Jul 16, 2022
Hacker life simulator - differentrealitygames
We greet you. In this update, we have fixed minor bugs related to the optimization of our game and added a major gameplay element.
Now you can speed up the extraction of the necessary resources and pass the time in the mini-game. Dodge programs that want to remove your virus and get the resource you need for it.
We hope that the addition of mini-games could diversify the gameplay and allow you to upgrade your shelter not only by the monotonous accumulation of resources, but also by their extraction in a real battle.

See you in the next update. Good luck to you.
Tilefinder - davedoubleedev
Hello there!

Thanks to your awesome feedback, I have fixed a lot of the issues with the game. Expect even more updates soon!

Here are the patch notes for 2022-07-16:

Bugfixes
- Fixed a crash when going to a battle after inspecting a spell in the character UI in the map scene
- Fixed a crash when you took cover behind the same Highwayman that targeted you
- Fixed sound settings not being saved
- Fixed mana icon not appearing when a spell was infected
- Improved the resolution settings viability and full screen for some resolutions (still in beta)

Quality of Life
- Changed the FEARFUL effect so that it more accurately resembles enemies giving up
- You can no longer get as combat rewards options for spells you already have
- Improved clarity of the Bubak healing spell
- Golden statue can now no longer upgrade items with no stats
- Removed the [-1] icon on Move because it was confusing
- Storm Spear can no longer damage you if you're too close to the target
- Spells now display "any class" instead of "all chars" to clear some confusion

Balance Changes
- Mage Magic Arrow range: 3 -> 4
- Dig range: 1 -> 2
- Blind Execution hit chance now scales with your ARMOR (100% hit chance at 50% ARMOR)
- Adjusted resistances and weaknesses for many enemies - they now have more resistant resistances and weaker weaknesses
- Adjusted the HP of a few enemies

More to come soon!

Cheers,
Dave
Jul 16, 2022
Legend of a Soul Hunter - micha_daniel


For video-based devlogs see my YouTube channel. The updates will also be published in written form here in Steam. These updates follow approximately every 4 weeks.

New Features

Old Library Dungeon

I have been actively working on the dungeon since the last devlog. From the planning the dungeon is finished and I started with the effective implementation.



As you can see in the background, I started with all the details and the implementation of the concepts.
It is planned that except for the main room and the entrance, the complete layout of the dungeon can be changed by the player. The player is also given the opportunity to activate and deactivate energy fields using special crystals. This gives the opportunity to explore new areas.
The boss of the dungeon is roughly sketched, but not yet final. What do you think could be a typical boss for the dungeon?

I can't and don't want to spoiler more at this point. This is because I still want to give you the opportunity to explore this dungeon for yourself later, once the game is released.

Damage Indicator

From a comment from a colleague, I improved the visual feedback when an opponent is hit.

Since I don't want to show blood in my game, I decided to make the enemy flash red briefly when damaged. This is visually very recognizable. I think at a later stage when I make the combat system more complex, I will add some additional effects.
Furthermore, the shader for this representation is designed so open that I can also change the colors and intensity so that I can also represent poisoning or burns visually better.

NPC Concepts

What has been missing from the worlds so far are NPC's. They are essential not only to liven up the world, but also to get quests or to create a certain bond between player and NPC.
Therefore I have created various concepts of NPC's. Important here was for me that these are very individual and playful. This is something that always excites me in Legend of Zelda, anime or JRPGs.
Still briefly in advance I would like to mention that these are only concepts. I deliberately decided against designing the face or adding colors. I do this so that I can freely express myself in 3D modeling according to my abilities and imagination.

Now let's take a look at the concepts.



As you can see, all NPCs have their own traits and characteristics, which makes them special.
However, I would only like to go into detail about the last concept: Ryan's soul.
As already mentioned, there will be a more complex combat system later on. It is important to note that not all abilities are available at the beginning. This is where Ryan's soul comes into play, which is supposed to teach and unlock these abilities.

That's why the soul also has its own sword, which is important. This is similar to Twilight Princess, where you are also trained in a separate world by the Hero's Spirit. Since it is the representation of the soul and therefore does not fit directly into the main world, it is only visible in the shadow world.
Additionally, the soul is Ryan's companion, similar to Navi, Fi or Ezlo from Legend of Zelda. However, I don't want to make him as intrusive as the mentioned companions. It is only necessary to learn the skills with him. Otherwise, it is up to the player to decide how often he wants to receive tips.

Alpha 11 & Alpha 12

As we already know, new alphas of Godot keep coming out. This time it was Alpha 11 and Alpha 12, both of which are very important and bring us closer and closer to a beta.

Let's take a look at Alpha 11 first. This one had problems again and showed me a blank page with errors on startup. After browsing the files, I found that a lot of the UI was corrupted. Godot changed the hierarchy to a flat one and gave me strange names. I was then allowed to redo the complete UI based on the previous alpha and the state in GIT.
Still, this alpha brought many fixes and a cool new movie maker mode. I used it directly for the recording in the dungeon. This is not recommended for live gameplay, because it is very laggy even in lower resolution and you have no sound during playback. This is of course in the video then no problem, there you have the set FPS and audio.

An Alpha 12 has also been out for a few days now. This has changed the way fonts are handled. Therefore I had to re-import my fonts. After that I had to reimport them into my theme. Unfortunately it kicked out the theme everywhere in the UI, so I had to go through all the elements with UI and relink the theme. Starting the game was not possible before and there was no error message.
According to the news from Godot, we are getting closer and closer to a beta. This also means that we are getting closer to a feature freeze. So it is then also clear that all features are added and you can work with them. Since more developers will then try out the engine, it can be assumed that afterwards mainly bug fixes and optimizations will come.

