Kingdom Wars 4 - Dev Konstantin
Hey Everyone,

Hope everyone is well and enjoying the summer. We have another solid update for you just in time for the summer sale. We`ve looked into fixing some of the remaining bugs, though happy to see we are getting less and less reports as the game is really starting to take shape. In addition we continue work on balancing, and making sure each of 50 factions and hundreds of possible starting Lords is fun to play and get good starting conditions. Work continues and we expect another update towards the end of June, it`ll be a big one.

As always - thanks for your continuous support!

Here`s the details of what Update 1.9 brings, and sorry for not going too much details, as there were too many types of the same fixes, so I`m just grouping these in categories

  • Playtested and rebalanced starting condition for more of North African kingdoms and lords
  • Redone diplomatic relations and polished starting conditions, as well as stats for most Slavic nations
  • Worked on making minor nations that start at war with much stronger enemies have better chance at surviving the early game
  • A lot of playtesting and rebalancing for majority of nations with several big towns
  • Corrected a lot of lord names and starting assets
  • Reworked a lot of the starting diplomacy for most nations
  • Fixed some Kingdoms that could not be defeated due to an incorrect or missing towns or lord links
  • Fixed several rare camera bugs
  • Fixed issue with naval combat being activated instead of land battles when armies are too close to water
  • Better balancing for tax income from citizens, was a bit too OP in later game making it too easy to win once you reach certain Kingdom Size
  • Fixed becoming King not working right for a few nations
  • Other minor fixes and improvements across the board
Kingdom Wars 2: Definitive Edition - Dev Konstantin
Hey Everyone,

We have another update for you as we continue to polish campaign and improve the skirmish experience. Special thank you for the bug reports posted and feedback on balancing. In skirmish you will notice some changes to how AI works around the level, which is especially visible on some more more complex levels. And campaign is getting a lot more love, especially the later levels that I didn`t get a chance to polish as much as the first 3 levels.

And we are working on a major milestone 20th update that should be ready by early July.

And now lets go over the patch notes for this 19th update:

  • Improved how AI navigates certain maps that helps on Dagbor level especially
  • AI will move troops closer together instead of sending long lines or solo squads sometimes
  • Updated the pathfinding time, so now when tasking multiple squads the time it takes for all of them to move is a bit shorter (25% or so)
  • Improvements to Chapter 5 of the campaign
  • ]Improvements to Chapter 6 of the campaign
  • Finally got rid of most lag during the big siege in Chapter 4 of the campaign
  • Some localization corrections
  • Fixed a few tooltips giving wrong information
  • Fix a few missing or incorrect unit response dialogues
  • Some improvements in Skirmish win conditions
  • Better balanced out locations of resources on some of the skirmish levels
  • Some other minor fixes and balancing changes
Rob Riches - Evam
Get the game now, and traverse the mysterious temples with a spring in your step - you've seized a golden opportunity, and hopefully soon some ancient treasure!
Chaos Chain - Corrosion
Chaos Chain

Salutations, dwellers...

Here is the next GIANT update for the game, as promised. There are a TON of changes in this update, so it is HIGHLY RECOMMENDED to start a new game if you have an old save. They will likely still work just fine, but there will be inconsistencies and may be problems.

Let's discuss some of the highlights.

First, you can now go directly to the Steam update news for the game from the main menu. You can also see the new greenish coloring of the selection box here.


Next, the resistances page has been better organized by side, and you can also see that electronic damage is now called interference. This is because the FIRST VERSION OF THE COMBAT HACKING SYSTEM IS NOW IN GAME.


A preview of the first two combat hacks. Bypass and Exploit.


The techie now begins the game with a hackpad (pretty much a cyberdeck) as seen here.


Next, the PDA now tells you what soundtrack is currently playing and has a shuffle option in the overview submenu. Lots of new soundtracks have been added.


Another major change to show off is two handed weapons and heavy weapons now have a "Heavy" trait which makes them require two hands. Making it so you cannot use a gadget at the same time. This does mean that for melee weapons with Heavy, they get some benefits as described in the change log below.


