Increlution - Gniller
More information about the next steps of development below today's changes. But let's start with what's changed!
Today's changes
  • Reduced the default automation unlock requirement by 20% (500 > 400 for jobs, 10 > 8 for constructions/explorations). Actions with specific requirements have been tuned accordingly. New game plus scaling remains the same percentage, but the result is 20% lower by effect (subject to rounding)
  • Added two options that allow for accumulations of offline time when a menu is open, or the reincarnation screen is shown. Similar to when the game is closed, this causes the game to fast-forward to catch up on time that would have progressed if it was running normally, up until a paused state is reached. Aiming to support less attentive playstyles, if desired
  • Local saves are now also stored in [installFolder/saves], as a third save-loss prevention layer. For the very rare edge cases where Steam Cloud could fail, and a local disk-cleaner could remove the local file from the temp folder at the same time
  • Added an auto-backup feature with a frequency setting, allowing you to configure when the game should automatically create a save backup to [installFolder/saves/backups]. The setting defaults to new completions of current content, but can be configured up to every reincarnation. Only works for milestones after downloading this update, because this data wasn't stored before
  • Added a chapter completions tab to the generation history, to provide more in-depth information about how your playthrough compares (either to your own new game plus runs, or to flex to friends)
  • Automations that have their requirements reduced by completing another action, now mention which action that is. If that action has been encountered at least once
  • When automations are unlocked because their alternative was completed, even if it wasn't completed during the generation itself, it now explains that in the tooltip. To clarify a fairly common confusion
  • Fixed a bug that could cause the "prevent auto-refill" priority setting to prevent refilling during combat-stalling when something manual was available, resulting in unintended pauses
  • Automated explorations that can fail and use "stop before completion" through the setting now re-apply that setting when they fail
  • Chapter five tools now reduce the automation unlock requirement of their alternatives, since obtaining them all isn't really an option until well after automation is unlocked
  • Three constructions in chapter seven now also appear when their requirement is missing (but can't be built). To make the effect of an earlier pathing choice harder to miss
  • Those same three chapter seven constructions now reduce their automation unlock requirement when completing the required fourth construction. Similar to how some other optional things handle automation unlock requirements
  • The first optional exploration in chapter two now also reduces its automation unlock requirement when moving on
  • Lowered the automation unlock requirement of a chapter nine job
  • An early chapter five exploration now also reduces its automation unlock requirement when moving on
  • One chapter five exploration that requires a resource no longer halts filling-up automation with the setting, if the exploration itself as well as the resource are automated. To require less of a specific automation setup to proceed
  • Fixed a bug that caused passive jobs to remove the active job when running out of the required resource, if they shared a resource requirement but weren't the same job. It now causes resource automation for the active action to trigger similar to when it's normally started
  • Fixed a bug in the completion-damage exploration safety-check that caused it to not include decay increases, and potentially considering completion "safe" too soon. This affected one exploration in current content
  • Fixed a bug that caused queuing the same action as run-once before a fill-up to remove the fill-up from the queue on activation
  • Added a textual hint to the new game+ screen, indicating that right-clicking perks allows you to freely reallocate dna between playthroughs, to make that harder to miss
  • Slightly adjusted the order of warning messages when actions can't be ran, to make them a little more accurate to what's most relevant when notifying you
  • Added additional logic to the tooltip-rendering to ensure they're updated when available actions change, aiming to prevent tooltips of actions that are no longer available from remaining visible until moving the cursor
  • Added another safety-check to the launch process to verify that the connection to Steam succeeded. Aiming to prevent save-loss when the Steam API failed to connect

So what's next?
It has been three months since the last four chapters launched. And it has been quite refreshing to work on quality of life and player feedback for a while. And even though there's still plenty of work left to do in that regard, inspiration is guiding me back to content-creation! That also means this will most likely be the last smaller update for a while (bug-fixes aside), so that I can fully focus on content creation for the foreseeable future.

Details of the next content segment have yet to fully flesh out, but I currently expect it to be roughly two chapters. I do want to experiment with a new feature in one of those, which makes an ETA tricky as it's very much an iterative process that isn't done until I'm fully satisfied with it for release. A rough guess would be between two and four months, but it's highly subject to change. For those of you that are interested in development status updates, I'll be using the development diary as development proceeds. As it gets closer to completion I'll be able to provide some more detail until it's ready to be released. The development diary can be read on either the Steam Community or Discord, whichever is most convenient to you. Both use a read-only format, so you can subscribe to be notified when something new is posted without getting notified about responses. You're welcome to discuss/speculate on all of it in separate topics though!

Of course, once the next content-segment has been completed I'll continue to work on quality of life features and player feedback again too. Early Access isn't even half-way of the ambition!
Warhammer The Horus Heresy: Legions - EGOliver

“Victory for the Great Mother”
– Domine Ex Venari

Today, your favourite content creators will join the #warhammerskulls spirit in multiple Broadcasts, starting with Chapter Master Valrak!