New “Rework 3D” series

Further I would like to announce here a new series with the name "Rework 3D". Namely, I have taken the approach to improve the game visually again and again with the current know-how of me. Also there are currently some placeholders, which are not really nice to look at. For example all the vegetation, chairs, benches, tables, houses and NPC's. Instead of doing this secretly, I would like to document this on YouTube as well. I think it will be mainly uncommented videos, where in faster playback time the 3D models are created or revised. I will also try not to include spoilers here.
Due to transparency, I would then always briefly show at the end in the devlogs which 3D models were changed.

What are my plans for the coming weeks?

The following things are planned to be implemented in the coming weeks.

  • Continue with the Library Dungeon
  • Implement the shadow world with Ryan's soul. Both for cutscenes and a learning area where you can later learn the new skills.
  • Create possibility to load scenes in the background
  • Implement cutscenes, which can be loaded dynamically
Crossout - XO_Team

Survivors!

It's time to announce the winners who will receive the "Ohtake" decor part for write down a time when a pink car firstly appears on the truck monitor in the video.
And the winners of the contest are:
Remind you that the winners were chosen randomly.

For more information on Crossout, follow these channels:
Mini Royale - .BeLow.
We are excited to inform you of our upcoming Early Alpha testing!

Having received numerous requests for longer testing periods, we are now able to provide them.

Here are the key infos:

Start: Sunday, 17th of July at 4PM CET
End: Monday, 25th of July at 9AM CET

SOLO, DUO, and SQUAD are the available game modes.
There will only be one mode active at a time, resulting in a shorter queue time.
The first day will be Solo, followed by DUO and Squad. We will then iterate through all modes again.

Access can be requested through the Mini Royale Steam page.
Make sure you join our Discord channel to get the latest news.
For the latest status updates on fixes, etc., check our public Trello board.

If you have any additional suggestions, please let us know.

We are looking forward to seeing you all soon.

Greetings from the Mini Royale team

[https://discord.gg/dNSUjtw8UM][/url]
Jul 16, 2022
ZPlague - Rocky
The third ZPlague's map will introduce new features, such as teleport and interactable buttons.
InfraSpace - Dionic Software
Hello everyone!

Today we're announcing the major feature of the next update besides the new terrain and mod support: Terraforming!

You'll be able to turn the planet's surface into a livable biosphere by changing the plant's environment step by step.

One of these steps is reducing the acidity in the soil. We went through a couple of ideas for this building...



... and in the end focused on a futuristic looking building that combines some of the concepts from before. It processes the and filters soil in a close range next to the building:



We also need to fertilize larger areas and this is where the drone port comes in to spread fertilizer and tend to some of the more inaccessible areas of the map:



Once you've made the planet liveable, there is going to be a variety of different new plants scattered on the surface (don't worry, they will not impede building building placement):



We are still working terraformed map itself as well as more buildings for the terraforming production chain, so stay tuned :)


In other news, it's not enough to just make 3D concepts of the terrain, so we have started work on procedural generation. The dried river is one of the most defining features of the map because of it's size, so that's what we started with:



Our procedural generator allows a variety of different shapes to make the random maps look more natural. It's work in progress, so only representative of the current state we have now not the final look.

And finally I want to thank everyone for the comments and suggestions you leave on these posts and on the forum. We also have bugfixes and performance on our mind of course as well as new features.

As always,
Happy playing!

Note: Steam's News post feature was acting up yesterday, so I was only able to post the Friday Dev News on Saturday here. You can also find Friday Dev News on the InfraSpace forum.
Book of Yog Idle RPG - Catherinekuku
Dear Commander, due to technical reasons, the server launch on July 16 will be slightly delayed, we are very sorry for this. It is expected to start at 21:00-23:00 Beijing time.

Update Content:
1. This test will last for 7-14 days, and all game data will be reset.
2. The recharge amount return system is enabled. Players who have recharg in this test will get vouchers equivalent to 100% of the recharge amount, which can be collected in the game email. After the EA version of the game is launched, 150% of the historical recharge amount will be returned (within a limited amount).
3. New commander system:
Players will play the role of a commander and go into battle in person;
The commander's own level is the same as the Blackguard with the highest level;
The commander skill system has been redesigned, and the commander talent system will be opened in the future;
The commander does not participate in arena battles;
The commander cannot be awankened and has the same equipment system as the Blackguard.
4. Revised resurrection rules
When the battle fails, the player can choose to consume the item [Rebirth Ankh] to immediately revive and continue the battle.

If you encounter any issues, welcome to join official Discord channel: CWqhwjVbSk
Gladiator Guild Manager - Entertainment Forge
-New boss quests now last 100 days instead of 25
-Steam Golem boss is nerfed to deal less damage with both melee and rockets abilities
Jul 16, 2022
Lone Fungus - BASTI
- Goblin boss will move around more between attacks, making him less static
- Changed the Acid Weepers projectile swarm attack, gave him a new attack and changed the arena a bit
- Changed it so you can't get to the Goblin boss without Spin Jump
- Fixed some misalignment of the MP counter
- Changed the graphics of the Returning Contraption gates
- Tweaked the SFX of the Dash a tiny bit
- Visual changes to the Pause menu
- Made it so Bouncy Spore does not despawn off-screen
...