WolfQuest: Anniversary Edition - loboLoco
The next patch, v1.0.8n, is now in public beta! Available on Steam for Windows and MacOS. Instructions for opting into public beta at bottom of this post.

NOTE: Saved games and multiplayer games are compatible with the last patch, 108n, so you can switch back to that patch if you want with no problems.

BETA 5

NEW:
* Randomizer in Wolf Customization: Click the dice button to generate a random wolf: Coat, eye, tail and body customizations (including any DLC you have purchased), attributes, and personality.

TUTORIAL AND NOTIFICATION IMPROVEMENTS:
* Revised tutorial tips to be less intrusive and more responsive to player actions.
* Added Skip button on quest intro panels to skip the subsequent How to Play panel.
* New toggle in Game Settings>Gameplay to disable common notifications (like Hex is Still Strong, Too Soon, Nearby Den, etc.).
* Some common notifications (about den discovery, pup illness, mate injury) now appear in smaller window in bottom-right corner.

OTHER IMPROVEMENTS:
* When starting Establish Territory quest, rival packs will spend a bit more time strengthening their own hexes before claiming new ones.
* Keyboard "Enter" key will now close Mate, Den, and Rendezvous Site naming popups.
* Added a new button on World Map to hide scent post markers (when wolf has that perk).
* Some optimizations to improve GPU performance (mostly on Enhanced Sky & Vegetation mode, and probably mostly noticeable on older/weaker GPUs like GTX 1050).
* Increased ambient light level a bit to reduce darkness of unlit sides of objects.
* Refactored some multiplayer code (should have no noticable effects in gameplay).
* In Endless Summer, the "End Ironwolf Run" dialog has clearer text and more meaningful button names now.
* Better error message when sending an in-game message but game cannot contact server.

BUGS FIXED:
* In Multiplayer games, sometimes wrong wolf bio shows in Pack Info panel.
* Sometimes dens don't lose snow cover when going from early Spring (Find a Den quest) to later Spring (Raise Pups quest)
* Some animals leave wide stance snowprints.
* Fall and winter elk calves snap to their feet for a moment if they were prone when killed.
* Lower dead branches on lodgepole pines wiggle too much in the wind.
* Whitebark pine bark is too smooth.
* Some icons in Wolf Customization don't have rounded corners.
* Fur is rendered on Family Tree wolves when fur is disabled.
* Wolf creation's name input field shows controller placeholder text when highlighted without a controller.
* Once a wolf becomes an elder wolf, if you go into the wolf carousel in main menu and modify a different wolf which was created as an ironwolf, then modify and save your elder wolf, that wolf loses it's elder status and won't be marked as dead when it dies.
* In Lost River Classic, camera jitters when underneath fire tower.
* In multiplayer lobby game preview panel, "Starting season" shows for Slough Creek Story mode games, but should not.
* Wrong affinity label on a notification.
* When fur is disabled, wolf coat tint is not applied to wolves inside den.
* Minor issues on a few wolf coats.
* Old text about Tower Fall on Game Help: Loaf at Rendezvous Site panel.
* Terrain and water issues.
_____________________

BETA 6

IMPROVEMENTS:
* Randomizer in wolf customization now also randomizes gender.
* Adjusted sunlight color in main menu to match sunlight in game scenes.
* Added small corner notification when mate's injury heals.
* Added controller support for wolf randomizer button.

BUGS FIXED:
* On certain Fastest (Custom) quality settings, performance is much worse than before, until reset.
* When fur is disabled, elk carcasses don't show correct consumption textures.
* When fur is disabled, newborn pup textures are incorrect.
* Fix for elder wolf bug is now fully applied to exisiting wolves (Once a wolf becomes an elder wolf, if you go into the wolf carousel in main menu and modify a different wolf which was created as an ironwolf, then modify and save your elder wolf, that wolf loses it's elder status and won't be marked as dead when it dies. )
_____________________

BETA 7

IMPROVEMENTS:
* More tweaks to lighting in main menu.
* Increased fur rendering distance on pups.
* Adjusted line spacing in tutorial tips.

BUGS FIXED:
* In multiplayer games, animals sometimes float in the air. (Probably fixed, but if you see this again, please get everyone to submit reports.)
* Tutorial tip about companionship boost not being in effect when overtired is triggered reliably. (Also added a corner notification about this.)
* In Graphics Quality settings, Terrain Blending is not set to Off when switching to Fastest quality level.
* When using controller, certain interactions on Age Perks panel will make controller input stop working.
* Layout misalignment on multiplayer Pack Info panel.
* Header text is too long on new "Mate Healed" corner notifications.
* On MacOS, Amethyst cliff rocks are pink.

