Unity of Command II - tomislav.uzelac
Are you ready to fight on islands, in the snow, on the beaches, and in the desert in our most varied DLC so far? And how good is your British accent lately, sharp as ever? Jolly good, then...

Desert Rats, the new DLC for Unity of Command II, will be out on the 14th of July. Keeping a stiff upper lip in the face of inflation, we are sticking to the usual $9.99/€8.19 price point. Enjoy!

https://store.steampowered.com/app/1884780/Unity_of_Command_II__Desert_Rats/
This DLC promises "see-saw action in the sweltering heat of the Desert in operations such as Compass and Crusader", and "dogged fighting in the mountains of Eritrea and the Blitz through Somalia and into Ethiopia". Here is what all of that means in terms of scenarios:



If this has you feeling like a Firebrand Crusader picking up his Battlaxe... and there are weeks to go before the Pugilism can start: please consider channeling your energy into an enthusiastic Steam review. It really helps! Double that if you have 100+ hours in the game ːsteammockingː

You can also go play the new standalone "Operation Seydlitz", now live in the Testing Branch:
https://steamcommunity.com/app/809230/discussions/0/3415430580681485952/

Cheers! ːsteamhappyː
Vagrus - The Riven Realms - Lares Hill


Hey everyone,

As usual, we’ve been working on fixing issues and adding new features as well as improvements. The most significant additions include our new name generator, along with the custom journal and chart notes features. As for improvements, besides smaller optimizations across various parts of the game, we have made the Companion Combat AI significantly faster while the initial loading time has been shortened as well.

Now let's jump into the patch details!

Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.

--------------------------------------------------
Patch 1.1.15 - Codename: Notas Et Effectus

New/Updated Content
  • Four new random events
New/Updated Features :shiny:
  • You can add custom notes to your Journal
  • You can add a maximum of five custom notes to each point of interest on the Chart
  • Vagrus creation random name generator has been added (with lore-friendly names)

Gameplay Improvements :gift:
  • Additional Codex tagging has been added to existing entries
  • Companion Combat performance has been improved
  • The Black Rot condition has been fixed - it now affects crew and companions
User Interface Improvements :pencil:
  • The Character UI has new parchment frames
  • Enchanted/Impervious color changed from purple to turquoise
  • Some character portraits have been adjusted to better fit their frames
  • Scrollbar corrections on the UI so that it is more streamlined

Bug Fixes :bug:
  • Enemy portraits on an opened Character sheet during combat now face the intended direction
  • Companion Combat action-related crashes fixed (Nedir's Famulus and Assassin's Battle Narcotics Skills were the culprits)
  • Skornar's Defender Perk bonus is now granted on the same turn when someone is moving next to him
  • The maximum available Codex entries are now properly shown in each game type
  • Fixed a Camp UI-related soft lock (there might be more!)
  • Fixed the Deputy tutorial related soft-lock if Morwen is severely wounded
  • Frame misalignment is fixed in Companion Combat
  • Combat Traits have been reworked, so upgrading more levels at once is now possible if other requirements are met
  • Initiative order icons now only appear after the fight has begun
  • A Burrow Skill related bug has been fixed
  • Fixed the bug causing the frame of the Companion who got placed the last to disappear on the combat field
  • A proficiency point exploit has been fixed
  • A vagrus creation exploit has been fixed
  • Crew change is now visible on the Camp UI on the first day
  • Several tooltips that lacked color coding are now fixed
  • The hotkey for Empower and Inspiration are now fixed (they are no longer inverted)
  • Item and Gear lists, as well as the Passenger scroll bar disappearing, are now fixed
  • Waiting multiple days in Events now works properly

Coming Up Next
  • Map movement and Scouting changes
  • Knowledge Ambition (a Codex-related victory path) and related quests

Known Issues:
  • Escort Task-related anomalies
  • Crew combat chance percentages are sometimes shown in reverse

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
------------------------------------------------------------------------------------------------------

If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

Fig | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord
Tilefinder - davedoubleedev
Hello!

Since the game is still in early development, I will leave a set of instructions here and on the page of the game.

