Rune Teller - 뼈로그래머
Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.


Today's update history.

# What has been modified in this update
  1. Added item status comparison function in the store
  2. Added stone statue for directional hints to the snow mountain maze
  3. Modified to make distance ship at the port to solve the problem of getting stuck between ship and the port.
  4. Fixed an issue that item crafting UI does not appear when using the workbench before using the campfire for the first time.
MIR4 - direarms


From our battle to our war, MMORPG MIR4

Greetings, This is MIR4.

[ASIA121] server will be restarted for server stabilization.

Sorry for causing inconvenience on playing.

[Restart Period]
■ Tuesday, Aug. 30, 2022, (UTC+8) 14:15 pm

Thank you.
Void Marauders - Autarca
Hi

It's been a while since I posted a Dev Diary or uploaded a new patch so I wanted to share what I'm doing, what I'm planning and what's a bit delayed in case you want to know what's taking so long (Warning: Text Heavy Article).

New Urban Environments:

I've been hard at work making new modular assets for urban scenarios. This has consumed most of my current time because a good sci fi urban scenario has lots of stuff going on besides roads, sidewalks and buildings. I have a base ready but I still need to add props like holograms, more building types, more vehicles and even interior props for some buildings that you'll be able to enter during combat.




I wanted to add urban scenarios not just for extra variety but also to deal with new mission types like Raiding and Bounty Hunting that would work better in a place where there's a constant stream of enemy reinforcements so you can't stay to loot everything like current missions do.


New Class:

I mentioned that I wanted to make a "Krell'Sha Raider" class some time ago but I only had a basic model done at the time. Now the final model is ready, it has 3 heads and 3 texture sets for basic customization and I just need to configure special skills for it. I'm thinking this one should work as a regular raider but with some extra skills like: "Blood Rage" (lose 1 HP, gain 1 AP once during combat) and "Ritual Execution" (a melee attack that terrorizes every close enemy if it kills). I'm also thinking I could add class specific items, in this case a Krell'Sha Raider could equip bloody "trophies" gained during combat.



New Enemies:

A new type of enemies I want to add are "Pirate Hunters", currently I have a single unit ready but I would like to add at least 2 more and the idea is that these enemies are more oriented to counter your soldier's skills (example: some could equip shields to counter melee attacks and others could even have gear that intercepts rockets). There's lots of potential for these enemies but I'm still planning what to add.



Regarding existing enemy groups, I'm preparing some extra enemies for the Scavs and Security Forces. Basically I would like to add alien variants and extra droids for the Scavs and some Corporate Mercs and Armed Civilians or local militia for the Security Forces.



New Mission Types:

Two new mission types I'm preparing right now are "Raids/Heists" and "Bounty Hunting/Assassination".

Raids/Heists:

These missions present you with a map filled with loot boxes/chests that you need to manually grab with your soldiers and then take (as a backpack) back to an unloading zone while you deal with present enemies and incoming reinforcements. These missions will constantly generate reinforcements so how long you decide to stay to grab loot is up to you.




Bounty Hunting/Assassination:

In these missions you'll be tasked with eliminating one or more specific targets in a map and then retreat. These missions have a chance to have constant reinforcements and also a chance for the target(s) to try to escape or stay and fight (chances are random but are also affected by your progress in the campaign). I would also like to create similar missions to deal with deserters and traitors that you have tracked.

Both these mission types are a W.I.P. but should add a necessary layer of variety to the game once they are ready. To trigger some of these missions you'll have to get a contract/quest in a local space station but some could appear randomly too.


New "Tone" and Minor Changes:

This is something that I'm just pondering for now but I would like to change the current music for some industrial/rock/metal music I have, this would change a bit the "tone" of the game to make it a bit less dark but I think it would be worth the effort (hard to explain with just words, you'll have to hear it during the next patch and let me know what you think).

