Zerograve - fainzeraier
Difficulty

Added Custom as new difficulty option. When selected, a menu window is opened which allows modifying 9 parameters, e.g.
- Player damage taken
- Enemy health
- Pickup drop rates and types from enemies
- Enemy weapon cooldowns
- Time speed (below 100% is slow-motion)

Added short descriptions for each difficulty in the Difficulty Select section of Mission Briefing.

Settings

New setting - UI Scale. Scales all UI elements. Has auto scaling by default and some options for more control.

New setting - Unlocked mouse cursor during gameplay: allow mouse cursor to move freely instead of being locked to screen center (usually not recommended though)

Settings menu button positions changed slightly

Added numbers to some sliders which didn't have them before

UI

Changed Loading Screen visual to the one without tips when going to Mission Select or Main Menu.
Also slightly tweaked visuals for loading screens.

Game start intro
- Minor tweaks to the intro text.
- Unrevealed text is no longer shown as *** symbols
- Added some sounds and adjusted text appear sound.

Mission Select menu now uses the same music as Mission Briefing.

Weapons

Gatling - damage reduced 8 -> 7 (it still has the best single-target ammo efficiency by far)

Missile Massacre - cost reduced 32 -> 30

Plasma Gun - bullet speed +25%, bullet hit radius +33%

Enemies

Scrapbot (Hard+): reduced bullet cone angle

Level changes

Entry:
- modified enemy placements.
- Changed hidden loot in red room.
- Modified blue and yellow key guide cables to be slightly simpler.
- Modified energy cables after blue door to be less in the way.
- Some other tweaks

Updeep: yellow key guide cable is now a bit simpler

Dronefactory (first tileset) changes
- Blue Room: floor material now has a bluish tint. Edges modified slightly, and edge glow color adjusted to be slightly more blue. Upper wall-side edge modified to have 1 rib instead of 2.
- Blue Corridor ceiling texture changed, wall color modified
- White area corridor materials/models added (was previously same as blue corridor)
- Red corridor ceiling texture changed
- Red room: floor is slightly brighter and ceiling slightly darker. Upper wall-side edge has 1 rib instead of 2.
- Green Room: edge non-glowy material changed, edges tweaked, new material for ceiling
- Green Corridor (new)
..plus misc other changes

Bugfixes

Fixed bug where crates with red edges dropped ammo pickups.

Fixed small sound issue where player movement sound could play during load screens & such.
Forsake: Urban horror - Unseen Interactive
It's summer and to celebrate, here comes a new update.
Visit our discord https://discord.gg/vgrdZfp to participate and feel free to leave a positive review if you like the updates!

ENTITIES
- Fixed entity movement blocked (partially fixed in V0.2.11)
- Pathfinding system tweaked and rebaked for suburbs level
- Tweaked entities parameters (damage, time between damage, walking speed, sight)
- Changed damage from entities by difficulty and by count of players
- Changed max lost detection timer by difficulty
- Fixed teleportation movements in some places
- No more damage when players are too far after started attacking
- Entities lose detection when the player hide unseen
- And a lot of debug for the general behavior

EQUIPMENT AND LOOTS
- Fixed drop position to avoid objects getting outside walls
- End game money is now shared between all players
- No more item dropping when dead (only when disconnected)
- Fixed deselected item when examined
- Video Camera: new equipment, it allows you to see in the dark without the need for lighting, it can record entities for the objective and has a battery (you can switch off/on). Unlocked at level 9.

PHYSICS
- Disabled collisions of doors and drawers when someone is knocked out near, and re-enabled collisions when players go away (to avoid collision issues)

OTHER
- Hospital unlocked from start, Suburbs unlocked from level 2, School unlocked from level 3
- Fixed music volume setting when joined
- Tried to fix intro videos not playing
- Tweaked visual maps for Suburbs
- Tweaked sounds
- Tweaked loots
- Tweaked UI
Jul 5, 2022
Ficket: 追剧引擎 - colining
我steam日常都是隐身状态,有问题直接说
  • - 修复 win7 崩溃问题(还有问题及时call我)
  • - 漫画整体架构重置,做了兼容,如果出现问题,请重新搜索
  • - 窗口的默认大小随屏幕大小改变
Murderous Muses - D'Avekki Studios
Filming has finished for our Murderous Muses - the six suspects you’ll meet in the FMV parts of the game - and we’re getting stuck in to editing the footage (about 600 videos!) ready to drop them into the gallery.