Beyond that, there are an absolute TON OF OTHER CHANGES, ADDITIONS, AND IMPROVEMENTS.

Check out the change log below!

Please note that these changes are not in any particular order.

Update 1.2.8 Change Log:

Bug Fixes:
  • Fixed a bug where companions could still be removed from the party if they were dead/broken but healed/recovered
  • Fixed Bull still being present outside The Eclipse after completing "Head in the Clouds P2" (Saves that are at this point won't automatically make him leave, but it isn't a huge deal - You don't really have to see him leave, it's just inferred he's doing investigating on his end too - This wasn't really a bug but more of something I wanted to add)
  • Fixed world modifiers array displaying some of them in the middle of the screen and some at the bottom
  • Fixed Anti Toxins spawning so frequently in loot containers (Moved them to the random drug/medicine list)
  • Fixed dialogue with Tara where you offer to help her showing Tanya's face graphic momentarily
  • Fixed Flak conversation not having a loop to the top after you buy equipment from him, which resulted in floating labels getting stuck off and forcing you to re-enable it
  • Fixed an unintentional setting in the "Shady Dealings" side quest where the quest related area (No spoilers) was still able to be entered after the quest was completed (Old saves will still be able to go in there one last time before it automatically closes, but it's not a big deal - This was just an oversight)
  • Fixed battlebackgrounds not having any battle motion (They are supposed to shift ever so subtly)
  • Fixed tilesets with metal fences (Chain link) not being evenly aligned properly with their vertical bars
  • Fixed enemies not using their full array of combat skills if their dedicated attack skill had too high of a priority (This was a bug that I did not realize existed until now, but was introduced in the update where I made regular attacks much more frequent... too frequent - I ran 30 rounds of combat and watched 5 enemies just repeatedly do their standard attack on my guy as I kept dev healing - that's 150 attack actions and no other actions chosen - After the fix, they immediately started using other skills instead)
  • Added a failsafe to protect against a rare crash when picking world modifiers in an old save in specific circumstances
  • Fixed Grady boss having some extra stat benefits that he wasn't meant to have (Extra evasion and initiative)
  • Trip and Lights Out abilities no longer adds your weapon stats to the attack
  • Heads up balloons are now closer to the character they originate from and better centered
  • Fixed a bug with the randomized protestor dialogue playing a line twice in one case
  • Fixed a bug with the confused status effect not lasting the correct amount of turns
  • Added a failsafe to prevent incorrect damage calculations in certain circumstances