_____________________

BETA 8

IMPROVEMENTS:
* Adjusted ground textures in Amethyst for brighter sunlight intensity.
* Increased fur rendering distance on elk.

BUGS FIXED:
* In multiplayer, sometimes pups won't go into den when woofed. (Possible fix; please have everyone submit reports if you see this again in multiplayer.)
* End Ironwolf Run: Last line of text overlaps itself.
_____________________

BETA 9

BUGS FIXED:
* Wolf can't stop panting.
* In Age Perks panel, "not your birthday" alert appears too soon in certain situations.
* In Age Perks panel, wolf doesn't have fur in certain situations.

___________________

BETA 10

BUGS FIXED:
* Buttons on End Ironwolf Run don't work properly (not fixed, temporarily changed text to point players to functioning Jump Ahead button)
* In wolf customization, randomize button can select DLC that hasn't been purchased.
* Wrong texture on dead Douglas-fir trees.
_____________________

BETA 11

BUG FIXED:
* Buttons on End Ironwolf Run don't work properly (properly fixed now) .
_____________________

BETA 12

IMPROVEMENTS:
* Added debug code for flying animals in multiplayer games -- if you see this, please ensure that everyone submits a bug report.
* Slough Creek pack wolves now have much more variety in attributes.
* Wolf Customization Randomizer: Adjusted the odds for some things.
* Social Cooldown notification now uses the new, smaller popup in the right corner of the screen.
* Hiding the HUD now hides the animated heart icons on mate and pups.
* In Lost River, music sometimes stops abruptly.
* Photo mode icon has problems when player-wolf is sleeping.

BUGS FIXED:
* Possible fix for flying animals in multiplayer games.
* A few dens don't have the correct den-type scent icon when player has Den Memory perk.
* On Name Your Pack panel, clicking in the central area over text field and Suggest a Name button will submit the current name in the text field.
* In Amethyst during winter, cliff rocks have dark areas from terrain blending.
* Text issues.

_____________________

BETA 13

NEW:
* Minimal HUD option in Gameplay Settings. With this enabled, the wolf badge, compass, targeting arrow, courtship banners, and scent readouts are displayed, but other UI elements (bite cursor, NPC health bar, elk health dots, pup hunger meter, and damage indicators are not. If you prefer to have this mode hide or show specific UI elements, please press F11 to submit a feedback report.

BUGS FIXED:
* In multiplayer, animals often teleport and sometimes take flight.
* Some tutorial tips appear in every game session.
* Radio collar clips into body of dead wolves.
* Hare carcass changes to incorrect seasonal coat sometimes.

_____________________

BETA 14

IMPROVEMENTS:
* Minimal HUD now hides courtship banner and the targeting arrow is shown only when locked into an animal or object.

BUGS FIXED:
* Minimal HUD doesn't show scent readouts (but should).
* Minimal HUD doesn't hide wolf badge during sleep.
* Minimal HUD sometimes doesn't recognize that it should be enabled.
* When fur is disabled andt thus no snow accumulates on animals, mid-distance wolves and elk have snow on them.
_____________________

BETA 15

IMPROVEMENTS:
* Pressing "I" key now toggles HUD between 'Off' and player selected option, 'Minimal' or 'On'.

BUGS FIXED:
* In multiplayer, sometimes pup names don't update for other players in the game.
* In multiplayer, animal teleporting and flying still occurs sometimes.

_____________________

BETA 16

BUGS FIXED:
* If multiple pups get sick at the same time, notification only appears for one of them.

_______________________________________

TO GET THE BETA BUILD
1) In the Steam app, go to your Library, then right-click on the WolfQuest: AE name in the left column and choose Properties.
2) Then go to the Betas tab and select the WQ current Beta option in the pulldown. No password is necessary. Steam should then start downloading it. Later you can switch back to the public version in that Betas tab, by selecting NONE in that pulldown.
Wings VR - Kittyking101
Hello world,

Thanks for trying out my wings!

I am aware that some of you have had difficulty figuring it out. My priority is to adjust the flight mechanics so you don't lose all your speed if you don't fly perfectly. If you do fly with good form, I want to add effects to make it feel much more powerful too. Finally, I want to make a proper introduction to flying so you learn before you do it yourself. The tutorial will be repackaged into a basic training program so when it's time to fly, you start without delay.