While in game, you can open the console with the "` ~" key (above Tab, below Escape).

Here are some useful commands you can use in case the game doesn't behave properly:

  • fullScreenOn
  • fullScreenOff
  • menu (goes to the menu screen)
  • clearSave (destroys your save file; requires game restart)
  • nextTurn (in combat, in case the combat gets stuck)
  • goToMapSceneAndContinue (in case map or combat gets stuck)

If any more are needed, I shall provide!

Cheers!
Dave
Jun 2, 2022
Set Sail - CamCommand
Hey Players,

It doesn't look like this game is getting the traction I'd hoped Set Sail would get. Nevertheless, I love these characters so more content might come in the future. There are plans for a small side story.
For now we got a small update.

Added more content to initial Market scene
*Dev Note: While looking through the text of the game I found that the scene with the annoying woman, although funny, was sort of boring. So I added a branching tree to convince her to tell you where the school is. Note that you can now fail this encounter.

New Achievement
*Dev Note: I added a new achievement that involves the above mentioned encounter. I also changed the way a few achievements worked, as some were not suppose to alert the player of their completion.

Profanity Filter Toggle
*Dev Note: A family friendly streamer played Set Sail and had an uncomfortable pause during every curse word to think of a different word to read out loud. This made me better realize how many curses were in the game, when previously I thought there was minimal. So on the Preferences Menu there is a togglable profanity filter for heavy curse words. Changing them into slight (often humorous) alternatives. This is off by default.

Higher Definition Main Menu
*Dev Note: They look better this way. Also, this took me a while to do by hand.

Minor Text Additions
*Dev Note: Additions to dialogue in all scenes have been made. Some small, some slightly larger.

Minor Background Enhancements

Grammar Fixes
*Dev Note: The new version number is 1.0.26, however internally some files are referred to as 1.0.5. These are the same version. Sorry for any confusion.
Tree Simulator 2022 - Revmatek
After many tree requests, trading cards have been created for Tree Simulator 2022. These cards should be available now!

This is my first time doing trading cards. I think it is exciting. I tried to follow the recommendations here:
https://steamcommunity.com/app/1591290/discussions/0/4417479689922623875/

There are some further things I could do in the future like animated wallpapers. But I figured I would start with the basic set that was asked for and see how it plays out.

Please enjoy! 🌳
Evil Nun: The Broken Mask - Keplerians CM
Here’s the NEW CONCEPT ART of Evil Nun: The Broken Mask, our upcoming PC game!

This time we are more active in the art process so the game will achieve more of Keplerians' essence. This concept was made by us! We wanted to keep our style, what do you think?

Now you can be part of the process too, we would like to remember that you can join Carlos Coronado’s live streaming and see the development of this upcoming Horror Game!

Do you like PC version of Evil Nun? She looks scary, doesn't she? Leave us a comment!

Conqueror's Blade - Kaeden
As part of Conqueror’s Blade Year Three celebrations, we want you to fly your banners high; but first, create them! From now until June 23 (23:59 CEST), you can submit your designs in our banner contest over on the contest Discord channel.

The top three banners will be in with a chance of being added to the game, and will earn their creator 2,300 Sovereigns along with an Exclusive Epic Title: ‘Rally to Me’. Honourable mentions will also receive 525 Sovereigns for their valiant efforts.

Check out the rules below, and make sure you enter before June 23 (23:59 CEST)!
RULES
  • Your entry must follow the template design provided. You must not exceed the parameters of the template.

  • The length-to-width ratio should be exactly 2:0.8. The picture below shows three banners as an example.