The murderer is selected at random at the start of each playthrough meaning any one of the six Muses could be the killer. It’s up to you to decide who’s innocent and who’s guilty based on their statements and the evidence you discover – whether that’s about the time of the murder, clues at the scene of the crime, the murder weapon, or the very specific symbol painted in blood on the victim’s forehead. It’s all very Cluedo-esque just more… occulty.



Each suspect will also have their own sordid and/or supernatural story to reveal, and of course, they’ll each have a very good reason to want to kill poor innocent artist Mordechai Grey...

Which Murderous Muse is your favourite? And which do you think seems the most guilty...?

Touhou Mystia's Izakaya - SagaVic
First here's information regarding our Summer Sale discounts!

A big thanks to everyone for your overwhelming support! A year has passed since Touhou Mystia's Izakaya first went live in Early Access on June 16, 2021. We've had relatively good sales in the past year, and with everyone's continued support, we've also been hard at work developing lots of new content. The positive feedback from players has helped us to continuously polish and improve ourselves. Perhaps this is what they call the positive feedback loop between players and developers, it's a very valuable experience.

During Steam's biggest annual sale on June 24, 2022, all of our works will be on sale at an all-time low! This includes our entire line of games, DLCs, and original soundtracks, so if they've been sitting in your wishlist collecting dust, now's a rare opportunity to strike, since this is the only time of year where our prices are at their lowest!

Touhou Mystia's Izakaya is 25% off during the Summer Sale!
https://store.steampowered.com/app/1584090/


Touhou Blooming Chaos 2 is 35% off during the Summer Sale!
https://store.steampowered.com/app/1260810/


Touhou Blooming Chaos is 35% off during the Summer Sale!
https://store.steampowered.com/app/1124830


Touhou Nil Soul is 40% off during the Summer Sale!
https://store.steampowered.com/app/941300/_TouHou_Nil_Soul/


Additionally, we have two new games with a demo available! Feel free to add them to your wishlist!

A side-scrolling roguelite action game and our studio's flagship game for this year, Touhou Blooming Soul:
https://store.steampowered.com/app/1970030/


A cute and hilarious co-op/versus game with head-stomping action, Touhou Fairy Knockout:
https://store.steampowered.com/app/1970020/


Regarding the new anniversary costumes!



On the 16th of June this year, Mystia's Izakaya had its first anniversary. But, due issues with production, we really didn't have the time to host a big event. However, anniversaries are special and ought to be celebrated! So we're taking this opportunity to implement full character artwork for a selection of costumes.

These costumes were decided through a vote on Bilibili, included are the Faded Miko Attire, Sailor Suit, Pyjamas, and the additional Black Suit which mio-sensei, worked extra hard to draw!

After the update on June 24th, players can swap to these costumes to see the changes take effect in the notebook and during business.

Thank you for all your support this year! The remaining costumes will have artwork implemented soon in the future as well!

Regarding the beta test of the Korean and Japanese versions

This time we're publicly beta testing the current Korean and Japanese translations. Korean and Japanese players can set the game's language from the settings in the main menu.

This beta test is mainly for people who can't wait to play our game, since we've had Japanese and Korean players express their eager wishes. We're releasing part of the beta testing content so some players can experience our game first. We'll continue to improve the quality and completeness of the translation, so we ask for your patience.


Mistranslations and untranslated content are inevitable in the current version, but please give us some time, we'll do our best to improve it as soon as possible.

You can also wait a little longer and purchase our game when we've polished the translation or when the translation is complete.

All in all, that concludes this promotional announcement! We hope everyone has fun and a wonderful time with our game!
Total War: WARHAMMER III - CA Evangelos
Welcome back, Total War: WARHAMMER fans, to another instalment of the Immortal Empires blog series. This week, we’re taking a closer look at the changes coming to some of the Legendary Lords in Total War: WARHAMMER III: particularly those who previously shared their factions with other Lords in WARHAMMER I and II, but will now enjoy a force of their own on the Immortal Empires battlefield.

To kick things off, we’d like to introduce you to the one and only Be’Lakor: a key character joining the WARHAMMER III line-up as a fully-playable Legendary Lord.