I am excited to continue developing my wings with you! I hope this grows into a worthy VR title, and with your help I think it can.


Cheers!
Kittyking101

Jul 5, 2022
The Call of Krul'ar - 󠀡󠀡󠀡󠀡󠀡󠀡󠀡Devious Oatmeal󠀡󠀡󠀡
WELCOME TO THE META-PROGRESSION!



_______________________________________________________
IMPORTANT!
To begin, this is not going to be in the main branch of the game!
This will be in the BETA branch of the game.
I've chosen to release this update into the BETA branch because I will be changing it to better balance and prepare for the full branch. It is recommended to use this branch as well, but it is not necessary.

If you wish to access the beta branch, simply follow the instructions below.
It should only take about 10 seconds.

_______________________________________________________




:::::: BETA BRANCH ACCESS ::::::

If you already know how to access the beta branch, then you can skip this section!

Go into your library and click on "The Call of Krul'ar".
You then click on the option on the right.
You then click on "Preferences".



You then click on the "Betas" section on the left in the pop-up.
And from there, you click on the dropdown and choose the "Beta" version.
From there, the game should just update, and you're set to go!






:::::: THE CHANGE LIST ::::::
Here are the changes to the game for the beta branch version!
This is the list for the basic changes, but further below, I will go into the details of the meta progression and the tutorial!
  • The ESC key now functions in closing the various menus. If all of the menus are closed in the game, then this will open the usual options menu.
  • The Castle recipe has been changed and no longer includes the Barracks as one of the components. Players were often getting confused when they saw the Barracks as a component, and ended up placing it down thinking they had to put the other cards onto it.
  • The blinking red icon didn't work for everyone, so I opted to just put a blinking X over the Worker if they can't work on a certain building.
  • You can now take screenshots using the overlay! As well as the screenshot shortcut.
  • When you mouse over the combine button, it now shows which card you are about to make.
  • The Rock resource node was shortened so that it didn't look like the Flyers would attack/run into it.
  • The Flyers now fly higher. This may cause issues for some who liked to hit multiple air AND ground targets.
  • The Barracks has been given the smaller flag to help show that the Flyers won't touch it.
  • The Castle and the Watchtower have been made taller to match the new height of the Flyers.



  • I fixed a visual bug where the damage that spawned from monsters taking damage was too low from the ground.
  • I fixed a bug where some recipes didn't reset after picking up and setting a card.
  • I fixed a bug where some recipes didn't reset after changing saves.



:::::: THE WATCHTOWER ::::::
A brand new feature for an underwhelming structure has been added! That's right! The Watchtower is no longer only used to defend against flyers! It now has a duel-purpose that I am sure everyone will love! By using your archers, you can charge up the towers to shoot enemies from a long distance.






:::::: THE TUTORIAL ::::::
I've added a new tutorial system of sorts! Now, some may still not like how wordless the game has been, but it was a limitation that I wanted to stick to for both theme and a challenge for myself. A good number of things were impossible to keep wordless in order for the game to have no actual text, but I am still quite proud in how far I've come!

Below, you'll see an example of one of the earlier tutorial parts.
As you play the game, hints will be dropped about how to play, and it is your job as the layer to decifer the clues given to you by those that have also trek'd and explored this unknown world!



As you can tell, you will also have a magnifying glass to zoom in on the torn pieces of the Tutorial Map!
So if it's too difficult to read from afar, no worries, you have the right tools; a lens and your mind!



:::::: THE META-PROGRESSION ::::::
It is here that you can change the game in a few ways!
And those ways can both impact you negatively and positively!

Let's begin!

As you play the game, you will run into a special card called the Catalyst.
Every time you make one of these cards via the Alchemist, you will gain a point.
With enough points (Even with just 1), you can enter the Shopkeep's Balloon at the end of a run!
It is here that you can change the game, for better or for worse!




Once you move to the Shopkeep's screen, you can then start by gathering the first stack of upgrades on the left, with higher levels underneath being able to be unlocked with the more you play!
As a side-note: These are one-time triggers, so you don't have to worry about having to wait for them to move from the left to the right every time you come back to the shop.




From here, you can select which upgrades you want, or switch them out for others.
But be mindful of the costs. (The purple squares on the bottom right of each upgrade)
Not only should you pay attention to how many points you have left to spend, but you also need to keep in mind of how many you HAVE spent.