  • There are no limits to shape or image as long as the ratio is respected.
  • All banners should be submitted in TGA format.
  • Your entry cannot feature any pre-existing, copyrighted or third-party material. Only entries featuring original artwork inspired by Conqueror’s Blade will be considered.
  • Images should be clearly discernible: Do not include any text, signatures or other elements that could obscure the image, nor any border elements around it.
  • Avoid any offensive imagery within your submission. Specifically, no blood, skeletons, dead bodies, or religious iconography (respectfully used or otherwise).
  • Images should be attributable to the themes and setting of Conqueror’s Blade: do not include elements such as cars, modern firearms or anything else that would be incongruous with the approximate time period in which the game is set.
  • Entries must be received before June 23, 2022 at 23:59 CEST.
  • Entries should be submitted via the Contest Discord Channel. Please include your character's name, MY.GAMES ID and server name within your submission post. (We may ask for further evidence to prove that your entry was created by you.)
  • Only one of your entries can win, but you can submit multiple entries. This is applicable for multiple versions of the same content across various regions.
  • Entrants found to violate the Terms of Service or break competition rules are subject to disqualification up to and beyond the conclusion of the competition.
  • Competition judges reserve the right to disqualify an entry without recourse or explanation - in such instances, we will seek to justify our decision in private if it is appropriate to do so.
  • The best entries will be determined by Booming Tech and the MY.GAMES Conqueror’s Blade team and winners will be announced on the Conqueror’s Blade website after the contest has ended.
  • You agree that your entry can be added to the game client of Conqueror's Blade in regional and international versions of the product.
  • You agree that your entry can be used by Booming Tech and MY.GAMES for promotional purposes (for example, for publication on our official social channels or websites) for all versions of Conqueror’s Blade across all territories in perpetuity.
  • You agree that your entry can be altered by Booming Tech and MY.GAMES for use within the game client of Conqueror’s Blade.
  • Winning entries will only be added to the game at the discretion of Booming Tech.
Shadow Arena - [GM] Alex



Here are the updates made to Shadow Arena during the maintenance on June 2 (Thu).

* Patch Size: Approx. 198.87 MB

Check out the details below, and we will see you in the Arena!



[Dev Note]
Greetings, this is the Shadow Arena Development team.

In preparation of the first update after the start of a new preseason, various big and small adjustments were made in regard to changes made in hero balance.

In particular, various fixes brought up by players were applied in this update. As much as we value the feedback of our players, we feel regrettable as developers about not being able to get to these issues beforehand. We would like to express our gratitude to our players who have provided us with valuable feedback and have been in continuous support of Shadow Arena.



■ Hero





Jordine Ducas



| Shield Charge (Q)

- Changed so you cannot quickly use another skill after performing additional jump attack.
> You can use other skills after jump thrust.
- Improved the camera effect.


| Spinning Slash (E)

- Changed the first CC effect of the spinning attack from blowback to knockdown for 1.2 sec.
- Changed additional attack.
> Move forward slightly and perform a powerful spin attack.



| Formation Break (R)

- Changed the CC effect of smash attack from knock up for 1.8 sec to blowback for 1.5 sec.
- Decreased the direction change speed while casting.

[Dev Note]

Regarding the changes made to Jordine’s skills, we focused on strengthening the concept of each of his skills.

For the previous current shield charge, you were able to cancel the additional jump thrust attack after using the skill. Because of that, the duration of the CC effect on the additional thrust attack became somewhat overshadowed leading to losing its initial purpose as a skill. Therefore, adjustments were made to meet the original purpose as a skill through this patch.

The previous additional attack of spinning slash allowed players to experience the fun in charging towards opponents who were blown back by the attack. However, it did not meet the concept of a “powerful skill”, so adjustments were made.

We hope that players experience a different style of fun through these changes in skills.





Yeonhwa



| Fallen Flower (RMB)
- Added control details to skill description.
- Increased the stamina consumption from 20 to 30.
- Increased the stamina consumption by approximately 130% upon maintaining skill.



| Red Moon (R)

- Removed the blowback effect upon quickly performing the last attack while using the skill.
> The blowback effect is applied if the skill is used till the end.

[Dev Note]

After the last update, Scarlet Blade (Yeonhwa’s passive) greatly enhanced her combat abilities by enhancing other skills, and Fallen Flower also added powerful debuff effect, which also increased Yeonhwa’s mobility as well. There was a situation where Red Moon would be canceled after breaking down the opponent’s defense in order to quickly supply the Red Scarlet buff.
As a result, we’ve removed some of the merits that came from quickly canceling the attack, and to allow the opponents to better deal with the attack.





