Patch 1.0.3 contains a lot of bug fixes for crashes. Unfortunately, we were not yet able to solve all server-issues for multiplayer but we did not want to keep the patch longer from you. Still, we also managed to get some connection improvements. We ask you to be a bit more patient and thank you for your understanding. Beside the changes for this patch, the team is working on other things in the background. We will give you more information about that at a later date - we’d like to keep the excitement going for a little while longer.
Please note: Your saved games from the former version 1.0.2 (and version 1.0.1) will still work with this patch, but not all changes will be in effect in the older versions. The reason is that the map you are playing on stores data that is loaded and processed only when you start a fresh game in the new version. To give you a better overview we have splitted the list of changes into two:
Build number: 660133
Changes that will be in effect with saved games from version 1.0.2 (and version 1.0.1): - We fixed a number of crash issues in singleplayer and in multiplayer - A number of connectivity issues for multiplayer have been taken care of - We made improvements to our networking capabilities regarding the handling of IPv6 - We fixed the notification spam which occured when family members who were banished or have been sent to a monastery had reached the end of their natural lifespan - Added notifications to be sent out whenever a law of the city has been changed - Tutorial chapters that have not been read yet will be bolded in the chapter list - Characters didn't unequip the item in their hand when they were performing different animations, leading to sometimes funny situations - we changed this on many places - As a client in multiplayer it could happen that the characters would keep sitting in the air after the riding horse, horse cart or cart was deleted from the inventory - For the client in multiplayer the progress bar for a number of actions was not updating - We fixed a number of issues with marrying via dynastic trade - We fixed a bug in the UI where office holders can adjust the number of city guards per village/district - now the correct numbers are displayed - Neutral buildings now bear the crest of a village or a city - We fixed a number of issues with models, textures and animations - The alphabetical order of the chapters in the ingame help now take umlauts (and similar characters) into account - The notifications for vacant offices, office elections and when election results now have the name of the city included - We were able to decrease the loading times more :-) - We fixed several minor issues
Changes that will only be in effect with games started with version 1.0.3: - The ambush action was too lucrative especially in the early gameplay - Some of the actions of children have been balanced and the actions "Play outside" and "Stack boxes" got new animations - Henchmen can from now on enter residences of allied dynasties - Pathfinding issues and cosmetic flaws have been fixed in all maps
We value your feedback! Please support us and take the time to give reviews. And it would greatly help us if you could enter the issues you find during your play in our Redmine-Bugtracker. Please do not forget to add save games and/or crash-dumps, where available, follow the link to the forum.
Начался Боевой Поход — специальное событие, в которое вовлекаются все неравнодушные воители Сарнаута!
Выполняя повторяющиеся задания, вы будете получать специальные очки. Набирая их, вы будете повышать уровень "Боевого Похода" и получать различные призы.
Все игроки могут зарабатывать опыт Боевого Похода и получать обычные награды во время события.
Обладатели билета Боевого Похода зарабатывают на 20% больше очков «Боевого Похода» за выполнение заданий, а также получают особые ценные награды, костюмы и достигают Личных Целей!
Помимо этого, при достижении 100 уровня «Боевого Похода» они получат 600 кристаллов или Знаков особых заслуг (в зависимости от сервера).
В этом Боевом Походе мы переработали награды и часть из них теперь можно будет получить, не приобретая Боевой Пропуск:
Символы изобилия творца;
Символы золота, которые были доступны в качестве наград игрокам с подписочных серверов;
Дары Боевого похода длительностью 7 дней.
Также было увеличено количество опыта, получаемого за задания, без покупки Боевого Пропуска. Все это и дополнительные визуальные награды ждут вас в нашем обновленном Боевом Походе!
Если вы приобретёте билет Похода до 28 июля (включительно), то вместе с ним дополнительно получите Костюм Звёздных рыцарей.