The reason for that, is the dreaded Scale!
This is found on the right of the Shopkeep, and it is what helps balance these foreboding lands.
As you spend more points, the threats will grow; each level down the scale being worst than the last.
And if you ever find yourself at the bottom, then well... you'd best hope that you're prepared!
But if you are not, then........ ... .. .

You'll just end up back at the Shopkeep!
If a strategy isn't working out for you, then you can change it!
Maybe even challenge yourself!
In the end, you build your destiny, and you can change the outcome!
So, from the dev to you, the player, I say-

Enjoy!
And I wish you luck!




So with all that said, as always!

if you want to share feedback, find bugs, or have thoughts on the game or updates, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal
Spell Cast - Mertboi


Thank you very much to everyone who supports the development of the game, I try my best to present the most enjoyable game to you <3

Twitch category finally added!

Additions
  • Boss names will appear now
  • New musics added
  • 2 New Upgrade skill added to Sorcerer
  • 2 New Upgrade skill added to Dark Mage
  • 1 New Upgrade skill added to Hunter

Changes
  • Made improvements to the Ally AI
  • Scroll sensitivity reduced for reduce lags on scroll views like skill select ui, character select ui
  • Sorcerer hitbox updated
  • Boss ui scaled down
  • Chest ui texts scaled down
  • Text added to resurrect ui
  • Network send interval reduced 0.1 to 0.07 seconds on mobs for more accurate movements
  • Exp collect range increased 1.5 to 2
  • Magnet collect range increased 7 to 9
  • Magnet use time increased 60 to 90 seconds
  • Hp increases for enemies reduced 7 to 5 minute

Fixes
  • Lag reduce improvements on late game
  • Fixed an issue where dragging to the middle of the leaderboard
  • Bouncy achievement not earnable bug fixed
  • Poison dealing just one damage bug fixed
  • Desert Stage fixed a bug where player would appear under stones on the ground
Jul 5, 2022
Quantum Protocol - kaiomeris
Fix broken Discord link on the title screen.
Europa Universalis IV - PDXRyagi
Welcome to our next Development Diary for Europa Universalis IV! The majority of the new content for the upcoming DLC has been revealed so far and all that is missing are two nations - one of them is an island nation which almost never sees the light of day.



Prior to 1.34 Gotland was a province occupied by a rebel stack led by the Danish ex-king Eric of Pomerania. This has changed now and Gotland is selectable at the start of the game with Eric as its ruler.

Originally a commercial center situated in the crossroads between the merchants of Russia and Germany, Visby has quite an interesting history during the century prior to the beginning of the game. Home to privateers such as the Victual Brothers and the bastion of a former Danish King, Gotland ended up being the guarantee of peace between the Teutonic Knights and the monarchs of Denmark. Coupled with a fresh new mission tree, its very own great project and unique new paths to explore, Gotland will offer a fascinating playthrough.

As Gotland was a member of the Hansa, the hideout of the ex-king Eric and a base of operation of Eric’s piracy, the fate of Gotland is quite open-ended (though, in 99% of games Gotland will probably end up as territory of Denmark or Sweden as these two countries still have their core on Gotland).

The content for Gotland is intended to reflect the possibilities Gotland’s history could have gone and as such when you start as Gotland you get the following event instantly:




When you select the second choice you get a follow-up event:




Of course the claims of Eric won’t make much sense when he dies before pressing them against Denmark. If you select the monarchy path of your missions and Eric finds himself buried with the head first in the mudflat then you get an event which allows you to change your direction (this only triggers when you picked the monarchy missions though):




But what are these missions even about? Let’s start taking a look at them, starting with the monarchy missions:



As your goal is to become Denmark, the monarchy missions of Gotland are a little bit shorter, but will help you with your ambition.
“Dynastic Relations” for example gives you 10k manpower per nation which has the same dynasty as you and has at least 100 opinion of you. As you start with the Gryf dynasty you can get 20k manpower rather easily from Stettin and Wolgast - if you manage to finish the mission before they annex each other.
Meanwhile, “The Enemy of My Enemy” makes alliances with rivals or enemies of Denmark easier.
The biggest supporter would be the HRE however. “The Emperor’s Treasury” is mission which allows you to make a deal with the Emperor upon reaching 100 opinion of him:



Naturally, this event triggers an interaction with the Emperor:



Of course you can accept or reject these conditions:



Taking the help of the Emperor will have consequences. If you ever manage to get Holstein or Slesvig then you get confronted with an event which reminds you of your end of the deal:




Of course you are free to ignore your promise, but this will result into a diplomatic escalation of the situation:



Of course the event for the ultimatum has a proper title which is a homage to a different demand of German territory in history:




As Eric was voted out by the nobles of Norway and Sweden it is only natural that you want to get on Norway and Sweden’s good sides - either through diplomacy (they have 100 opinion of you) or through espionage (you have 50 spy network in their overlord).