Haru


| Shadow Step (RMB)


- Decreased the duration of stealth from 5 sec to 4 sec.



| Thunder Rip (F)

- Improved so smash down can immediately be used in air after using skill.
- Improved the camera effect.

[Dev Note]

Haru is a hero that excels in evasion and attack maneuvers by utilizing Shadow Step. Due to that, we’ve slightly decreased the stealth duration cooldown from 5 sec to 4 sec.

It was difficult to hit the target with Thunder Rip since Haru would leap into the air before slamming the ground when the skill is used. As a result, we’ve made changes so that additional changes can be made when the skill is in use to increase the skill’s versatility.





Badal the Golden


| Asura Tread (RMB)


- Decreased the attack range of Vice from 2.5m to 2m.
- Improved the skill effect of Vice.
- Fixed the issue where the motion appeared unnaturally upon using Vice after using Asura Tread backward.
- Fixed the issue where you would immediately transition to non-combat sprint when sprinting after using Asura Tread.


| Thunder Breaker (Q)

- Changed so super armor is only applied until the last attack while Golden Gate is active.
> Before: Super armor until the last smash down attack ends.
→ Now: Super armor up until the last smash down attack.


| Golden Gate (R)

- Decreased the increase AP and DP effect from 100 to 50.
- Removed knockback effect after using skill.

[Dev Note]

Badal is a hero that specializes in skirmishes allowing him to excel in 1v1 battle.

In the last preseason, we greatly increased the stats of Golden Gate to allow players to rely more on the Golden Gate skill. However, we realized that the stat increase made him a bit too strong, which is the reason why we decided to readjust the stats and remove the knockback effect.

In addition, we’ve decreased the attack range of Asura Tread – Vice to allow the skill to be used in even in close-quarter fights.

Because Thunder Breaker is greatly enhanced when Golden Gate is active, we’ve made changes so that the skill comes with a small risk if it fails to hit a target.





Tagahl


| Skull Crusher (Q)


- Improved to use lateral attacks after casting skill.
- Improved to perform other motions faster after using skill.


| Wing Breaker (E)
- Decreased the attack range from 2.5m to 2.2m.



Venslar



- Fixed the issue where casting a skill during non-combat sprint caused the skill to go into cooldown without it being used.


| Radiant Pursuit (Q)

- Improved to quickly transition to another action if the attack fails.


| Blades of Retribution (E)

- Increased the casting speed by approximately 16%.
- Increased the duration of stun from 1 sec to 1.5 sec.


| Radiant Slash/Shield Throw (F)

- Fixed the issue where Heavenly Descent/Judgment of Light was used instead if the skill was casted during non-combat sprint.


| Heavenly Descent/Judgment of Light (R)

- Fixed the issue where Radiant Slash/Shield Throw was used instead if the skill was casted during non-combat sprint.



Lahn

- Fixed the issue where casting a skill during non-combat sprint caused the skill to go into cooldown without it being used.


| Third Blade (F)
- Fixed the issue where the passive skill effect did not apply on a successful last hit.






Gorgath


| Rock Explosion (F)


- Increased the attack range from 3.5m to 4.0m.
- Improved the skill hit registration.
- Added super armor effect while casting skill.
- Increased cooldown from 7 sec to 11 sec.


| Rockwind (E)

- Decreased the cooldown from 15 sec to 12 sec.
- Added super armor effect upon using skill.
- Increased the duration to perform an additional attack from 6 sec to 8 sec.
- Increased the knock up CC effect of the additional attack from 1 sec to 1.4 sec.
- Improved to apply additional damage when knockback is applied near Gorgath.



| Forbidden Alchemy (R)

- Fixed the typo in the skill description.
- Improved the color emphasis in the skill description.

[Dev Note]

Gorgath is a unique hero, who uses the Earth Alchemy Stone (RMB) to control a zone or mitigate the enemy’s attack, to engage in combat. But if Earth Alchemy Stone fails to the hit the target, Gorgath would be at a disadvantage.
As a result, defensive effects has been added to certain skills to allow Gorgath to still perform combos even if Earth Alchemy Stone fails to hit a target.