We've finally reached the last content-focused update for Dungeons of Voidria! When I first launched the game in early access, I planned for the game to be fully released in around 3 months... and here we are, almost exactly 1 year after. However, this past year has been very fruitful, and I am proud of how far this game has come. This journey wouldn't have been as fruitful without everyone's suggestions and bug reports, so as always, thank you, truly!
Having played incredible games for years, it's tempting for me to hesitate and keep the game in development for longer in an attempt to make the game "perfect". While there are always more to add and improve on, I feel the game has reached a state where I am happy with and proud of, and can call finished.
Below are the patch notes for this update. I hope you'll enjoy it!
Thanks for everything, Toblue
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v1.0 Patch notes
New Additions and Changes
Added the final Heart upgrade + ending cinematics
Added a new theme for the restored Lobby
The order in which Lobby NPCs appear have been rearranged
Lowered the number of Void Fragments needed to level up Heart. Void Fragments earned from each run increased slightly
Added a new Lobby NPC that sells cosmetic items!
Added ~50 cosmetic items
Added 5 new Challenge Levels
Added a new playable class
Added 11 new spells
Added 14 new trinkets
Added 27 new skills
Added 3 new items
Added a new player upgrade: Synergy Pedestal
Added a new enemy upgrade: Roaming Enemies 2 (adds 3 new enemies)
Added a unique class ability for The Neutron (unlocked through Challenge Levels). The Neutron can start with any 2 skill, trinket or spell, as long as they are unlocked in the Compendium. Open the Compendium as The Neutron and hover over the top left icon for more details. This essentially acts as a "Custom Run" mode
Added all mimic skills to the Compendium
Added 8 new interactable structures
Improved several interactable structures with more options; sprites improved
Added more optional room types
Other Additions
Added multiple save files support
Reworked title screen
Added an option to stop the game from running when in background
Added 4:3 aspect ratio support (though not everything will look ideal)
Added the option "Use Height Scaling" in the options menu (default off). !! This option is recommended to be toggled on for players with wide aspect ratios (21:9) !!
Improvements and Gameplay Changes
Polished skill animations; animations are a little quicker; trail effects are cleaner; this is done to allow status icon updates to be more responsive Slightly detailed explanation because obviously everyone wants to know: If you queue 2 skills that inflict the same debuff e.g. shocked for 2 turns, when the first skill's animation finishes, the enemy would have shocked for 4 turns, and after the second skill's animation, the enemy will still have shocked for 4 turns (this is logically correct, but visually it might seem like the second skill did nothing). This is because skills' effects need to be triggered immediately for the following skills' calculation to be correct, so before the animation finishes, the skill's effect would've already triggered. Now, after the adjusting the animation timings, the enemy will visually have shocked for 2 turns after the first skill, and shocked for 4 turns after the second. This will improve clarity and responsiveness, especially for skills that inflict random debuffs
Skills that "transform" statuses will now try to replace the transformed status with the new status instead, rather than removing the transformed status and adding the new status at the end of the list of icons (again for clarity purposes)
Improved effects that transfer statuses
Effects that transfer/steal statuses will affect damage forecast if the number of valid statuses is equal or below number of statuses to transfer/steal
Effects of some slates have been rearranged:
Detect Slate (blue) now reveals floor layout and all enemies and traps of this floor
Uncover Slate (red) now reveals hidden objects and secret passages in this room
Traverse Slate (yellow) now removes all water tiles and traps in this room This change is because of the conflicting effects of pre-change Uncover Slate, which was "Reveal all traps on floor" and "Reveal hidden objects in this room". For "Reveal all traps on floor", you'd want to use the slate asap. But for "Reveal hidden objects in this room", you'd want to save it until you see sparkles in a room. This made Uncover Slate really awkward to use, and this change aims to remedy this