The main focus of the monarchy missions is your war with Denmark. “War for the Crown” which is doable after getting any kind of cb against Denmark will give you a restoration of Personal Union casus belli against Denmark as well as 10% Land and Naval Morale for 25 years.
“Take over Sjaelland” which can be achieved by occupying the capital of Denmark (in this case it is Sjaelland) will trigger the following event:



If you manage to get 50 War Score against Denmark, control the Danish capital and be at war with Denmark for 3 years you can complete the mission “Execute the Wrong King” which will end the war immediately in your favor:



Of course these missions are all completable if you manage to win the war against Denmark on your own and get them under a personal union before. In that case the events will not fire, but their rewards are given directly by the missions themselves.
Also, if Norway or Sweden are independent then you gain a PU cb against either of them in this event.

As soon you have the Kalmar Union under your control you can complete the mission “Back in Control” and get the following event:



From this point forward you are then playing as Denmark, though with a slightly easier time with Sweden.

But not everybody wants to play “Denmark with extra steps” and so you can choose to become a republic instead.



Your mission tree is tailored to become the dominant trade power of the Baltic Sea, rivaling the likes of Lübeck or Riga.
As it has become a little bit of an unofficial tradition for this DLC, so does Gotland too have a way to join the HRE with the “Imperial Protection” mission. The claims of the mission tree are few and mostly focused on the Baltic coast of Germany as well as the lands of Denmark and Novgorod.
Real highlights of this mission tree are +25% Permanent Ship Trade Power from the mission “Compete with the Hansa”, as well as +25 Trade Power in the English Channel until the end of the campaign from “Channel’s Trade”.
“Gutnish Trade Fleet”, “Strong Mercantilism” and “Gotland’s Trade Empire” have dynamic rewards which depend on which faction is currently at power:



“Gotland’s Trade Empire” has of course the most impactful reward of all three of them:




But what if you don’t want to make your ducats the honest way through trade and commercial? What if you want to embrace the historical roleplay of Eric, the king who became a pirate? For that there is the last and biggest mission tree of Gotland which explores this path.



The Gotland AI will always take the Pirate missions as historically Eric of Pomerania was living the pirate life on Gotland until he eventually died.
The pirate missions are divided into three greater branches and some miscellaneous missions which are adopted from the generic Pirate missions and slightly adjusted for the North Sea.
Starting from the left to right, the missions starting with “Gotlander Pirate Fleet” are your conquest and exploration missions, handling Denmark and, of course, the Caribbean. When you complete the mission “Pirates of the Caribbean” you get the option to move your capital in to the new world through an event:



Meanwhile, the mission “The Worst Pirate” gives the following rewards if you own or have a subject own Tortuga:



The missions branching from “Reach the Mediterranean” are all about raiding and looting certain places of importance such as Rome and its Curia coffers, or Venice and its arsenal. “Pirate versus Berber” on the other hand is more of a mission for all those who played in the Mediterranean and had to suffer under the Berbers.
Each one of these three missions rewards you with an unique event which is of narrative nature. But they also contain strong rewards which are fitting to the text. Here is the event “The Raid of the Venetian Arsenal” which is the reward of the mission “Raid the Arsenal”:


I will come back to the “Legendary Pirate” personality later.