Check out the schedule here:
https://horusheresylegions.com/steam-broadcast-titandeath/
https://store.steampowered.com/…/1031…/Horus_Heresy_Legions/

For the Omnissiah!
Jun 3, 2022
Game Master Engine - DanTheDM
There were a couple of issues that snuck into the last build. Here is a patch to address them.

Fixed Bugs
- Map notes not text wrapping
- Mouse interaction with objects preventing rotation
Blood Bowl 3 - Nacon
“The Ancient Gods have awoken! They have a hunger for grilled players!”

The ancient gods are not the only ones Jim, all Blood Bowl fans are hungry, and can’t wait to play some Blood Bowl 3. We must admit it’s been a long wait. But we can finally say with assurance, BB3 has never been so close to be ready. Actually, you can already play it by joining the Beta right now :
https://bloodbowl-thegame.com/#/home




The first Blood Bowl Beta took place back in June 2021, more than a year ago already. A lot, and I mean A LOT has been done since then.

One thing that has been clear since the beginning is that Blood Bowl 3 needed to be a worthy successor of the previous opus. To achieve this task, Cyanide and Nacon did not hesitate to postpone the game to improve it, using previous beta(s) players feedback and asking veteran players to make sure Blood Bowl would answer their expectations. With this 3rd Beta, the game has never been closer to this goal.



What you can find in this beta?

Everything from the previous beta, better, and more!

6 playable teams: Black Orcs, Imperial Nobility, Elven Union, Dwarfs, and 2 new teams.


Let’s first introduce the 2 Stars of the show:

2 new and exclusive teams that have never set food in a Blood Bowl game before. The Chaos Renegades and the Old World Alliance.

Both teams are composed of players that you would usually see in other teams. You will have to compose with their unusual compatibility (or incompatibility) to fight your way to victory, which opens a completely new window for strategy.


The Chaos Renegades

The Chaos Renegades are an unlikely alliance of Humans, Dark Elves, Skavens and Green Skins alongside the big guys from Chaos.

They are devastatingly strong and intimidating.

Due to their devotion to the Gods of Chaos, every player in the team has access to mutation skills, giving them a lot of flexibility.



The Old World Alliance

The Old World Alliance bring together Humans, Dwarfs, Halflings and the one and only, TREEMAN!

This team combines the flexibility of Humans with the strength and resistance of the Dwarfs. The cherry on top? The Treeman will hold his position like no one else.

Yet you will have to be smart to make all these players work as a team… let’s say they are not always each other biggest fans of each other, which can tends to make your life difficult.

Both teams are not just players from other teams brought together. They have their unique personality and look, with their own customization to make sure you will not confuse your players with ones from another team.



To go with these two new teams there are 3 completely new pitches, each with their own special event to spice things up during your games.

The Chaos Chosen Pitch

Be careful when you spill Blood on this pitch during the first half, you might awaken the dark forces hidden in the shadows.

Have you ever seen a Blood Bowl game without Blood spilled? Exactly.



As a result, what looked like a normal pitch could change a bit…



Your players better not be sensitive to heat strokes.

The Nurgle Pitch

Do we need to introduce the one and only Nurgle, the God of disease, decay and rebirth. A lovely entity.



Do we need to introduce the one and only Nurgle, the God of disease, decay and rebirth. A lovely entity.

The pitch might be dormant at first, but if any player is unfortunate enough to die, it will awaken carnivore plants and swirling worms that will complicate players movement and slow the pace of the game. Particularly effective for a Nurgle team.

The Dark Elves Pitch

Last but not least, the Dark Elves Pitch is built over water. A nice touch but as you can imagine for now, it’s not just a nice water convenient for a swim. A gruesome sea creature, probably a Blood Bowl fan, has taken up residence in these calm waters.

If a team scores a touchdown during the match, the creature will react to the crowd roar and take part in the show.



In addition to that, lots of improvements and additions have seen the light of day since the last beta.

The HUD has been completely modified based on player’s feedback, the wheel of skills can now be interacted with via the mouse, and there are more camera options. With the introduction of the ‘Simultaneous Action’ feature you can now prepare your next moves while your opponent plays. Also new is the ‘Formation Menu’ where you can prepare your different offensive and defensive strategies, and save them.



That is just a few of the numerous surprises you can discover right now by participating in our PC beta, so if it’s not done already, please register here and have a taste for yourself!

https://bloodbowl-thegame.com/#/home

Even though the game is playable, it is not final yet and there is still plenty of content that we keep in store for the release. We will also, as we always did, take a lot of interest in feedback to improve the game.