Igrid


- Decreased the base AP from 240 to 230.


| Thunderclap (P)

- Decreased the AP reduction effect from –50 to-30.
- Decreased the AP reduction duration from 5 sec to 3 sec.



| Thunder Strike (Q)

- Changed so skill cannot be used while moving.
- Decreased the attack range of Thunder Charge from 4m to 3.5m
- Increased the max damage of Thunder Charge by 21%.
- Changed so immediately switching the camera in the aiming direction when performing a smash attack is unavailable.


| Altar Destroyer (E)

- Increased the cooldown from 8 sec to 10 sec.



| Avalanche (R)

- Increased the cooldown from 18 sec to 20 sec.

[[/b]Dev Note]

Igrid is currently one of strongest heroes in the game.
Thunder Strike was a skill that could be used while on the move, and its wide attack area and super armor defensive effects allowed Igrid to initiate attacks. In addition, Igrid was able to attack consecutively by taking advantage of the short cooldown and increased crowd control duration when using her other main skills.

We made some adjustments to keep Igrid’s overall power in check, but we think she’ll remain as one of the strongest heroes in the game. With that said, we’ll continue to actively monitor Igrid and make overall balance changes in the future.


Tantu



| Iron Buster (Passive)
- Increased the total number of bullets from 4 to 5.



| Reload (RMB)

- Changed to allow use of Explosive Slugfest when you have maximum 5 bullets.
- Added enhanced effects to Explosive Slugfest when Overload is active.
Category
Before
Now
Explosive Slugfest
Unavailable
Can be used by using up to 5 bullets

Attack Range: 3m

Max Damage: 1040%

Max Number of Hits: 6

Stun: 1 sec
Explosive Slugfest - Overload
Available once

Attack Range: 3m

Max damage: 1040%

Max Number of Hits: 6

Stun: 1초

Available once

Attack Range: 4m

Max damage: 1420%

Max Number of Hits: 7

Blowback for 1.2 sec upon attack

Guard Break

Super Armor




| Focused Shot (Q)

- Increased the maximum number of shots.
- Added an increased projectile speed by 50% effect when Overload is active.


| Power Jump (E)

- Improved so that direction can be selected using directional keys.
> Smash attack can be used when skill is used forward.
- Decreased cooldown of using skills in when Overload is active by 2 sec.
- Increased the duration of knockback CC effect from 0.8 sec to 1.2 sec upon successfully targeting skill.


| Charged Shot (F)

- Increased the aiming range while charging from 5m to 30m.
- Improved to fire a single shot quickly without having to charge.
- Added an effect that increases projectile and charging speed by 50%.
- Fixed the issue where blowback information was missing on the skill description.
- Improved the camera effect.


| Overload (R)

- Decreased the cooldown from 30 sec to 25 sec.
- Increased the duration from 8 sec to 10 sec.
- Added information about the enhancement effect it adds to each skill.
> Explosive Slugfest: Super armor and increase damage, hit count, and attack area
> Focused Shot: Increase projectile speed by 50%
> Power Jump: Decrease cooldown by 2 sec
> Charged Shot: Increase projectile and gathering speed by 50%
[[/b]Dev Note]
Tantu is hero that specializes in ranged attacks.
But unlike Orwen or Herawen, Tantu utilizes a unique mechanism that revolves around the Iron Buster, which is the reason why he tends to be overlooked.
Bullet management is crucial when playing as Tantu, as a result, he relied heavily on his Overload ability, because it grants him the ability to use skills without using bullets.
In order to decrease his dependence on Overload, we increased the maximum bullet count, and made improvements so that Explosive Slugfest can be used even when Overload is not active to maximize his strong melee capabilities.
We expect that these changes will greatly bolster his melee abilities since Tantu will be able to unleash another Explosive Slugfest under the effects of Overload after using an Explosive Slugfest.
We also decreased the cooldown and increased the duration of Overload, so that skills can be used more frequently, and enhancement effect will be applied to each skill as well. We expect that these changes will make Tantu a more versatile hero.



Ba-Ri & Heilang


| Monkey: Reach! (Q)


- Added an invincibility effect that is temporarily applied at the start of the skill..