“Terror of the Baltics” and the followup missions are about, well, raiding the Baltic Sea, but also “liberating” Lübeck, Danzig and Riga from their owners and incorporating them into your pirate republic. Each mission gives their respective city the following reward:



“The Pirate Haven” is the finisher of these missions and is completed when you own at least 10 provinces which are either centers of trade or have a river estuary. Finishing it gives you a reward which mirrors the Merchant Republic dynamic mission reward:



Finally a few words for the remaining missions:
“A Pirate Federation” works exactly like the generic pirate mission. “Global Piracy” requires you to privateer in at least 10 different trade nodes of the world and gives you extra privateer efficiency of 33% until the end of the game. “Scourge of the North Sea” requires you to privateer in the North Sea and the English Channel while “Loot London” and “Loot the Low Countries” are rather self-explanatory. All of these missions reward you with good chunks of money.
“Renowned Pirate King” is a special version of the “Renowned Buccaneer” mission of the generic Pirate mission. But it is worth mentioning that both missions have received an additional bonus in its reward:



The “Legendary Pirate” is a new ruler personality which can be gained through either mission rewards - as it was the case in Gotland’s mission tree - or by winning against an enemy who is above your own weight. Also, all historical pirates have the “Legendary Pirate” personality.



It goes without saying that the Legendary Pirate is part of the free update and not locked behind the newest DLC.

Speaking of free content: monarchies and republics received new government reforms, and so did the Pirate Republics some new reforms to play with too! I will list the tiers where a new reform has been added or an old Pirate reform has been adjusted and will highlight them.

Tier 2:



Tier 4 (they are all new):



Tier 7 (they are all new):



Tier 8:



Tier 10 (the first three are generic Republican reforms, hence their theme is not quite fitting for Pirates):



Tier 11 (the first three are generic Republican reforms, hence their theme is not quite fitting for Pirates):



Tier 12:



Next to the pirate government reforms we also have added some new naval doctrines. In the development diary for Denmark we presented you some of the new naval doctrines and you gave us ideas for new additions of naval doctrines. While not all were able to make the cut for 1.34, some of your suggestions have been implemented!

For Venetian countries



For Korean (or Snocized-Korean) countries



For Japanese countries



For Lower Saxon countries (in that case it is mostly relevant for Lübeck):



It goes without saying that the icons for the Naval Doctrines are placeholder.

Last but not least we also did some balance changes regarding the navy to make them (and their ideas) a little bit more impactful.

Blockaded provinces now receive +0.25 Monthly Devastation and -50% Local Trade Power additionally to the +20% Local Ship and Regiment recruitment time.
Additionally, blockading a country’s ports not only increases +0.10 Monthly War Exhaustion but also -75% Global Trade Power and -75% Trade Steering, scaled by proportion of (core, state) development blockades.

1.33 buffed the Maritime Ideas and Naval ideas and while we are happy with Maritime ideas for now, the Naval ideas are still lackluster in their usage. They do their purpose which is buffing the navy, but due to how EU4 works naval battles are rarely of big concern and as such the Naval Ideas have a too high opportunity cost.
So we have decided to give a secondary role to Naval ideas which is rewarding your land conflict if you have naval dominance by giving the fourth idea “Naval Glory” +1 Blockade Impact on Siege additionally to the Yearly Navy Tradition. The +10% Ship Durability has been moved from the bonus of the ideas group to the sixth idea, “Oak Forests for Ships” (the +20% Heavy Ship Combat Ability remains) while the bonus now has -100% Naval Barrage cost next to the +15% Ship Disengagement Chance.
The Naval/Maritime policy “The Naval Supremacy Act” now gives +1 Blockade Impact on Siege instead of +50% Privateer Efficiency. The +50% Blockade Efficiency remains unaffected here.

Finally one quick Quality of Life addition to the game:



That was it for today! Next week PDX Big Boss will present the final country which receives content from this DLC. Little hint: it is NOT a nation you can select when you start the game.

With that being said I wish you all a nice week!
Jul 5, 2022
The Questing - Son
Updates
  • Ruined Keep region has been added.

Bug Fixes
  • Fixed a bug where the resolution of the inventory UI and the store UI was not applied properly.

  • Fixed a bug that immediately turned black when playing without selecting the character's skin color or hair color when starting a new game. The default values will take effect in the future.

  • Modified the part where the night time is three times faster than the day time normally.
Wild Terra 2: New Lands - guniball


Update 2.1.311. Changelog

- The White Horse in armor has been added to the King Pack. Speed 90. You must re-enter the reward key to receive.

Combat system:
Light armor:
- Added a new passive ability Plasticity. While stunned, you have a chance to dodge an attack equal to half of your normal dodge.

Healing:
- Now the healer's tools, when attacking, replenish the owner's Stamina.
- Increased healing speed bonus per level 1.5% -> 2%.
- Slightly increased the healing bonus of high-level healer tools.
- Sacrifice Prayer ability. Increased the amount of health restored. Reduced the cost of stamina 30 -> 25.
- Purification ability. Reduced the cost of stamina 30 -> 25.
- Ability Knowledge of animal anatomy. Reduced cooldown 150s -> 40s.