Changes & Additions:
  • Added some new Steam Achievements
  • Finished "Relief Recovery" side quest (This quest has several different outcomes and several different ways to complete it)
  • Added an "Update News" option to the main title menu (Opens the Chaos Chain update feed on Steam)
  • Added a set bool to off command to the beginning of the cyware/biware check functions (For determining what kind - if any - of augments the player character has implanted - this will help the game more efficiently keep track of player character status and avoid any unwanted situations relating to the system)
  • Enemies are MUCH more likely to retreat now at either critical health or critical mettle (Morale)
  • Reduced animation size of the enemy retreat skill
  • Electronic damage renamed to Interference damage
  • Updated item/equipment descriptions for the change above this one
  • All characters by default (With no Cyberware) are 100% immune to the Glitched Status Effect (I had to do some reworking of the existing system, so old characters likely won't auto-update to this new setting)
  • All characters by default (With no Cyberware) are 100% immune to the Interference Damage (From hacking/cyber attacks - I had to do some reworking of the existing system, so old characters likely won't auto-update to this new setting)
  • Tasers, Stun Guns, and Shock Batons now do base (Default) damage instead of interference (This was an oversight when I implemented the cyberware system for how the damage was going to be calculated) but their damage formula has been reduced to account for this change
  • Added the very first version of the Hack Pad system (Basically cyberdecks to avoid any confusion - They require a processor implanted to be usable)
  • Added Ice Breaker Hack Pad (Gives Bypass and Exploit cyber attacks - First one is used to status effect the enemy and cripple them, second one is to crush them - THERE ARE NOT MANY ENEMIES TO USE THESE ON YET - THIS IS ONLY THE FIRST STEP TOWARDS GETTING THE SYSTEM IMPLEMENTED)
  • Glitched status effect now increases damage taken through interference damage by 20%
  • Added Bypass cyber skill and animation (3-9 Interference Damage, +70% Glitched, +10 Initiative On Use)
  • Added Exploit cyber skill and animation (7-13 Interference Damage, +5 Initiative On Use, +5% Glitched)
  • Techie character background now starts with the Ice Breaker Hack Pad instead of the infovisor
  • Processors now allow use of hack pads, hack pads now allow use of cyber skills
  • Updated Glitched status effect animation
  • Enemies will now use their full array of combat skills (As long as necessary conditions are met such as low health for bandaging, etc)
  • Added some new randomized main character names to the list (We're over 270 now)
  • Increased player-message interaction sound cues by 5%
  • All Plot related items are now marked with a "*" before their name so they are immediately recognizable
  • Version info will now only display on the main (title screen) menu and the in game menu interface
  • Choice selection color is now a faint green instead of the pink/red and the outline box has been updated to be more clear
  • Slightly increased all window background opacities
  • Updated difficulty selection tooltip to explain world modifiers
  • Default character name is no longer blank so you're forced to either enter a name or randomize it (The default names are the old Victor/Victoria, but you can still enter your own or randomly generate one - This is just so it doesn't start off completely blank in the box)
  • Adjusted EXP rewards on some side quests
  • Updated the journal description for "Head in the Clouds P3"
  • Added a new hint for the "Relief Recovery" side quest
  • Added Condemned Apartments: Basement area
  • Added Condemned Apartments: Storage area
  • Added new battle background graphic"Grungeinterior2"
  • Slightly reduced delay between randomized sound effects playing
  • Added helicopter flyby sound effect to the randomized sound effects lists
  • Added 5 more glass breaking sound effects to the randomized sound effects lists
  • Added 2 more wood breaking sound effects to the randomized sound effects lists
  • Added randomized earthquakes to the randomized sound effects list (It's a slight screen shake and sound - very rare, just for extra atmosphere)
  • Added randomized blackouts to the randomized sound effects list (The screen will fade to very dark and play a sound for a moment, then recover the screen and play another sound - very rare, just for extra atmosphere)
  • Damage values are now rounded to the NEAREST integer instead of the integer in which they are a part of (3.6 will turn into 4 instead of 3, 2.2 will turn into 2)
  • Added proper immunity checking to certain damage type handling to account for the extra random damage roll added onto all damage (If immune to a damage type, no extra damage will be added and the attack will fail - Example: Cyber attacks against a sewer rat probly won't do much..........)
  • EMP Grenades now deal interference damage as they should have originally but I was waiting for me to get some of the hacking system work done
  • Added some new character graphics
  • Added several new enemy graphics (Sprites and battlers)
  • Added thug slicer enemy
  • Added thug shooter enemy
  • Added thug vandal enemy
  • Added thug punk enemy
  • Added some new enemy groups
  • Added new bandit/thug boss (No spoilers - He is heavily cybered though and a perfect target for the new hackpad system)