BE’LAKOR
When talking about immortal beings within the WARHAMMER pantheon, few come close to the power or infamy of the first daemon prince of Chaos: Be’lakor. First introduced to Total War: WARHAMMER III as the moody antagonist of the Realm of Chaos campaign, his liberation from the Chaos God’s shackles left the Legendary Lord free to roam the Mortal Realms alongside the Warriors of Chaos.

As an undivided Daemon Prince, Be’lakor kneels to no specific god; instead, he leverages the power of all four to become a versatile fighting machine bestowed with powerful gifts from each. Those of you who have conquered the Realm of Chaos campaign will already know that he is a behemoth on the battlefield—capable of taking on almost any challenger. He is particularly unique amongst the Warriors of Chaos Legendary Lords in that he has access to the widest selection of Chaos Daemons, allowing him to assemble entire armies of daemonic might without the need for petty mortals.



Within the campaign, Be’lakor begins in the settlement of the Isle of Wight in Albion, where he has but one aim: to embark on a crusade of destruction. While the rest of his campaign mechanics will be revealed alongside the eagerly-anticipated Warriors of Chaos update, here are a couple of his key features to look forward to:
  • Unholy Manifestations: Like the Daemon factions, Be’lakor has access to four powerful Unholy Manifestations. Each of Be’lakor’s abilities is aligned with one of the four Chaos Gods and can be unlocked by defeating an army aligned with a specific god or through sacrificing Souls (a new resource shared by all Warriors of Chaos). They offer powerful and unique benefits: for example, the Tzeentch-aligned manifestation grants the ability to spawn a unique shadow rift in the local province that Be’lakor’s forces can use to teleport across the mortal plain. In addition, every Unholy Manifestation used grants additional Daemonic reinforcements for his forces.
  • Be’lakor’s Shadow: Be’lakor has the unholy ability to corrupt those who stand against him. When he defeats a human Lord in battle, he can mark them with Chaos: slowly corrupting their soul and eventually converting them into a Daemon Prince to reinforce the ranks of his army.
  • Chaos Gifts: Dedication to the Dark Gods (or remaining Undivided) is sacrosanct to the forces of Chaos, and through their battlefield exploits, their warriors are bestowed with unholy gifts. By offering defeated souls to the Gods, Warriors of Chaos can unlock powerful (but limited) rewards which boost their proficiency in battle or grant daemonic reinforcements.
We look forward to sharing more about Be’lakor when he joins the Immortal Empires battlefield, so keep an eye out for more information as August approaches!

DEDICATED FACTIONS
If you’re a veteran of Mortal Empires, you likely know that a few of the iconic Legendary Lords at your disposal currently share factions and starting positions with other Lords, so we’re taking the opportunity to give several of them a role of their own:

⬥ ⬥ ⬥



Volkmar the Grim – The Cult of Sigmar: Embarking on a pilgrimage of zealousness by abandoning the petty squabbles of the Elector Counts in favor of sealing away the abominable Books of Nagash, Volkmar now resides in the lower Southlands. Unlike the Tomb Kings and Mannfred Von Carstein, it’s not the books themselves that offer individual effects; rather, the act of sealing books away increases his Zeal, strengthening the boons and power granted to Volkmar.

⬥ ⬥ ⬥

Grombrindal – The Ancestral Throng: Known for his hatred of the sadistic Dark Elves following Malekith’s instigation of the War of the Beards, Grombrindal moved to Naggaroth. There, he stages his armies to enact revenge upon the Witch King.

⬥ ⬥ ⬥

Helman Ghorst – Caravan of Blue Roses: Ever clinging to the hope of discovering necromancies that could bring his brothers back to life, Helman Ghorst has moved eastwards in order to be closer to the coveted Nagashizzar fortress.

⬥ ⬥ ⬥



Vlad and Isabella Von Carstein – Sylvania: Unlike the other Legendary Lords, this power couple will be staying together in undead matrimony, but will be playable within the same campaign. If you choose Vlad as your Legendary Lord, Isabella will be automatically unlocked as a hero and vice versa.

⬥ ⬥ ⬥

Sigvald The Magnificent – The Decadent Host: Armed with his disturbing yet angelic beauty, Prince Sigvald is now a force unto himself within the Warriors of Chaos. He reclines in pleasure in the Northwestern Chaos Wastes, and has been bestowed with some tantalizing new features such as the ability to Seduce units, use Seductive Influence, and has access to Slaanesh’s daemonic breed.