- Light shields no longer have an attack speed penalty.
- Improved the balance of the Vampire Bat pet effect.
- Increased the stats of the Composite Bow and the Dark Night Bow.
- Mace Poison strike. Increased characteristics.
- Ability Headshot. Stun chance increased 80% -> 100%. Cast speeded up a bit.
- Ability In Twain. Slightly increased cooldown.
- Fixed a bug due to which some of the player's interruptible abilities became uninterruptible.
- Fixed a bug due to which the progress bar of interrupted abilities was not displayed. We remind you that the ability will be interrupted if you start moving.

Other changes:
- Boxes can now be stacked on top of each other.
- Adjusted prices for repairing plague items.
- Fixed a bug due to which it was impossible to place ships in the port.
- Leather Strips no longer requires fat.
- Added 2 new Oiled Leather Strips recipes.
- Some crafting recipes have their regular Leather strips replaced with the new "Oiled Leather Strips".
- Incubator cycle time reduced 16 -> 12 hours.
- Accelerated growth of eggs in the incubator 20 -> 40 growth (per cycle).
- Crafting pet food no longer gives experience in Animal Husbandry.
- Added a description to the Distilled Water item to make it clear how to get it.
- Removed the requirement for Distilled Water from the Sulfur recipe in crafting.
- Reduced level requirements for Iron and Steel Maces.
- Using actions while holding down the movement key has become more convenient. The interrupted action will be canceled only when the movement key is pressed again or at mouse click.
- Fixed a bug due to which even high-level animals could be caught without using snares, now it will only be possible with low-level animals. The chance to catch them without snares is greatly increased, but decreases with the level of the animal.
- Steel snare now works correctly on all leader animals.
- Fixed a bug with the display of the starter ship on Elion.
- Increased the spawn time of large bears in the thicket.
- Fixed the light on the Mining Backpack.

Squish - redshoepaul


Hey Squish ravers! In this small but important update, we've added/fixed the following:

- Fixed an issue where ghost players would occasionally spawn
- Added a controls button in the main menu where you can view both controller and keyboard controls

Thanks for your support!
[Neolithic]To the End - orochi2k
English
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Renamed Ammonium Nitrate to Nitrates for the following reasons:
1, It's much shorter in the English localization.
2, Both Ammonium Nitrate and Potassium Nitrate can be found in fertilizers. It's inaccurate. You do not always get Ammonium Nitrate.
3, It may be too dangerous to mention the exact components required to make bombs in real life. Anyway, it's not a good idea to buy some fertilizers and try to make bombs in real life unless you know what you are doing.
4, By making it a bit vague, we can have more recipes in the game that are technically correct. (Still, no details on how to make them will be provided unless it's as easy as making Molotov.)
In front and back of the Unlucky-13 Motel, the possessed now spawn more evenly.
New item drop list for the possessed. They may now drop weapons and sulfur in addition to generic drops.
Reduced the basic attack value of the possessed.
New crafting and alchemy material: Sulfur
When used for alchemy, sulfur can cause poison. (More details are on the Wiki: https://neolithia.fandom.com/wiki/Alchemy)
简体中文
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重命名了游戏中的硝酸铵为硝酸盐,原因如下:
1,英文本地化中的用语可以变短。
2,实际上从肥料中即可能获得硝酸钾,也可能获得硝酸铵。所以,只能从肥料中获得硝酸铵的游戏设定不够精确。
3,如果有人真的用了游戏中的精确配方去制造出了炸弹,会是很尴尬的事情。总之,我并不推荐在现实生活中直接买肥料制造炸药,除非你知道你在干什么。
4,在将原料的具体种类稍微模糊化之后,我们可能会有更多技术上正确的配方加入到游戏中。(当然,覆盖各种细节的精确配方不会被提供。除非制作过程像制造莫洛托夫鸡尾酒那样简单。)
在厄运13旅馆前方和后方的区域,被附体之人现在分布更加均匀。
被附体之人现在有了新的物品掉落列表,他们不仅会掉落一些通用的物品,现在还可能掉落武器和硫磺。
降低了被附体之人的基本攻击力。
新的物品制造和炼金原料:硫磺
当用于炼金时,硫磺可以造成中毒。(更多细节请查阅维基: https://neolithia.fandom.com/wiki/Alchemy)
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