  • Enemy pain/hurt sounds are now set to 80% volume instead of 100% because many of them are pretty loud
  • The resistances panel in the character record now lists all element resistances on one side and state resistances on the other to be more uniform (They were mixed previously)
  • Both cyber-based resistances (Glitched Resistance and Interference Resistance) are now listed at the bottom of the resistances panel to be easier to find and side-by-side to be more obvious that they go together
  • Further tweaks to the interface color/contrast settings to make it easier to read
  • Added some new special NPCs to interact with and talk to
  • Added multiple new generic NPCs to several areas
  • Added NPC blockers to a few areas to prevent them from getting in the way
  • Shields now count as armor but still equip just as before (Everything will still work the same way, this is just to help with easier classification)
  • Targeting Assisted Bracers now equip to the support slot and count as gear instead of a gadget
  • All Long Guns now prevent use of a gadget at the same time (Two handed)
  • Some Small Guns now prevent use of a gadget at the same time (Two handed - Examples are shotguns and sub-machine guns)
  • All Ordinance Weapons (Grenade launchers, rocket launchers, machine guns, etc) now prevent use of a gadget at the same time (Two handed)
  • Categorized Melee Weapons based on how they may be used (Some of them will now prevent using a gadget at the same time due to being Two Handed - Examples: Sledge Hammer, Fire Axe)
  • Added "2H" to all descriptions of weapons that require two hands
  • All heavy (Two handed) melee and exotic weapons now give a new status effect on their target to make them more impactful given that they cannot be used with gadgets (Shaken - this lasts for 1 turn and gives: -2% to hit, -2% critical chance, -3% mettle, -3 initaitive)
  • Added "Heavy" to all melee and exotic weapons that require two hands and give the "Shaken" status
  • Updated enemies using heavy melee weapons with the above status application
  • Added some rust spots to trash cans to give them more detail
  • Updated some of the graphics for trash and clutter with more detail
  • Added a few more loot containers spread around some areas
  • Added some more clutter to a few areas
  • Slightly reduced overall chance of loot spawning in containers
  • Slightly increased chance of ammo spawning in containers
  • Added "Stranger" title for everyone
  • Added "Chromed" title for anyone who gets cyberware installed (For old saves, you'll have to wait until you get more cyberware)
  • Added "Altered" title for anyone who gets bioware installed (For old saves, you'll have to wait until you get more bioware)
  • Added enemy abilities to use drugs in combat to give them an edge (Usage is rare)
  • Added enemy "Grace" drug skill
  • Added enemy "Twitch" drug skill
  • Added enemy "Voodoo" drug skill
  • Added enemy "Zeal" drug skill
  • Added drugs (Grace, Twitch, Voodoo, Zeal) to enemy drop lists
  • Enemy gutter rats now have a very small chance to drop rotten food, rags, and bobby pins (3%/3%/1%)
  • Added 15 new battle soundtracks
  • Added 29 new exploration soundtracks
  • Added 19 new title screen soundtracks
  • Added several new gun sound effects (For use later)
  • Added 5 more random soundtracks to the player apartment
  • Renamed "Your Apartment Key" to "Your Apt Key"
  • Updated some item descriptions
  • Added a song switch in the intro between the world background and the foreword
  • Soundtracks will now save between maps so that the game does not reselect a new track every time you switch maps (UNLESS THE MAP HAS A SPECIFIC SOUNDTRACK SET - In which case, the music track will change while in that specific map and then go back to the previous track when you leave)
  • Slightly increased duration of soundtracks playing before switching
  • Added some new roleplay dialogue options
  • Added A LOT of new dialogues with various existing characters and new characters
  • Data Item/Lore Item is now listed as special instead of plot
  • Added Soundtrack submenu to the Overview menu in the PDA
  • Added Shuffle Soundtrack option to the PDA Overview -> Soundtrack submenu
  • Updated fast travel (Metro) background sound effect
  • Updated the map icon art in the menu (It's a map ping now instead of intersecting metro lines)
  • Removed specific soundtracks for several general areas (Now, only very specific special areas have set soundtracks - this may make certain areas/situations feel out of place with the currently selected soundtrack from time to time, but I think this way is better - if you feel differently, please explain your feelings on the subject - also, if you find any soundtracks that really seem out of place or feel like they don't fit the cyberpunk vibe enough, please tell me)
  • Blinker Flash special ability is now listed as an ability instead of a cyber skill
  • Added 1 more empty row between each line in the intro to allow more reading time
  • Updated some item icon art
  • Very slightly reduced the base movement speed
  • Added some new quest related special events
  • Rewrote the randomized additional damage on attacks code to make it more efficient
  • Optimized some systems and processes to be more efficient
  • Cleaned up more old/unused code
  • TONS of other minor tweaks, improvements, and changes all throughout the game