- Increased the attack range from 2.5m to 3m.

- Improved to allow immediate smash attack by pressing LMB while skill is being casted.



| Crow: Shoo! (E)

- Added a defensive effect when advancing forward while swinging the Celestial Bo Staff.

- Increased the cooldown from 7 sec to 10 sec.

- Increased the maximum damage by approximately 13%.







Hexe Marie


- Changed the skill slot order of Shadow Bullet and Harbinger’s Scythe.
> Before: Shadow Bullet (F), Harbinger’s Scythe (RMB)
> After: Shadow Bullet (RMB), Harbinger’s Scythe (F)



| Shadow Bullet (RMB)

- Increased the duration of cooldown from 3 sec to 4 sec.



| Shadow of Quturan (Q)

- Improved to allow the use of directional keys to perform a charge or lateral attacks.

- Added Bleed effect to apply when the skill is used in its enhanced form.

- Increased the duration of knockup from 1 sec to 1.5 sec when the skill is used in its enhanced form.

- Improved to make it faster to transition to the next action when the skill is enhanced as opposed to its non-enhanced form.


| Contaminated Sacrifice (E)

- Improved the camera animation of the skill.
- Improved to transition faster to the next action after using the skill by approximately 0.2 sec.
- The following skill effects will be applied depending on the number of Power of Quturan.
Category
Before
Now
Normal Use
Summon an extra Undying Knight
Summon an extra Undying Knight (unchanged)
Use Power of Quturan
Use 1 Power of Quturan

- Add defensive effect

- Summon 2 Undying Knights
Use Power of Quturan x1

- Add defensive effect

- Decrease cooldown by 3 sec

- Summon 1 Undying Knight



Use Power of Quturan x2

- Add defensive effect

- Decrease cooldown by 2 sec

- Summon 2 Undying Knights



Use of Power of Quturan x3

- Add defensive effect

- Decrease cooldown by 1 sec

- Summon 3 Undying Knights

> Increase maximum damage


| Harbinger’s Scythe (F)

- Changed to make it possible to perform a consecutive spinning attack by using an extra Power of Quturan.
> Before: Use Power of Quturan x1 to enhance skill and perform consecutive spinning attacks
→ Now: Use Power of Quturan x1 to enhance skill, and use another Power of Quturan to perform consecutive spinning attacks.
- Removed the super armor effect when performing the final attack during a consecutive spinning attack.
- Increased the maximum damage by 11%.
- Increased the cooldown of the skill from 5 sec to 9 sec.
- Improved the camera animation of the skill.



| Frightening Crow (R)

- Decreased the cooldown from 25 sec to 24 sec.
- Improved the camera effect.

[Dev Note]
Managing the “Power of Quturan” resource is a key component to consider when playing as Hexe Marie. However, it was easy to gather Power of Quturan, and Hexe Marie players were always able to use empowered skills because skills didn’t used only a small portion of the Power of Quturan resources.

Shadow Bullet allowed quick gathering of Power of Quturan, and Harbinger’s Scythe

Hexe Marie could quickly amass Power of Quturan with Shadow Bullets, and thanks to the short cooldown of Harbinger’s Scythe, use the empowered version of the skill to endure fights for a long period of time. These factors were a little problematic since it made Hexe Marie a bit too strong.

As a result, in this update, we’ve changed the Power of Quturan usage feature, and also changed the order of the skill slots.

The key command for Shadow Bullets has been changed to RMB, and its cooldown time has increased as well.

Because this skill is used primarily as a ranged attack and to farm Power of Quturan, we felt that changing to a mouse key would make the skill more convenient to use.

As for Harbinger’s Scythe, we have greatly increased the cooldown and increased the Power of Quturan consumption as well, which will make it harder to sustain fights for a prolonged period of time compared to before.

However, directional keys can now be used to control the direction of Shadow of Quturan. In addition, players can now perform charges or lateral evasion attacks, which will offer more versatility when engaged in combat.


