Research Story - Mikixen
Happy Summer, Researchers!

I've been hard at work on adding the planned content for creatures, crops, and fish into the game. I'll share some of them in this devlog, but leave most of them for you to discover when you play the game! <3

Featured new creature: Grassbun 🐰
One of the new creatures is a bunny-mon called Grassbun. It has a unique interaction where it becomes alert and runs when you get close! You can now crouch in the game to approach it successfully.



More fish 🐟
I’ve also added more fish to the game - here are some common fish and different baits for fishing. When players have more than one type of bait in their inventory, the first bait will be used.



Summer vibes and summer crops 🌻
The summer seasonal tileset is complete, and Sunflowers are one of the crops that is in season! Crops now move a little when players move through them.



New crop growth requirement: Soil types 🌱
In Research Story, knowing what conditions crops require to fully grow (and not wither) is important. Plants will have 1-3 “Growing Conditions” that need to be met for them to grow. So far, these conditions can be a mix of any of the following: 1) Season 2) Distance to a water source, 3) Amount of sun/shade, and even 4) Weather when the seeds are sowed.
Now, there are also specific soil types that a crop may need. These are loosely based on real-life uses of fertilisers and soil acidity for optimal plant growth. These fertilisers can be crafted or bought.


Look at all the colourful, fertilised soil!

Changes based on demo feedback
+ Press right-click as another way to pick up certain placed items, such as feed bowls. This was a common feedback and I'm glad to have addressed it!

As always, thanks for reading! I'll be moving on to adding NPCs' Heart Events and Hangout Events soon - those will likely take a lot of time and I won't be able to show much to avoid spoilers. I'll still try to show some interesting things as we go along, though!

Take care and see you next month!
- Miki
Jun 29, 2022
鋼鉄戦記C21 - C21_official
Update 2022/06/30
Jun 29, 2022
Rivalry warlord Sengoku - StaticOssanGames
*Replaced the graphics of some character
*Fixed start age for some characters
NeoPiano - Xbani
Today, NeoPiano officially release its early access version !

You can try it for free with the demo or buy it right now as you wish !
I hope you will enjoy it !

Please join our discord server to give us your feedback and start a new community with us !


Thanks a lot for all your wishlist adds (+1000 ! ),

Oscar
ADACA - SirisTheDragon
We have come a LONG way since Spring 2020 when I started work on ADACA!

The finish line is in sight for the 1.0 Steam release!

But first, a LOT of play testing needs to be done on what will hopefully be the final Beta build!

What's in said build you might ask? Well just a 99% feature complete video game, that's what:





Beta: 0.15.5:


New Features:


-The player now has 3 weapon slots! (One being reserved for sidearms)

-The player can now spend collected Artifacts at various vendors around the Zone for weapon unlocks, equipment and Lore Codexs.

-Any weapons or gear bought with artifacts can now be accessed in a new Armory room in the Vakt Ship and can be taken into Patrol or any Conscript Mission!

-New Zone Patrol Quests.

-New Zone patrol Locations.

-Main Quest for Zone patrol is complete!

-New Zone patrol NPC quest givers.

-Artifacts have been hidden in Conscript missions.

-New enemies.

-New weapons.

-New secondary tutorial level added to Zone Patrol for those who wish to play it before the Campaign.

-The player character will lower their weapon during dialogue where that action would be appropriate.

-The player can now lower their weapon by holding the Use key.

-Better time-of-day audio effects for Zone Patrol.



Bug Fixes:

-Fixed glitches caused by 2 signal scanners existing at the same time on one map.

-Fixed some Misc typos.

-Removed an errant Post Process filter on Operation Earhorn that was causing graphical issues.

-Improved LODs for high poly models to improve performance.

-Fixed glitches involving Holo sights used at high FOVs

-Fixed the Crossbow. It's not horribly broken anymore!

-Trap Anomalies will no longer consume bullets that trigger them.

-Fixed a glitch that was causing a bunch of ragdolls to spawn at the center of a map after loading a save.

-The player will now leave the scoped in view when they die.

-Fixed glitches where the Naturalist modifier would cause some sound effects not to play.

-Fixed more glitches with enemy AI.

-Fixed some messy hit-boxs…

-The unmarked soldiers will now cause the player’s ridicule to turn red when aiming at them.





Changes & Tweaks:

-Updated Zone map.

-More artifacts have been hidden in the Zone.

-NPCs will now look for cover when panicking.

-Hyper Storms will now cause NPCs to panic.