NOTE: You DON'T need to start a new game, but it is always recommended. Especially if you encounter any odd issues after a large update.

Please let me know of any bugs or issues you may encounter. The update will be available shortly.

For more info on the game, visit the store page below!
https://store.steampowered.com/app/1536730/Chaos_Chain/

If you're enjoying the game so far, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!

That's all for now, enjoy!

-Corrosion ːCStudiosː
Community Announcements - 阿阮
各位仙家弟子:

《古剑奇谭网络版 海外版》将于2022年6月23日5:30进行例行停机维护。

全新版本【梦与时空】将在维护后正式上线!由于更新内容较多,“长携手”大区全服预计12:00开启。在维护期间,您将无法登录游戏。如果在预定时间内无法完成维护内容,开服时间也将继续顺延。

本次维护更新内容如下:

☆全新版本【梦与时空】重磅开启

☆商城更新

1、瑰丽幻梦,浩渺无垠!

1)【西洲绮梦】系列外观永久上架通宝商城,包含三体型四色【皑皑雪梦】、【灼灼华梦】、【熠熠星梦】、【融融暖梦】(成女及少女体型)和【沉沉夜梦】(成男体型)。

2)双人飞行坐骑【皓梦天舆】永久上架通宝商城。

3)双人飞行坐骑【皓梦金舆】永久上架积分商城。



2、单机联动限时返场!

1)古三联动武器【夜贯星芒】永久上架通宝商城。

2)古三联动外装【菡萏小袄】【溪亭青衫】【金羽玄裳】【乌衣古服】限时返场通宝商城。

3)金发【梧桐秋风】【片羽金翎】限时返场通宝商城。



神舞联动外装【芳影绯月】【稚羽灵衣】【青逍猎装】【芳影皎月】【稚羽彩衣】【风鸣猎装】限时返场通宝商城。

(以上联动限时返场时间:6月23日更新维护后-7月7日更新维护前)



4)武器【琅煌明光】永久上架积分商城。

5)外装【春阳煦缨】和同款粉发【煦阳·春晖】、棕发【煦阳·秋暖】永久返场积分商城。

6)外装【明光冀野】和同款白发【冀野·新雪】、红发【冀野·埋枫】永久返场积分商城。





3、【缈缈烟涛】限时主题活动开启!

活动时间:6月23日更新维护后-8月11日更新维护前

1)通宝商城限时上架新品【礼包·缈缈烟涛】,内含:步影·海月烟涛、动态头衔·缈缈烟涛、挂饰·海月·微、挂饰·海月·凝、照影·海月·冉、照影·海月·焕、时晶*2;主题活动结束后,商品下架。

2)通宝商城主题外观享限时折扣!含【梦浮生】(仅限成男、成女体型)、【绘千山】和【雪沾衣】系列外装;挂饰【水纹风筝】【白露水华】【琼霏冰帘】【琼脂香帘】【疏梦幽帘】【红雪绯帘】;坐骑【绘墨鸢】【秋霜鲤】【银月冰麟】。主题活动结束后,商品恢复原价。

3)积分商城限时上架特效挂饰【银月麟角】【三尺瑶锋】,主题活动结束后,商品下架。

4)时晶可兑换部分当期主题商品,即下列内容:

【梦浮生】【绘千山】【雪沾衣】系列外装;挂饰【水纹风筝】【白露水华】【琼霏冰帘】【琼脂香帘】【疏梦幽帘】【红雪绯帘】;坐骑【绘墨鸢】【秋霜鲤】【银月冰麟】。



【渺渺烟涛】主题活动开启!

