BEACHED - Jackson


NEW - Rivers
NEW - Crops now spawn along rivers
NEW - Temporary Seasonal Summer Monument, Beach Oasis

FIXED - An issue which prevented progressing through the quest "Chop Down X of Trees"

Various optimizations/performance optimizations
Jul 4, 2022
A Day Out - gamesbychris


Welcome to our sixth devlog. Check it out! And thanks for reading!

Recent Progress


Sunnyside Expanded
Camp Sunnyside was expanded to include more facilities and environmental storytelling. Enjoy the new areas to checkout!




Session Parameters
Sessions can now be customized with different settings. Friendly fire, invite only and reviving settings.
You can also give the session a name of your choice.



New Gun
We also added a new pistol! Pistols have very fast reloads compared to all other weapons.



New FOB Map Texture
We updated the FOB with it's own map in the tablet! Should make things easier to explore the area.



Support for Invites
You can now send invites and join sessions from invites, granted you're not already in a session.


You can find the invite button in the pause menu. (Steam overlay required)

Next Month's Focus

Some features listed won't necessarily be fully completed within' the month and could take up to several months to be finished or even functional. It's just what we're focusing on the most this time.

FOB Computer
Our next milestone is to get a working FOB computer so players can select cases and manage the FOB.

- A Day Out Crew

If you want to track the progress more closely, watch our Trello!

Jul 4, 2022
魔塔三国之群雄争霸 - 920386327
优化资源回收代码
“即死”特性由“对武将无效”改为“对武将造成9999伤害”
Jul 4, 2022
Loop - Weasel
We fixed some of the known issues about the game!

Between other things, we:
- Fixed the volume of cinematics not adapting to setting menu
- Fixed "Do It Your Way" achievement
- Fixed End Game with controller

Thanks a lot for playing LOOP!
War of Tanks: Blitzkrieg - lei.jin
更新日志:


新增:

1、新增自行火炮型指挥官—戈沃罗夫、新增辅助攻击型女指挥官—关露
2、新增新自行火炮单位—天怒坦克、PLZ-05b、新增重型坦克—巨鼠坦克
3、巴洛克飞艇技能调整,伤害大幅提高

优化

1、世界boss活动优化
活动可提前2小时进入界面,勾选自动战斗,可离线参与下轮世界boss活动

2、国战玩法修改
1) 军团占领的城市放弃时间从12小时变为8小时
2)国战相关UI修改(世界形势UI修改,主城科技入口,主城出城回城入口,国战任务UI,国战资源点入口修改,队伍队列展现) 3)国战新增属性——资源保护科技,保护一定量的资源不被其他玩家掠夺
4)国战新增每周攻城最后一击宝箱获得次数限制,同时增加了部分城市的最后一击宝箱奖励
5)现在离线10天以上玩家,现在其资源产量会极大的下降
6)新增国战在同一个场地连续战斗的连胜buff,连胜buff越高属性下降越多
7)国战向敌对玩家部队出征,设定每日出征收益次数限制,剩余次数不足,无法获得收益
8)新增基地免战罩子道具功能,免战道具可通过国战任务、每月登陆获得
9)国战任务线新增和修改
10)世界积分商店高级指挥官的显示等级调整为90级

3、聊天
世界发言每日免费次数提高到20次,跨服发言每日免费次数增加到10次

4、系统相关
1)为避免玩家更新后不知道自己账号,在更新界面增加账号入口,可以查看自己登陆过的账号和密码
2)因苹果平台要求,增加苹果专用删除账号功能

BUG:
修复并优化游戏部分异常问题
Droplet: States of Matter - krayfishkarl
Hey guys, Krayfishkarl here. I have an important announcement to make in regards to the development cycle for the rest of the game.

So far, I have been consistent with updates approximately once per month since the game’s original early access launch in March 2021. However, in the interest of delivering a finished product in a more reasonable amount of time, I’ve come to a very tough decision. I’ve decided to remove approximately half of the levels in Droplet: States of Matter. This would bring the level count from nearly 60 to around 30.

I am well aware that this is fewer than what I originally advertised on the Steam page. However, most of the removed levels do not fully represent the quality standard I’m striving for in the game. I strongly believe that removing these levels will enable me to spend more time making sure the game will be a complete, satisfying experience upon full launch.

The removed levels will be retrofitted into their own, separate content. While I have yet to decide the format, they will likely take the shape as either DLC or as a sequel to Droplet: States of Matter.

As of this announcement, the removal has not yet been implemented into the live game. Not only do I still need to make the necessary modifications, but I also wanted to give everyone a heads up in advance. The removal of these levels will go live upon the release of the Frozen Fortress graphical update which I expect to release later this month.

And with that, thank you for following the development of Droplet: States of Matter!
鬼谷八荒 Tale of Immortal - 石不转
[0.8.6009 Version update] Updated at 23:00 on July 4, 2022

1. Fixed the problem that the skill cast by Sword One in Shattered Altar was incorrect, resulting in abnormal stun time.

2. Optimized the combat performance of the third stage of Xingtian.

3. Fixed the problem that under certain circumstances the game would get stuck in geomancy.

4. Fixed the problem that there is no route guide for the main quest (Shatter Nether Mountains).

5. Optimized the camera movement prompt when relocating sect and alliance.

6. Optimized the events and texts of Shrines.

7. Optimized the upgrade button display rules of Greenscale Spring.

8. Fixed the problem that the interface of artifact spirits would appear blank when opened under certain circumstances.

9. Fixed the problem of abnormal blood volume of some commissioned missions in Huafeng.

10. Fixed the problem that the number of materials produced by monsters in some dungeons of cultivator alliance missions is abnormal.