-New minimalist HUD Mode.

-NPC companions will now teleport near the player if they get too far away.

-Added setting to turn off prop highlight.

-Added setting for instant Dialogue text.

-Advancing Dialogue text that is still scrolling will prompt it to complete instantly.

-Added setting to reduce view-bob from movement.

-The hatch to the Concrete Forest will stay opened after entering and leaving the area.

-Finalized the Companion system in patrol: Companions will now be unlocked through quest progress.

-Important locations like Quest Givers will now be marked on the Zone map after being discovered.

-Replaced grass footstep sounds with better sounding ones.

-Flares are now much brighter.

-The Flare Gun has been re-introduced into the loot table.

-AI will now do normal damage to other AI. The damage debuffs on weapons will now only apply to when AI are targeting the player.

-Some weapons have gotten buffs to damage and or ammo capacity.

-Wooden boards will now break in one hit when using Force Punt on them.

-Security Droids now have crit damage for head shots.

-Monsters and Anomalies are more likely to spawn at night in patrol.

-Removed excess props from Storm Drain and Junction 06 to improve performance.

-NPCs will now face each other when talking.

-Psy attacks will no longer do permanent damage to the player’s health.

-Redesigned an annoying dungeon encounter to make it less annoying.

-General polish made to Ep 2 levels.

-The Haunt is now even more spooky.





Misc:

NOTE:
There is a known issue where playing the game on FullScreen Mode at a Resolution ABOVE your display’s max resolution WILL cause poor performance and graphical issues!


Please ensure you have selected a proper resolution for your display!


-Addressed Steam Support feedback.

-Removed listing for Controller Support on Store Page.

-Full menu controller support has been postponed until after launch.

-Keys 1, 2, and 3 now select the Sidearm, Wep A and Wep B slots respectively.

-Scrolling up is now the default control for switching to previous weapon.

-V is now the default key for switching Grenade type.

-A text tip describing the currently equipped weapon’s alt fire will now appear where the second weapon’s ammo would appear on the HUD.

-The Info Terminal has more information.

-A secret that never existed now does.

-He never left, he didn’t die, he’s just been hiding.

-Those stairs are not an entrance, they are only an exit.

-The chair is not empty.

-A friend has returned.

-Only cheaters press Ctrl+Backspace…




WE ARE ALMOST THERE! <3


The road ahead is now mostly networking and last minute marketing for me!

If no problems arise in testing I'll be ready to announce the final release date soon!
(Spoiler: its not a long time from now...)
Jun 29, 2022
Forgotten Legends Playtest - aaronchanceking17
-Added art work
--Crisis
--Apothecary
-Updated frequency of lightning in menu
-Added potions into game
--Lock In
--Magical Elixir
-Added PP into game
--Phantom rapier
--Desolation of Victory
--Mystical armor of the Beast

Hotfix

-Fixed bug with potions not working in game
Jun 29, 2022
HopDodge - HopDodge
Major Changes:
Vertex Batching:
better frames roughly 30% higher fps on water tornado. There's still plenty of ways to lag the game with large rooms, but now authors can trust that regular walls, offwalls, glass, and water blocks won't cause significant lag.

Signs now use Jujuadam's "Scribble" text markup plugin:

Now you can use all the different markups here:
https://www.jujuadams.com/Scribble/#/latest/text-formatting
(here's a blurry but readable list of the sprite names):


Okay so there's a bunch of stuff that got fixed and I can't keep track of all of it, but I have a feeling not a lot of people care about bugfixes they just want levels and opDo.
So like yeah basically you can play as the turtle now. He see the world in first person. You can left click to move the camera, or use ijklou to move it with the keyboard.



Additional Changes:
Moving objects are now synced so that they no longer desync (at least on the x and y axises)
Cannon crash now (should be) fixed.




This update is coming a little earlier than i intended to coincide with the end of the level contest. So like look out for the next level competition. I'll be doubling the prize to $50 dollars and it will be themed around making opDo levels.
Anyway have fun guys.
Odd Realm - Sleipnir
Hey folks!

Thanks to those that have been reporting issues/bugs with the 0.11.0.0 beta. That is extremely helpful and appreciated.

One of the big issues was captured entities not eating/drinking. This was due to a bug and some unclear new behaviors relating to rooms. Namely, there is the behavior where captured entities won't eat/drink anything outside their designated rooms. I've added a toggle to all owner groups to enable/disable this behavior, even for entities outside the Captured faction. As well, I've added a second toggle to enable/disable the auto population of stockpile item settings based on occupant diet. This is handy to have stockpiles filled with foods your animals will eat/drink. There is also a new notification for when entities don't have their diet food in a room AND they are restricted to the room.