Updated and improved the tutorial infographics
Improved consistency for stated status durations for all skills and trinkets e.g. "this turn" "next turn"
Keeper enemies can no longer have the "Numb" Passive
Voidling class is now unlocked when Heart reaches level 4
Reward for "Picky" achievement reworked
Sustain and Relocate Slate can no longer be crafted; Detect Slates crafting recipe no longer requires a key
Shops can now only sell up to 2 slates
Polished some status tooltips; tooltip damage will now update if player has effects that increase damaging statuses' damage
New recipes are added to the crafting table (if the items are unlocked)
Crafting Dispel Potion and Cleansing Potion now gives 2, down from 3
Reflected damage and self damage no longer count as damage from skills. This change is mostly for thorns damage to bypass effects that limit amount of damage received from skills per turn like "Numb" and "Terror Of The Void"
"Turn start" trinkets will now trigger when you are starting extra turns
Shop's carpet now scales with shop level, sprite updated
Optional rooms now start appearing after reaching the end of the dungeon at least once
You can now exit most menus by pressing Escape (adding new skill/spell/trinket)
Hovering over the "use/throw" button of some items will now update damage preview (similar to hovering over defend)
Hidden enemies will no longer be required to be defeated for floor clear
Locked Void Potions will now spawn in Stairs room if it failed to spawn
Keys are slightly less common, but shops are more likely to sell keys; key cost reduced slightly
Improved damage forecast when queuing skills with random elements
Reduced wait time after stunning enemy
General improvements, VFX improvements
Many sprites have been improved
Performance optimizations
Balancing
Shopkeeper class and Voidling HP increased by 5
Caster now gains 4 mana on battle start, rather than 1 mana at the end of each turn
Keeper enemies now have Resilient
Fairy drops more gold
Slates are more common on the first floor of each area
Unstable status damage lowered from 6% to 5%
Siphoning Orb effect changed to "Increase Max HP by 1 for every enemy you've defeated, up to 10. On battle end, heal 1 HP." Increasing Max HP will now heal current HP for amount increased
Trap Anklet heal increased from 1 to 2
Metal Detector gold gain increased from 1 to 2
Coffee Beans now trigger on turn 1 and turn 3
Recycling Machine unspent AP requirement lowered from 10 to 7
Mini Transmutator health cost lowered from 8 to 6
Manaworm can now only trigger up to 2 times, mana trigger threshold reduced from 65 to 60
Voodoo Doll: damaging statuses deal 1.3x more dmg, down from 1.5x
Curse Symbol: damaging statuses deals 1.7x more damage, down from 2x
Cursed Heart: Max HP reduction increased from 30 to 45
Many Spells have their cost reduced
Many skills now have Cooldown instead of Once per battle
Concussion damage reduced from 1x to 0.8x enemy current stun
Bolt Down sealed duration increased to 2
Vacate cost lowered from 2 to 1
Rime now has 2 uses per battle
Bide and Reserve Power have been reworked
Reworked several synergy skills
Bug Fixes
Leprechaun Hat and Sustain Slate will no longer drop loot if enemy fled
Skill: Pin stated status duration is now correct
Fixed bug with skills with cast counters being reset to 0 on reset action
Fixed bug with inconsistency with some enemies' loot drop
Fixed bug with Restrict on enemies triggering on purple skills
Fixed bug with incorrect damage forecast on spell hover
Fixed visual bug related to changing luck
Fixed bug with having no skills on the first battle after restarting a run
Fixed UI bugs related to adding new skills
Fixed bug with being able to move during battle if you step on an item with full inventory and trigger battle at the same time
Duplicate skill packages appearing in consecutive runs should no longer happen
Frozen Hand is now correctly triggers once per battle
Chilled trigger damage is now correct
Values like "number of debuffs expired last turn" will no longer carry over to the next battle if debuff was removed outside of battle
Hopefully fixed bug with being able to queue skills at the start of battle by spamming clicks
Fixed minor audio bugs
Fixed minor sprite clipping issues
Edit: 28th July Update:
You can now use items on the ground when your inventory is full
Chests found in secret rooms are no longer locked
Skill rooms are now locked on floors 8+, rather than 7+
Salvage Slate gold drop increased
Skill: Conclude now costs 0 AP
Double Up no longer increases cooldown more than expected
Bless Potion bless duration is now correct