You can join us on Discord to share your thought and discuss with us: https://discord.gg/bloodbowl3


We opened this note by a quote from Jim so it’s only fair to let Bob have the final word…

“Yum! I’ve got my McMurty’s Squig Burger and my XL-size cheese-shake – let’s watch some Blood Bowl!”






Jun 3, 2022
Minion Masters - EntropyBD
NEW CARDS

Rimargaal’s Breath


Frostbearer


BUFFS

Bladestar
  • Damage 100 > 110
Bladestar got nerfed a bit too hard, so now we are slowly trying to find the right spot for it.


Rimargaal
  • Damage 400 > 420
Magma Storm
  • Magma Rocks 11 > 12
Impetus Blast
  • Cast delay 1 > 0.5
We really like how some players have used Impetus blast, but by reducing the cast delay we hope to make it a bit easier to use.


Stun Blast
  • Cast delay 1 > 0.5
Rockin roller
  • Cast delay 1 > 0.5
Similar to Impetus Blast, no reason for these spells to have a full second delay, lets make it a bit faster and easier to use.


FrozenWoodsman
  • AS 2.5 > 2.2

NERFS

Kurrrnath
  • Ability range global -> 14
Kurrrnath had been a bit of a menace in the arena this patch, by giving him a range we want to limit his effectiveness a bit while still leaving his ability as impactful.


Skeleton Horde
  • Copies 3 > 2
Skeleton Horde is one of those cards that needs somewhat specific counters because of the fairly high hp swarm it spawns. Stats shows that 3x skeleton horde was MASSIVELY outperforming 1 or 2x skeleton horde, so we are limiting that.


Zealots of the Burning Fist
  • Damage 100 > 90
Zealots are a bit too strong, so limiting their damage output a bit.


ScrapYard
  • Tech per mana 10 > 13
Scrapyard turned out to be one of the best performing cards in the game this patch, so increasing the tech cost a bit to make it a bit less value-generating.


REBALANCE

Shield-Captain Avea
  • Dam 100 > 90
  • Health 450 > 500
For now we want Avea to be in sync with damage with the Zealots, but she needs a bit of a buff if she gets less damage, and more hp fits her ability very well.


Call To Arms
  • Rework:
  • Target a friendly building: heal it for 15% of max health and summon 1 Warrior and 2 Crossbow Dudes by it
Call to arms has been a card we have been looking for a good design for a very long time, so we want to try this version out, and see if it solves the infinite-value-dream problem of previous designs.


Sun Burn
  • Doesnt damage friendly minions
  • Mana 3 > 4
Combustion
  • Rework:
  • Targets 1 minion. After 2.5 secs, deal 200 true damage to self and all enemies in range
  • Tower Damage 50% > 10%


FIXES

  • Fixed various animation issues, mostly related to frozen.
  • Fixed various localization issues
  • Fixed an issue with Azog’s interaction with Morellia’s book causing a spell to be missing from the book. - Thanks Merlin pfp
  • Fixed an issue with Decoy Trap losing taunt after being stunned. - Thanks DeathShoottOneyOoney
  • Fixed a rare issue where Sapphire Pebble would fail to spawn all the Pebbles that was being played. - Thanks sinwa/HEALTHY
  • Fixed Jade Flingers not being affected by damage buffs. - Thanks Jackeaa
  • Fixed some emotes being low resolution.
  • Fixed Poison Strike failing to sacrifice slitherbound - Thanks Jackeaa
  • Fixed an issue with Morellia’s book and ability cards making cards unplayable. - Thanks BadAsAFish80
  • Fixed an issue where the UI for wild cards wouldn’t mention the possibility that the card would be restricted from being wildcardable. - Thanks youresuchanerd
  • Fixed an issue with Prowler losing its ability to jump after being hypnotized.
  • Fixed minions with ability cards spawning frozen if played during permafrost. - Thanks Orestella
[Neolithic]To the End - orochi2k
Hi, everyone. Welcome to another week's developer's diary.

The lockdown in Shanghai was lifted on Jun. 1. However, according to the government official, there was never a lockdown in Shanghai. A cruel joke I have foreseen in the developer's diary of Apr 1st.
Maybe, a few months later, everything will be just forgotten as if nothing happened here.
As if, nobody starved to death.
As if, no old men were abandoned to their own dismay without medical care.
As if, no parents were forced to separate from their babies in quarantine.
As if, no mother knocked on every single door of her neighborhood while her child was on high fever.
As if, nobody was sent to those unfinished temporary hospitals without enough blankets and beds.
As if, everything can just go back to normal so easily.
As if, nobody didn't make it to the end.

Some claims the Internet has no memory.
That's not true. At least, not in our long journey of NEOLITHIC.
https://steamcommunity.com/sharedfiles/filedetails/?id=2814635372
Let's remember what happened in Shanghai with first-hand documentaries.
Let the Voice of April be heard.
The mod system is powerful enough to hold data that even the Great Firewall tries to censor.
We can have everything in our game.