Durgeff Durkhan


| Fire-rang (RMB)


- Decreased the cooldown from 9 sec to 8 sec.



| Thaw Winter (Q)

- Decreased the cooldown from 13 sec to 12 sec.



| Song of Fire (E)

- Added super armor effect while skill is in use.



| Burning Hula Hoop (R)

- Decreased the cooldown from 30 sec to 25 sec.




■ Contents
- Shadow Lords no longer loses their HP gradually when they are not in combat.
- Decreased the max HP of Gigagord by approximately 7.2%.
- Decreased the max HP of Saigord by approximately 6.2%.
- Decreased the max HP of Margord by approximately 14.3%.
- Changed the Shadow Lord buff effect to the following.
Category
Before
After
All
Buff will disappear upon death
Buff will remain even upon death
Varigord
AP +20, DP +20
AP +20
Gigagord
AP +30, DP +30
AP +40
Saigord
AP +40, DP +40
AP +60
Margord
AP +50, DP +50
AP +80
[Dev Note]
Shadow Lords are objects that gives players the opportunity to acquire powerful buffs and items. As a result, players would focus on claiming control of these powerful objects.

However, instead of having all players vy for control of these powerful objects, we’re seeing a situation where only certain players are claiming control of the Shadow Lords. As a result, we’ve made some changes, so that the “Shadow Lord” concept is more consistent.

In addition, there was also the case where players would easily defeat Shadow Lords, because they would naturally lose their HP over time. We’ve removed that HP reduction effect, which in turn will make it longer to take down Shadow Lords now.

Furthermore, we’ve removed the survival-centered defensive bonus from the Shadow Lord’s buff, but maximized its offensive effects. We’ve also made changes so that the buff will remain even upon death.

- Added additional spawn locations of Stoneback Crabs. Stoneback Crabs will no longer spawn in only fixed locations.

> Changed the order at which Mountain Stoneback Crabs and Steppe Stoneback Crabs appear depending on arena.





- Added Marsh Stoneback Crab

- Defeat Effect: Stamina +15, Movement Speed +8%

> River Stoneback Crab or Marsh Stoneback Crab will appear in the arena. Marsh Stoneback Crab will appear in Extraction Mill and Eastern Marsh.











- Changed the Stoneback Crab buff effect to remain even upon death once it is acquired.
- Fixed the issue where Stoneback Crabs moved back when it was getting hit.
- Increased the amount of tokens that can be obtained from Stoneback Crabs.
Types
Before
Now
River Stoneback Crab
50
150
Mountain Stoneback Crab
110
200
Steppe Stoneback Crab
160
200
[Dev Note]

The next important objects after Shadow Lords are Stoneback Crabs.

However, it takes awhile to take down Stoneback Crabs and the rewards were lackluster and the buff disappeared upon death. Due to these risks, Stoneback Crabs fell out of favor. As a result, we changed the buff to remain even upon death, and increased the amount of tokens that can be earned. We expect these changes will allow Stoneback Crabs to offer a more strategic value to players.



- [Trio Mode] Fixed the issue where Sealing Stone would appear.
- Decreased the tokens that can be obtained from Shadow Soldiers upon destroying a cauldron from 40 tokens to 20 tokens.

- Changed to have small chance of obtaining an item from Shadow Solders who appear when the cauldron is destroyed.



| AI Bot

- Improved to make more diverse purchases from the shop.

- Fixed an issue where AI bots would only perform the cheering motion upon obtaining an item.

- Changed the cooldown of Black Spirit Skills to be the same as regular heroes.

- Fixed the issue where Orwen (AI Bot) would occasionally be able to perform Arrow Storm (E) even under crowd control effects.





| Flow of the Arena

- [Blackstar Follower] Changed the location of some Blackstar Beacons depending on where the last ascension point appears.

- [Blackstar Follower] Added additional Blackstar Beacons.



- [Ancient Transportation Device] Changed the location of some Jump Gates depending on where the last ascension point appears.

- [Ancient Transportation Device] Added additional Jump Gates.



- [Forest Gatekeepers] Changed the spawn location of the Dim Tree Spirit depending on where the last ascension point appears.

- [Forest Gatekeepers] Changed to have only one Dim Tree Spirit appear every 7 minutes.