暑气渐浓,波涛平岸,常年幽暗的深海也在此刻得以窥见天光。常年潜于深海的水灵们也借此机会浮上海面嬉戏游玩。长时间在深海洋流之中辗转漂泊方能凝聚灵识的深海水灵,天然亲近惜时如金,勤修不辍的仙家弟子,甚至会将珍藏之物大方赠与勤修之人。 既涨修为,又得赠礼,岂不美哉?一时间,琢技勤学,蔚然成风。

活动时间:6月23日6时~8月11日6时

活动规则:

活动期间,每周依次开放一轮任务,共四轮。完成任意含有惜时令奖励的任务均可增加活动进度,累计获取惜时令达目标数量,即可完成任务,进入下一轮。

本活动的任务完成状态为账号共享。

完成活动任务可获得【海月影册】(使用后可获得海月聊天表情)、【动态头像框·海中月】和【头像·畅波】奖励。



时晶说明:

购买节令卡且充消达到特定档位可获得2枚时晶

时晶可用于兑换商城-主题分类下的商品,时晶账号共享,不会随本次主题活动结束过期



套装【梦燎原】【半山残雪】永久上架尘晶商城。



全新主题节开启

活动开启后,完成相关任务可获取惜时令,惜时令数量、任务进度调整为全账号共享,满足条件可领取尘晶、照影·叮铛兔。

节令卡:

购买节令卡解锁高级奖励!激活即可领取头像奖励,并获得下一季节令卡折扣券!

活动规则:

获得节令卡后,满足对应的充消或者惜时令条件,可在界面上领取丰厚奖励,其中账号共享奖励仅可领取一次。

节令卡为账号共享道具,不可重复激活。

活动期间,未购买激活节令卡前积累的充消、惜时令,在激活后也将计算入奖励条件。

本季节令卡持续时间至2022年8月4日5时59分59秒,届时活动期间获得充消、惜时令数额将在下一季活动重新计算,同时需要获得新一季节令卡方可继续参与活动。

充消:

累计充消享好礼!

累计消费600通宝可获:挂饰【蔚空银杖】。

累计消费1200通宝可获:挂饰【缕金冕】。

累计消费1800通宝可获:挂饰【含芳执】。

累计消费2400通宝可获:挂饰【哞哞眼罩】。

累计消费2880通宝可获:挂饰【浅花迷眸】。

累计消费3660通宝可获:照影【牛旺旺】。

累计消费4680通宝可获:特效挂饰·月【牛犊布偶】。



☆活动更新

【长空奔云】

新增两个活动场景:长空奔云·渭川塬、长空奔云·上淮青野



【异世来客】

紊乱的时空似乎将一些异世之人卷入了步云洲,据说他们均是千秋戏个中高手,吸引了大量道友前往与她们一较高下。若是好奇,不妨前往一观。



【闲境新赛季开启】

全新奖励:外装·翠岩春雨、动态头衔·云浸翠升烟、藏品·燃灯之影

新增玩法【巧食解灵】

馋嘴的砰砰蓬又来真实之境捣乱了,快用足量的美食赶走它吧!

活动时间:周二、周五、周日11:00~次日1:00

奖励:照影·咚哒哒、照影·哞哞、照影·咕笃笃



☆斗法更新

铭锋论剑

1、斗法初始装备更新为235装等,十洲剑试装备商店出售的装备更新为245装等,十洲剑试高级商店出售的装备更新为255装等,将在06月30日后逐步解锁。【魁斗天晶】和诛魔沥金掉落装备的对应等级也提升了。