Other minor change would be to tweak lighting for the whole game, this would be a very subtle change but right now I have problems because some sections are too dark (with "crushed blacks" in some cases), which in turn forces me to use hard colors to compensate, which also in turn makes details like damage, stamped designs, etc. harder to see. If I tweak lighting to make things clearer then I can maybe make details on characters and environment clearer. I also think I could tweak the Fog of War so it's less black because right now it makes the crushed blacks issue worse.

Before I forget: a minor feature I have planned is to add "Time Control" during combat so you can speed up the enemy turns (or everything). This is something the game desperately needs.


What's giving me problems right now:

Right now, what's been challenging to me is to finish the Space Combat system, the High Ground mechanics and adding big enemies to the game.

The Space Combat has been pretty challenging because the combat system is an original idea so I had to start from scratch but the fact that's original also makes it a bit vague to implement. If that keeps giving me problems I might settle for a proven turn based system to get it done or just release the previous mentioned content and postpone the Space Combat for a future patch.

The High Ground works fine, the problem comes from animations, I'm trying to use animations of jumping down and vaulting when leaving a platform but while it works fine it looks too janky. The problem is that I use store animations (because I'm really mediocre at making my own) so these never fit 100% to my needs. Still, this is not as bad, I think I can fix the animations and make them less janky with enough time.

The Big Enemies is a new feature I experimented lately, basically I would like to add big robots, power suits, a Xenobeast Queen, etc. to add more flavor and danger to the game. The problem is these enemies use more than one cell so pathfinding is being a bit tricky right now.

------------------------------------------------------------------------------------------

This is it for now, I wanted to post this Dev Diary since the new patch is taking way longer than the others and people might get impatient. The point was to show there's good reason for the time it's taking, not only a lot of content is being made but I'm giving a general look at the game's tone, lighting and style and even experimenting with new features even if these can get challenging sometimes.

Thanks for reading and see you soon!

Jorge
Aug 29, 2022
WHY I was Born - tatejimayuki
Replaced due to problems with some of the musics.
Endless Bullet Heaven - Dracoraz
Thank you for playing Endless Bullet Heaven! Update notes below:
1.10 (Smaller update, more achievements and small fixes)

Additions:

- Added 10 new achievements!



This is in light of the recently added practice mode! You can get all of these by doing them in practice rather than having to throw real runs.

Misc Changes:

- Changed the menu buttons and gave them a mouseover effect



- Fixed a bug that had round interval achievements (for example, reaching round 20 or round 40) still enabled in practice mode

Achievements related to getting hit are still enabled, which is intentional.

- Hopefully fixed a rare bug where the game window would go above the top of the monitor, making the window unmovable

Shoutouts to my friend that brought this to my attention, understandably panicked

- Other minor changes and fixes

Closing Notes
Obviously this is a much smaller update than usual, but unfortunately my usual computer is still out for repairs. The temporary laptop I'm using instead has some strange issues which has made working on the game much more difficult. Due to these concerns, I'm temporarily suspending further updates until my computer is done being repaired. I'm sorry if this may be disappointing, but I do hope I can get back work soon.

As usual, if there's any issues either yell at me on twitter https://twitter.com/Dracoraz or send an email to dracorazhelp@gmail.com
Chrono Ark - Hyung_12
balance
Huz - 'Rabbit Doll MVP', 'Crack!' skill buffed.

bug fix
Fixed a bug where the storyline at the beginning of the storyline did not progress to a black screen any longer.
Community Announcements - Tree_of_Savior_JP
日頃より『Tree of Savior Japan』をご愛顧いただきありがとうございます。
「Tree of Savior Japan」運営チームです。


本日は次に予定している「レリックのレベル上限解放」の日程についてご案内いたします。
(レリックのレベル上限解放の順番につきましては【レリックのレベル上限解放に関するご案内】をご参考ください)

レリックのレベル上限「Lv18」までへの解放は、9月14日(水)定期メンテナンス時に実施を予定しております。
啓示者の皆様におかれましては、上記の内容について予めご了承の程よろしくお願いいたします。


今後とも『Tree of Savior Japan』をよろしくお願い申し上げます。
『Tree of Savior Japan』運営チーム
Aug 29, 2022
A Series of Temporal Mishaps - Three-Toed Studios
In this Update.