⬥ ⬥ ⬥

Kholek Suneater – Heralds of the Tempest: The ancient Dragon Ogre now resides north of the Mountains of Mourn, keen to seek out a monolithic settlement for his own dark designs.

UP NEXT!
Next week, we’ll be answering the questions you asked last month in a special interview with the developers; you won’t want to miss it! We’ll also be sharing details about another bit of content coming with Immortal Empires next week, so check back for more as we continue our march to August!
EVE Online - EVE Online
Curious Capsuleers,

A packed summer schedule awaits you in EVE Online as the Summer of Streams begins! From now through until September there will be plenty of new official streams, dev blogs, and Q&A’s for you to get stuck into!

Dozens of CCP devs will be doing deep dives into all sorts of topics from Photon UI to updates from Team Security and the state of Factional Warfare. You’ll find those dev blogs here on EVE News and the streams over on CCPTV . You can also follow us on EVE’s official Twitter to stay up to date on upcoming Q&A sessions that will be happening throughout the summer. Be sure to get your questions ready!

The first of the dev blogs titled EVE Evolved: Tech, Audio & Visual Evolution Dev Blog is already out and goes into depth about all the tech that is continually evolving EVE.

The rest of the July schedule is as follows:

Week of 11-17 July:

  • Team Security: 2021 in Review Dev Blog
  • EVE Events & Minmatar Liberation Day CCPTV Stream
Week of 18-24 July:
  • Security Q&A on Discord
Week of 25-31 July:
  • EVE Player Data Dev blog and CCPTV Stream
Much more will be coming throughout August and beyond so stay tuned and stay up to date.

Topics Upcoming in August:

  • State of the Union: Factional Warfare & Frontlines
  • The Future of Heraldry & InterBus
  • Retrospective on the Siege Green update
  • EVE Evolved: UI past, present & future
  • Status of the First Arc & Narrative Driven Development
  • Embracing New Players: What have we learned and what lies ahead
Get ready for a Summer of Streams where you’ll learn more about the past, present, and future of New Eden!

[url]PLAY EVE[/url]
Dune: Spice Wars - JayTwoPointOh [Shiro]


With the release of Multiplayer a few weeks back, it's time to look to the next major update and promised 5th faction to come to the game during Early Access, which we are proud to announce is House Corrino!
The Imperial House Corrino, rulers of the Known Universe for the last ten millennia are coming to Arrakis...

The factions on Arrakis have become unruly, and as such, the Padishah Emperor Shaddam IV is left with no choice but to make a rare trip to the desert planet, alongside his feared Sardaukar in order to remind them of his dominion. While he holds a lot of power, he must also be careful to preserve certain essential relationships, most crucially with the Spacing Guild.

Playing as House Corrino, players will experience a very different kind of economy to balance. Tip the scales of spice in your favor by receiving spice taxes or bribes from other factions while paying the Spacing Guild’s fees to maintain interstellar travel at affordable rates and hold the empire together.

House Corrino will join the battle in the next major update, releasing soon. Stay tuned for news...







Cereal Soup - blackmailchan
Changes
  • Added portrait ability to dialogue
  • Gem Gecko can now trade gems for equips, after you discover 10 unique gems he will talk to you about it!
  • Available equips to buy: Pearl necklace, pearl bracelets, pearl earrings
  • Ear-specific items are in testing with the pearl earrings (Sorry raptors, you'll have to sit this one out)
  • Equips update in the editors now with body changes
  • Collections now show how many of each collectable you have

Fixes
  • Fixed transaction records on the backend
  • Eye mods should be properly visible in all editors again
  • Removed players online menu and FPS
  • Tiles of Primordial unload properly when switching maps
  • Animals should make a sound again
  • Footsteps were wonky, should work fine now
  • Canis had rendering issues that are now solved

Known Bugs
  • Logging out randomly still occurs- put in more debug messages for myself to see if I can suss this issue out so continue to send in bug reports! (And thank you so much for everyone who has done so!)
  • Scene loading ontop of one another also still occurs, put more debug messages in for that as well
Jul 5, 2022
Boxing Club Manager - richie
Following on from our text commentary update we have now added achievements to the game.
There are 57 in total for both the main game, and for the live 3D fights.

Enjoy!
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