As a game about memory, we do not just recall our old memories from the good old days.
We shall record what is happening now. And those records will be the memory of the future.
So that we shall never forget.

With SAPC++ merged into our current version of the game, we now hold a long history of past decades altogether.
We hold the memory of the Melamine Milk Scandal of 2008.
We hold the memory of the Wenzhou Train Collision of 2011.
We hold the memory of the A-Share Stock Market of 2015.
We hold the memory of the United States presidential election in 2016.
We hold the memory of the regional lock of Hearts of Iron 4 in China on Steam in 2017.
We hold the remaining memory of a girl who died in 2018.
We hold the memory of Wuhan.
We hold the memory of Shanghai.
We hold the memory of Ukraine.
This is the world we live in. We hold much much more along the way.

There is a time for everything and a season for every activity under heaven.
I cannot remember all the details of everything.
But, in this game, I'm trying to.
It's my duty.

"It's my duty." A powerful sentence that was spoken by a student marching to Tiananmen 33 years ago.
"It's my duty." A word that they try to erase.
As if, nothing happened on that day. But we remember.

The game is living and we will keep going to keep all those memories alive. Some big progress has been made in the main story with a good number of voice-actings. More content has been added to the Unfinished Building with new weapons and new enemy types. Additional code in C++ is ensuring more useful information can be known when playing with the Steam Workshop. More configurable parameters can make future furniture more unique.

This is the story of this week. The immediate chaotic situation right after the lift of the Shanghai lockdown is anticipated. I may start to get quite occupied in the horrible horrible real-life next week. (No exaggerating. It's what it's like in Shanghai right now. Everything is struggling to get back to a "normal" that it can never go back to.) But, I will try to limit its impact on game development.
After all, this is the vault where I can keep all those memories.

Today's changelog:
##########Content###############
New weapon: Sledgehammer (Two-hand blunt weapon, can have prefixes)
New item drop list for the foreman enemies in the Unfinished Building.
They now have better generic item drops.
In addition to that, they have another item drop roll for their sledgehammers.
###########DEBUG################
Fixed a bug that causes some elemental related special attributions does not display correctly in the item detail window.
Jun 3, 2022
Shakes and Fidget - Juuri Playa Games
Hellevator opens its gates again today for those who play on the old backend (Duration: 03.06. 16 o'clock -13.06. 20 o'clock). On the remaining game worlds (new backend) the portal to the Hellevator is still open until Monday 06.06., 20 o'clock.



We wish you lots of fun,
Your Shakes & Fidget team
Warface: Clutch - Runabel


Friends!

We have already informed you about the decision to close the official Warface forum. This will allow us a more focused approach to support our community on the rest of the platforms. Moreover, there are many more activities going on in our social networks and the information there is more fresh and accurate.

If you still have been using the forum, we invite you to join our other social media to chat with teammates, leave feedback, learn fresh news and take part in activies and contests.

Facebook | Reddit | Discord | Twitter

See you in game!
Reforged TD - Tower Defense - YKSMAI
New
- The wave generator has a new parameter with which you can generate waves without attackers.
- The units "Toon Reaper - Magenta" and "Toon Ghost - Blue" now have a death effect.
- Added a setting to decide if items should be placed in the inventory first. Before they are placed on the action bar.
- The unit "Spiderling Venom-Red" now has a death animation.
- The first iteration of the theme music has been added to the challenger mode.
- Several new tracks have been added to the game
- More fullscreen modes have been added to the graphics settings.
- More settings for multiplayer have been added. On the maps "Dornheim Village" and "Burbenog Homage" there is now a selection for procedurally generated waves. Optionally, it can be specified here whether the waves contain attackers.
- Added a pause label to better indicate when the game is paused.

Balance
- The ability "Ring of Meditation" now only starts the next wave if no wave has been started yet.
- The upgrade "Snowstorm" now gives additional damage for "Ice Column".

Bug fixes

- Fixed a bug where flight units could not be clicked.
- Fixed a bug where the third upgrade of the Arkan Tower gave more attack speed than displayed.
- Fixed a bug where the upgrade "Upgrade Tools" required the upgrade "Lifetax".
- Fixed a bug where abilities kept increasing their slowing effect. This caused the hit units to be slowed down by 100% at some point.
- The Discord link was corrected.
- Fixed other bugs related to the "pause" not allowing the game to continue.
- Fixed a bug where the game did not resume after a menu was closed with "ESC".
LOST EPIC - one or eight
Hello.
This is Team EARTH WARS.

There was a mistake in the 1.3.5 update we just did and we have corrected it.
----------------------------------------------------------------------------------
Ver. 1.3.5.1.
-Correction of treasure chest recovery rate
----------------------------------------------------------------------------------
Thank you in advance for your cooperation.
...