> The Dim Tree Spirit will not appear in 4:30.



- The Dim Tree Spirit will begin to amass fellow Tree Spirits.

> The Nature Spirits and Small Tree Spirits follow the Dim Tree Spirit.

> The Tree Spirits will escort the Dim Tree Spirit and attack from afar.

> However, defeating the monster will yield no beneficial effects.



- Changed how the Dim Tree Spirit engages in battle.

> Summons 2 Small Tree Spirits if its HP is below 50%.

> The Dim Tree Spirit will start to gather life energy when its HP is below 30%. It will recover its HP once it finishes, and the HP recovery amount will depend on the number of Small Tree Spirits.



- Fixed the issue where the Shadow Lords and Ancient Relic timer location displayed abnormally when the Dark Fog moved to the Eastern Marsh.



- Fixed the issue where the notification message didn’t disappear when a rival defeated an object.

- Added a rival notification that will appear when a rival defeats the Dim Tree Spirit.

- Added a notification that will change when a rival obtained the Dim Tree Spirit’s Armor, orb item, and Shadow Lord gear.




■ Fixes and Improvements to the Pearl Abyss Website
* The fixes and improvements listed below were applied during the May 31 (Tue) maintenance made on the Pearl Abyss website.

- IP address can now be viewed from My Page > Account Security Center > View Login History.
- Fixed the issue where you couldn't access the official website if you didn't have the proper Cookie settings.








▶ Check out Currently Known Issues



Click the link above to view the known issues that are currently being investigated by the developers.

We are currently working to resolve these issues, and we will update players through the linked page as soon as an issue is resolved.



Thank you.
Terror: Endless Night - PanDibbler


Ahoy, seadogs!

We're back at the port with another devlog, and this one, quite frankly, is a little mad... Well, that's not entirely true, but it does concern the insanity mechanic, which is one of the main challenges you'll face as the captain in Terror: Endless Night. Let's dive right into it, but first, let us thank you for all your comments and wishlists since the last devlog, we read every message so keep it up!

#Discussions_QuoteBlock_Author
"(...) it is sometimes an appropriate response to reality to go insane."
- Philip K. Dick, Valis



A good captain takes good care of their crew. In Terror: Endless Night that means managing your rapidly dwindling resources to ensure everyone's survival while rationing out the bare minimum and keeping your mariners loyal to prevent a bloody mutiny, but if those two seem hard to balance, wait till you hear about the third part to this equation - sanity. After all, the last thing you want while stranded in ice for weeks is one of your friends going berserk, which considering the circumstances, is not that unlikely.

A Method to Madness

So, how does it work? The level of insanity is impacted by the duties of the crewman, random events, and your decisions. Insanity may affect the entire crew, the specific section of the crew, or a specific individual. You will be aware of how each choice will affect the insanity levels and managing them will have to be part of your strategic decision making. You will find each crew member's current level of insanity out of 4 on their respective card, displayed as a word and as a number. Take note of it, you don’t want things to get out of hand, do you?



The Worst of Times

Going insane has strictly negative consequences for the crewman and can interact with their perks and impact some of the plot events. The mechanics were inspired by the true story of the crew of the Terror and Erebus and the desire to provide a typical horror vibe, where it’s not external factors, but people - the transformation they undergo, the impact of difficult conditions that awakes the worst demons in them. Mechanically, we aimed to give the player a differential approach to the game: choose to actively try to prevent the crew's mental deteriorating or forego that to focus on other factors and let your crew go mad. We wanted different approaches to change the gameplay and result in a different player experience. What will you choose, captain?



That’s it for this devlog. All that’s left to say now is that we really want to connect with our fans, so make sure to leave a comment and say hi! If you have any questions, you can also drop them in the comment section, and of course, we encourage you to tap the Wishlist button, because it lets us know that even if you’re a lurker, you’re here and you’re interested in what we have to show. Also, we want to post these regularly so stay on the lookout for more devlogs, seadogs!

Fair winds,
Unseen Silence


https://store.steampowered.com/app/1878730/Terror_Endless_Night/
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