basic attacks so they now play a sound effect.
Leaderboards
  • Multiplayer leaderboard has been renamed to PVP.
  • PVP leaderboard is now sorted by total Honor instead of rank points.
  • Added Geared Game data to the PVP leaderboard.
  • Added Vanilla Crucible Game data to a new leaderboard.
Loot Chests
Gem Fragments found in loot boxes now award:
  • Common 6 Gem Fragments.
  • Uncommon 12 Gem Fragments.
  • Rare 24 Gem Fragments.
  • Epic 48 Gem Fragments.
  • Legendary 96 Gem Fragments.
  • Artifact 192 Gem Fragments.
Battles
  • Panning the camera in battles now pans smoothly instead of locking to the 6 edges of the map.
  • Popup text should now be much easier to read.
  • Fixed a bug where a battle could get stuck in a pending shutdown state if the client disconnected on the game results screen.
  • Fixed a bug where Confused status was lowering block chance instead of Shocked status.
  • Fixed a bug where Confused mobs could move to an adjacent tile that does not have a valid path to it.
  • Fixed a bug where Ward applied in PvP games used the targets PvE stats to calculate their max Ward.
  • Fixed a bug where Bleeding status effects were not reduced when a mob used a basic attack.
PvP
  • 1v1 Geared PvP has been added to the Game Queue window. This game mode uses all item and Hero stats.
  • Players are now rewarded Honor for participating in PvP battles.
  • Wins against a specific player awards 36 Honor, scaling down to 30, 24, 18, 12, and finally 6 Honor for each win against that player per day.
  • Losses against a specific player awards 12 Honor, scaling down to 10, 8, 6, 4, and finally 2 Honor for each win against that player per day.
  • The 'per day' timer uses UTC time.
Crucible
  • Vanilla Crucible is a new game mode that limits Heroes and Enemies to only use inherent stats. For now the rewards will be the same as in geared crucible but may be changed in the future.
May 16, 2022
Sword of the Stars: The Pit 2 - monodrobe
  • Saved bindings swap bug fixed.
  • Minimum distance for enemy grenades set.
  • Grenade cooldown period for enemies set.
  • Blocking enemy types set-up.
  • Trap spotting adjustment.
  • Corpse drop requirement (Player must level-up 3 times before corpse will persist into next run.)
  • Crafting feedback tweaks
  • Breaching charge bug
  • ingredient mistype breaking several recipes
...