2、铭锋论剑商店的装备更新为255装等,将在06月30日后逐步解锁。【章铭天晶】的对应等级也提升了。

3、长安擂台的等级提升了。

4、铭锋论剑赛季更迭为“月朔会”,赛季代币更迭为“朔月印”,将在6月30日后正式开启。玩家的战阶分、战旅分、战旅个人贡献重置为1000分,赛季战斗数据清零。

5、斗势境界重置为霜锋映斗·一。

6、以下道具替换为新道具,上赛季道具加上“璇光”后缀后变为过期道具:枢黄匣,奉玄匣,战十洲匣,莲琅匣,骁腾赏。

7、十洲令替换为新道具,上赛季十洲令加上“璇光”,变更为过期道具,无法用来购买本赛季商品。可以在过期道具商处购买上赛季装备,或者兑换为金币。

8、璇光印变更为过期道具,无法用来购买本赛季商品。可以在过期道具商处购买上赛季装备,或者兑换为金币。



十洲剑试

十洲剑试增加【揽镜石居】



云海争锋

云海争锋奖励更新为绛株仙执。



斗法其他

青云啸野商店上架新外装【千山暮雪】。

天玄教商店上架【玄铁炽甲】 、【乐曲·玄天清月】、背包【丹朱椟】

神一道天商店上架【寒铁冰甲】 、【乐曲·吾道不孤】、背包【天青函】

破阵夺珍奖励更新为【流霞璧】

提高了百斩在斗法环境下生效比例的上限。



☆秘境更新

全新秘境:

【天荒魔渚】

在新资料片开启后,各位通灵境界的仙家弟子将会接到【预知之梦】任务,需要前往【长合山】在昆吾子的引导下进入梦境中的【天荒魔渚】秘境,进入预知梦中探查钟无痴踪迹,预测他未来前行的方向……

【鼎湖】

鼎湖的入口处在神秘的龙星领域,碧油唧的入侵破坏了龙星领域和步云洲的壁障,各位通灵境界的仙家弟子可以在版本更新后应邀前往龙星领域,帮助小龙人在鼎湖秘境中挫败碧油唧的阴谋……

以上秘境的普通难度和相关任务线将在新资料片开启后开放,困难难度将在2022年6月30日中午12时开放;



新增秘境观战功能 

现在玩家可以对好友列表中正在进行秘境挑战的玩家开启观战了,每个玩家同时最多只能被一名玩家观战。

在秘境观战时会自动跟随观战玩家,并可以发送位置标记和提醒表情,该信息只有观战者和被观战者双方可见。

玩家在秘境中被观战时会获得一个[被观战指导]效果(并显示在队伍面板中),效果描述中会显示正在观战玩家的名称,也可通过右键移除该效果来请离观战者。

系统设置-偏好中添加了“秘境和铭锋论剑中允许好友进行观战”的选项。

队伍设置中添加了“拒绝接受观战”的选项,勾选为拒绝会阻止所有队伍成员被观战并请离当前队伍中所有观战者。(匹配队伍不可调整该设置)



☆通用更新

初级版本目标开放。

开光2之后赠送所有2.0版本版本目标相关星蕴经验。

开放列传一片冰心、远游人、不爱练剑·下、浪舞白沙、月鸣清虫·中。

新增人剑合一功能。可从技能界面-人剑合一入口进入。

开光签到奖励调整为当前版本的奖励,包含代币奖励、挂饰【醉舞花荫】等。



☆任务更新

全新主线:

秦陵之盟收到一封来历不明的求援信,为此你前往步云洲,找到一处残留的异象源头,并成功进入其中,却不料竟看见了一个截然不同的世界……

问道修行接取【神秘求援】任务,前往步云洲找昆吾子。



☆玩法更新

新增可以在“光明野”等区域捕获的渔产,这些渔产同时可以在仙府内产出。相应地对「四海生金·图录志」中可记载的渔产类型加以更新。



请各位仙家弟子互相转告,合理安排游戏时间,提前做好下线准备,维护期间给您带来的不便,敬请谅解。祝大家游戏愉快!

《古剑奇谭网络版 海外版》项目组

2022年6月23日
Jun 22, 2022
Countess in Crimson - Digital Seductions
Hey everyone!

Today we'd like to introduce to you the next girl coming to Countess in Crimson as a romance option.

Carrying the weight of Countess' sinful ways in her heart, Magdalena is definitely not your ordinary sister of mercy.



Please keep in mind that the fact we're sharing her character design with you today does not mean her in-game content will be ready anytime soon. There will be more intermediate updates released prior to introducting Magdalena's storyline into the game (see Early Access Roadmap,).