- Sunken Pyramid unlocked. Subterranean Trading Post available with early access code (unlocked December 30th).
- Added a section at the top right of the screen that displays the current objective.
- Revised the checkpoint system and gave the player a Pink Pyramid to follow for each checkpoint. There's also a 'checkpoint reached' message at the top left of the screen.
- Added a new achievement for the new level.
- Added a new tutorial '!' at the beginning of the garage to explain the new level objective.
Aug 29, 2022
rote² (roteSquare) - Poobool
- NORMAL / HARD Add difficulty system (Existing official data will be moved to HARD)

- New Level: 2sonmia - my canon (NORMAL)

- New Level: KOTDARI - Bright Tunes (NORMAL)

- Fixed a bug where the default rain cover key is None
- Recovery of Allowing Composers List documents and in-game links
- Modify the music to fade out at the start of the game
Community Announcements - [CM] Dana


Greetings Squad. this is the HypeSquad Dev team.

We’ve introduced the general direction we’re taking for the private test through the Dev Note Preview
#1. So for this Dev Note, we’ll talk about the details!

Let’s get started!

What’s New #2

Basic Attack Changes
  1. We've modified the basic attacks (right-click) to be more useful in the upcoming test.
    - The average attack damage of all weapons will be increased.
  2. During the alpha test, we noticed that basic attacks were used infrequently, but there are other reasons why we are making them more important going forward.
    - Basic attacks were predominantly used when skills were on cooldown. While we like this use, our long-term goal is to allow players to learn about each weapon through the basic attacks.
    - We hope this will deter a meta centered around just interchanging weapons and spamming skills. Another change will be adding an effect while using basic attacks.

    * Test Weapon: Vita Spear (Heals HP when successfully dealing basic attack)

  3. Lastly, we believe a stronger basic attack will shrink the gap between experienced and new players. New players will be able to better stand their ground in combat, as they are more likely to use basic attacks.
Weapon and Ability Selection
  1. You will now be able to select 1 regular weapon and 2 different abilities before a match starts. This will give players more choice in their initial strategy and help provide everyone with more self-defense at the start.
  2. Players can now equip two abilities which will lead to a more dynamic play before the start of the first round.
Speed
  1. Attack Speed
    - Animation speed for basic attacks will be adjusted.
    - Weapon features will be adjusted so players can rely on the motion of enemies to evade and counterattack.
  2. Movement Speed
    - Sprinting speed has slightly decreased, but you can now enter spriting mode much faster.
    - Improved the situation where characters unexpectedly stopped sprinting in certain instances.
Augmenters
  1. The augmenter system will be renewed.
  2. We received feedback that the augmented system overemphasized attack options. To adjust this, we plan to introduce more augmenter types, including damage reduction sets. We hope to see new and diverse augmenter combination emerge during the upcoming test.
Currency Item and Item Selling System
  1. Hype Points were mostly obtainable though combat.
  2. For the upcoming test, we have introduced a new item that players can farm to sell for Hype Points.
Mode Test
  1. The Conquest mode rules for this test are as follows:
    1) The number of bases will decrease with each round.
    2) Teams with no captured base at the end of each round will be inflicted with a high amount of system damage.
    3) The amount of system damage inflicted will increase with each round. (However, players can survive the system damage through different items and skill and move onto the next round. So planning for this damage will be another fun factor introduced.)
    4) The team who captures the last base in the final round will win.
Don’t forget to register for the 2nd Private Test!
We’re looking forward to another round of feedback as well!

Thank you.
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