-Music: Audio levels have been balanced for all music.
-Music: Added in the last new track. All five new tracks are in the game now.
-Feature: Added a toggle in the room edit window to populate stockpiles with occupant diet items.
-Feature: Added a toggle in the room edit window to limit entities to their rooms. This will keep entities from leaving the room as well as eat/drink and do jobs outside of it.
-Feature: Added a notification to indicate if an entity that's limited to a room is missing their diet items.
-Bug Fix: Where the description expand icon wasn't showing up.
-Bug Fix: Where Nyctoid and Chronoblast plants were obstructions.
-Bug Fix: Where tomes weren't spawning while playing the Ardyn race.
-Bug Fix: Where fishing wasn't behaving correctly, or sometimes at all.
-Bug Fix: Where troughs weren't showing when they had food/water in them.
-Bug Fix: Where the region room wasn't checking for food/drink jobs often enough and entities would not get those jobs.
-Bug Fix: Where entities weren't dying of old age.
-Bug Fix: Using the capture job on a contained entity that's already friendly will no longer make it hostile.
-Bug Fix: Where entities which died in water would not fully die and spawn their items.
-Bug Fix: Where the notification preview at the top of the screen could have text overflowing out of the window.
-Tuning: Ardyn start with one extra Tome of Agriculture (total of 2 now).
-Tuning: Ardyn start with campfire cooking research unlocked.
-Tuning: The Unassigned profession now has all skills enabled by default.
-Tuning: Fodder can now be made with the Fire Pit.
-Tuning: Added captured entities to the default stockpile hauling owners.
-Tuning: The Bare Bones Ancient starting loadout now comes with 2 Void Crystals instead of 1.

There are still lots of tuning things to be done, especially with the Ardyn race. I'll continue to clean things up, but I want to also put out a modding tutorial tomorrow. It will be a video where I go through all the steps to make a mod. Stay tuned for that!

Thanks and have a good one, friends!

Waylon
Path of Exile - CommunityTeam_GGG
Later today, we're planning to deploy 3.18.1c which includes a few improvements and bug fixes. In this news post we've prepared a preview of its patch notes.

The following patch notes are still subject to change prior to the patch's deployment.

3.18.1c Patch Notes

This patch contains futher improvements to Path of Exile's texture system, alongside a number of general improvements and bug fixes.

General Improvements and Changes

  • Improved the texture system's memory usage and performance.
  • Heist Contracts and Blueprints now display which job level requirements are unmet in red.
  • You can now change the keybind for opening the Atlas Skill Tree in the Options menu.
  • The radius of Ground Effects from Map modifiers are no longer affected by increases and reductions to Map modifier effect.
  • Added audio for Burning, Chilled and Shocked Ground Effects.
  • Improved the audio of Shocked Ground trail left by Monsters with the Storm Strider modifier.
  • Updated the description on the Map modifier that causes Monsters to have a chance to remove Power, Frenzy and Endurance Charges on Hit, as it can also remove any type of Charge on Hit (such as Inspiration or Void Charges).
  • Updated the description on the Supreme Ego Keystone Passive Skill to clarify the "more Mana Reservation" only applies to Aura Skills, rather than all Skills.
Controller Support Improvements and Fixes

  • Improved the targeting range of Animate Weapon in Controller input mode.
  • Fixed a bug where it was possible to open the Harvest Crafting interface when in combat in Controller input mode.
  • Fixed a client crash that could occur when using Controller input mode.
Bug Fixes

  • Fixed a bug where Power, Frenzy and Endurance Charges sometimes did not update their visuals when equipping an Item or Microtransaction that provided an Alternate Charges Skin.
  • Fixed a bug where in the Uber Shaper and Uber-Uber Elder Boss Fights, The Shaper's Ultimate Chaos (bullet hell) skill could have more projectiles than expected.
  • Fixed a bug that caused character dialogue to be played at incorrect times (such as when first logging in), and dialogue from unique items such as Oni-Goroshi and Jack, The Axe to not play.
  • Fixed a bug where Hexproof Enemies could sometimes be unaffected by Curses that affect Hexproof Enemies.
  • Fixed a few cases where some sounds could be unaffected by the volume slider.

嗜憶 Swallow - gary890711
English version Bug Fixed
1. the pause menu
2. Chapter1 Bug fixed
...