Till next time!

Digital Seductions Team
Jun 22, 2022
Shoujo City - Shoujo City


  • New prizes for water gun mini-game in the Shinto shrine map - daruma and maneki neko; Water gun stalls in all maps were updated to show some of prizes that can be obtained after completing the mini-game.
  • All translations are updated according to their current state in the game's wiki.
Nova-111 - GamjawanG

The Steam Deck is now officially supported with a native Linux build!
(Some UI will be automatically scaled up for the smaller screen)

We have gotten reports that the current build has some issues on the Steam Deck with some users, and while we are working with Steam to fix these issues, here is the workaround:

Select Properties, then scroll down to Compatibility, then select Force the use of a specific Steam Play compatibility tool, making sure that Proton 7.0-3 is also selected.



For more information and to interact with us directly, join our Discord!
(https://discord.gg/funktroniclabs)
Jun 22, 2022
Backpack Hero - Jas
Changes
Made it so Mimics will not spawn on Boss floors

Bug Fixes:
Fixed an issue where carvings could be incorrectly removed from the deck and would show up again.
Fixed the bashing shield - which often did 0 damage
Fixed a glitch where you could not level up after loading a game
Fixed a glitch where the energy carving could be incorrectly banished
Jun 22, 2022
Horror Legends - Spectral Fields
New Map



Focusing more on a linier design, Dream Realm offers a completely unique experience to Horror Legends!

Travel from one dream world to the next by opening mirror portals. Each world has its own unique character and playstyle.



Collect clock gears and open the mirror portals. Your life may depend on it!



New Exterminator Achievement

Squish all the Spiders and unlock the Exterminator Achievement for Dream Realm!


New Downloadable Content

Nightmare Punkie

https://store.steampowered.com/app/2058160/Horror_Legends__Nightmare_Punkie_Skins/?curator_clanid=33852864

Unlocks the Nightmare Punkie skin for Human Punkie with 5 skin variants.

"When Ryan enters the Dream Realm she unknowingly unlocks a traumatic memory from her past manifesting itself within the Dream Realm. What once was buried deep in her subconscious, now stalks her to finish what he started all those years ago.”

Includes 6 skins for the Legend, Human Punke.

  • Nightmare Punkie
  • Bedsore
  • Soul-eater
  • The Damned
  • Reaper
  • Devil




CAST

Candy and Beer will no longer leave your inventory when downed and can now be used while in downstate.

Minor Bot AI Improvements

LEGENDS

Punkie
Reduced max run speed from 5.3 to 5.2
Increased Stamina Decrease rate from 0.5 to 1.5
Poison Splinter no longer does speed damage. Reduced from 0.5 speed for 1 second
Poison Splinter base damage reduced from 3 to 1

Punkie (Human)
Scythe’s minimal charge time was reduced from 1 second to 0.
Scythe’s charge starting damage reduced from 20 to 1.
Increased minimal charge knockback from 2000 to 2500
Removed Max Hold Charge time from Scythe.

Psycho Phil
Reduced max run speed from 5.3 to 5.2
Crossbow no longer does speed damage. Reduced from 0.2 speed for 1 second

Killer Keith
Rebar damage reduced from 45 to 35
Rebar no longer does speed damage. Reduced from 0.25 speed for 2 second
Rebar cooldown increased from 8 to 16

Werewolf
Reduced starting Stamina from 100% to 20%
Frenzy primary life steal increased from 7 to 10
Frenzy alternate minimal charge life steal decreased from 20 to 7
Frenzy alternate maxim charge life steal decreased from 20 to 15

Corey
Throwing Knife damage reduced from 35 to 25
Increased Rage gained per death from 25 to 35
Increased Throwing Knife redraw time from 3 seconds to 5 seconds.

Radu
Bloodstone stamina regen time reduced from 8 seconds to 3 seconds
Removed Max Hold Charge time from Sword
...