Hopefully fixed visual bug with status icons not appearing
2. The default setting of the game frame rate is adjusted to 60 frames, which can be adjusted by changing the setting of particle mass in the Settings. (Frame rate 60 for high particle mass, 30 for medium/low particle mass)
3. Optimized anti-piracy check to solve the problem of some players being stuck due to check (the actual game does not involve networking related content)
4. Fixed an issue where meridian experience levels were not displayed after restarting the game
5. New function: Archive to local PC. - Archiving method: In the game, select the title interface from the menu in the upper right corner, and the current progress will be archived and backed up to the local. The archiving file can be found in the [BeiFenData] folder in the root directory of the local game. - Restore archive method: before the game is started, select the. Sav file of the corresponding timestamp in [BeiFenData], copy it to the root directory of the game, and delete the postfix timestamp; Overwrite the original. Sav file in the root directory - Recommended usage: If automatic archiving is abnormal or other special circumstances occur, you can select the backup file of the corresponding time node to restore the archiving progress. The current manual archiving feature is a simple version, and a more formal manual archiving mechanism will be developed in future updates.
I'm happy to announce that Hobo Cat Adventures is now available for Linux 🐧 To celebrate the game is currently 40% off. Thanks to everyone who played it so far! Next to making it available on Linux here are all the changes and bug fixes that are included in the update.
Updates
- Linux Build. You can now play Hobo Cat Adventures on your Linux machine - Balanced enemy health and weapon damage / stamina usage to make the different weapons more useful - Implemented Unitys new Input System. The game should now work with most controllers without changing any Steam settings - Pressing buttons in the pause menu won't trigger any of Hobo Cats movements anymore - Camera sensitivity settings are now similar for mouse and controller - Plugin out the controller causes the game to pause - Outro cutscene can now be skipped - Windows IL2CPP Build for better performance
Fixed Bugs
- Qutting during the race caused a bug where you couldn't interact with the bear anymore - Coin particles didn't show up when killing enemies / destroying barrels - Death cam didn't use the cam settings - Rain didn't show up in the last section of the game
Bus Driving Sim 22 update version 1.2 includes the following improvements/fixes/enhancements:
- Added MacOS support (minimum 10.13 - macOS High Sierra) - Most available steering wheel controller models should be supported now - Added TrackIR support - Added mouse steering - Added individual camera view buttons - Added a new sports car in cities's traffic - Added realistic thunders to the heavy rain weather - Added bus kneeling in stations - Improved UI navigation for keyboard, gamepad and steering wheel navigation - Added speedometer and tachometer support for modded buses including updated custom bus as provided for template - Fixed hard braking penalty not deducting total XP - Improved speed limitation on Bavaria (30 km/h on dirt road, 50km/h on normal, 90 km/h on highway) - Added the possibility to activate or deactivate camera movement when steering in gameplay settings - Fixed central mirror that sometimes got frozen - Reduced volume of the destination voice on exterior camera - Improved collision for one traffic car - Set the default zoom in interior camera to be more zoomed out
Hello community, due to requests from Steam achievements. I have decided to make achievements available for KeepUp Survival.
Please be patient, as you can see the Achievements are already available in the Store. However, they will only be available to the user with the upcoming update #59. More achievements are still being added at the moment.
The demo of icosi-do is live! And - after a bugfix - even working! Well, maybe the cloud saves aren't working yet; I'll look into that. Let me know what you think!
The team display error occurred in this updated game. The spirit mirror system is expected to be temporarily maintained at 20:00 (utc/gmt: +8:00) on July 14, and the maintenance time is expected to be 60 minutes. Online agents will not be able to enter the match! We will inform you after the server is opened. Please understand the inconvenience caused by the agent simulation training!
Compensation will be issued after this maintenance: lingcoin x10000