11. Fixed the problem that the immortal shrine was not displayed even after reaching the Qi Condensation Realm under certain circumstances.

12. Fixed the problem that the preview of martial arts may get stuck under certain circumstances.

13. Fixed the problem that the battle may fail directly after summoning NPCs in the Spiritlock Circle by using Bagua Jade.

14. Fixed the problem that the cooldown time of Rewrite Destiny (Mirage Miasma) is abnormal.

15. Fixed the problem that the Rewrite Destiny (Martial Skill Specialization III) does not take effect on the nether feather.

16. Fixed the problem that the number of trajectories of Boomerang Finger used by nether feather was incorrect.

17. Fixed the problem that the cooldown time of Shattered Altar would be abnormal under certain circumstances.

18. Fixed the problem that the skill description of traditional mind skill was incorrect.
Jul 4, 2022
Pixel Survivors : Roguelike - Amrita
Fixed an issue where farmers could not be selected
- Reduced the HP Max increase card from 10% to 5%
- Reduced Roasted chicken item from 5% HP to 3%
- Add item Honey Jar to increase HP by 10%
- Added 100% hp recovery card
MapleStory - Ghiblee
Hi Maplers,

Due to an issue of abuse with the New Journey event's Lv. 220 reward, we applied a hotfix so that the 20,000 Maple Point Gift Certificate will temporarily not be distributed until we further investigate the issue. From July 4 at 6:28 PM PT, you will still receive the Adventurer's Hope Box but without the 20,000 Maple Point Gift Certificate upon reaching Lv. 220 with your Explorer character. We plan to distribute the 20,000 Maple Point Gift Certificate to those who were unable to receive the reward at a later date. We will provide the date details once available. Thank you for your patience and understanding.

- The MapleStory Team
Mars Tactics - manhole


[UPDATE May 25, 2025: this dev log is super outdated and almost everything mentioned is no longer in the game. I'm leaving this up for... I don't even know why. So you see how the sausage is made? Or maybe it gives another dev an idea for their own game.]

Hi everyone, it's Yuji again for a monthly dev log update. Today I'll talk about permadeath in Mars Tactics and how it differs from other games in the genre.

I'm designing Mars Tactics to be a difficult game. On Mars, death can strike anyone at any moment; none of your units -- not even veterans decked out in the best armor -- should ever truly feel 100% safe. However, losing a unit is especially punishing in Mars Tactics because of the game's unique progression system that creates special one-of-a-kind units. (More on the progression system in a future log.)

So in designing how death works, I wanted to balance the tension of possibly having your units taken from you on any turn while still giving players recourse so that they don't feel cheated by a bad dice roll.

How it works

When a unit's HP drops to 0, they fall to the ground and all their weapons (including throwables such as grenades) are knocked from their hands. During this downed-but-not-out (DBNO) state the unit has just 1 AP limiting their mobility, but they still can:
  • Lay still and wait to be rescued
  • Crawl to safety to be revived by teammates
  • Crawl to grab a weapon and fire it from a prone position (or grab and throw a grenade)

Marketa probably won't make it out alive. But at least she will take a baddy down with her.

The key thing is the enemy AI will only target DBNO player units who performed an action in the prior turn. That means if your downed unit lays still they will not be fired upon, and at present there is no death timer for DBNO units.

During my playtesting this has created interesting situations. For example, I kept a downed unit laying still behind enemy lines. Then when the opportunity was right, she crawled to grab a rifle and shot an enemy unit in the back. She was ultimately finished off, but it was an epic moment.

Pollice Verso

Enemy units follow the same rules after being downed. Most will try to crawl to safety. Others will be more brave. As the player, you're free to deal with them as you wish and you can shoot them at any time -- not just after they performed an action. You have many tactical and strategic choices, such as:
  • Finish them off and earn experience for your units
  • Bait other enemy units to come to their rescue, creating ambush opportunities
  • Keep downed enemy units alive until the end of battle and take them prisoner
After battle, captured prisoners can be interrogated for intel or healed back to full health. Showing mercy might convince them to join your cause but there's a chance they will escape and rejoin enemy ranks.


Finishing off an enemy gains your units big experience points. But taking prisoners can also bring benefits.

DBNO

Crucially, DBNO units cannot flee from battle. A unit downed near the edge of the map cannot crawl out of the battlefield, and if your squad flees the battle without reviving your DBNO units, they might become available for rescue in a later mission.

Lastly, when your units are permanently killed, depending on their rank their deaths can be "spent" to acquire various long-term bonuses after battle to help with your campaign. This is another way to reinforce the link between the tactical and strategy layers that I explained in last month's dev log. More on this in future when I go over the strategy layer in detail.

As always, things are subject to change based on feedback during playtesting, but my hope is that giving players options after a unit is downed will create room for interesting decisions and deter save scumming.

That's all for today's dev log - thanks for reading! See you in a month for the next log, and if you're looking for more regular updates, check out my Twitter or join our Discord for WIP screenshots and videos.
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