Aug 30, 2022
Nienix: Cosmic Warfare - Fenix
Version 0.5550920378
🎯 [Misc] A new "loot recycling" feature has been added. The loot filter in the main menu now reads/works as follows: "The minimum item quality to display in world space. If using the Bulk or Collision loot pickup options, this is also the minimum quality that is picked up. Loot that is skipped due to the loot filter is recycled. Every 100 recycled items yields a new item. The quality of this item depend on the quality of the recycled items."
🎯 [Misc] Summons from active auxiliary items now cause significantly higher aggro than previously. This means that enemies should target them more often in favor of players.
🎯 [UI] The character info screen has been cleaned up a bit.
🎯 [Balance] The radius of the Personal Shield Auxiliary item has been reduced to make it "personal", even for the largest ships.
🎯 [Balance] The hull and radius of the Deflector dome summon has been increased by 3x.
🎯 [Balance] Enemies in Continuum Events now always receive increased hull.
🎯 [Balance] The hull of enemies towards the end of the Continuum Mode has been slightly increased.
🎯 [Balance] Item bonuses in Continuum Mode have been slightly reduced.
🎯 [Balance] The Axiom skill "War Carapace" now scales based on ship diameter.
🎯 [Balance] Auxiliary items with follow-type auras have on overall been given a small cooldown.
🎯 [Performance] Improved performance in complex areas with many entities, such as continuum events.
🎯 [Bug fix] Fixed a bug in the event allocation system.
Aug 30, 2022
再刷一把 PlayAgain - 地精骑士★★★
●BUG修复
1.修复龙吟虎啸羁绊报错的问题
2.修复"所有技能必定命中"效果的技能对物理系技能无效的问题
3.修复部分文本错误问题
Black Forest - Tom
  • Fixed: Children's Tales, dialog around the hunters plus make sure the market is available
  • Fixed: Proper attack calculation for some monsters
  • Balance: Slightly increased chance of monsters eating peasants out of damaged houses
  • Testing: Achievements were bugged, I'm trying a fix that might or might not work.
  • Five new musical tracks for more background music variety
Swing Dunk - bucketplay.inc
Hello Swing Squad!

Here is the patch note for Swing Dunk ver.0.7.2.2

Guide Quests fixes:
- Significantly reduced the number of Guide Quests to lower the difficulty:
- Removed "Clear Dunk training"
- Removed "Clear Pass training"
- Removed "Change Skills in the Perks Tab"
- Removed "Check out the Crew tab"
- Removed "Play Swing Shot Training"
- Removed "Play Layup Training"
- Removed "Succeed in Layup in Quick Match"


Rim size adjustment:
- The size of the rim previously increased by 1.4 times has been reduced to 1.2 times.


Game time adjustment
- The system that ended the game after the ball touched the floor or reached a goal when the timer got to 0 seconds has been modified so that the game ends as soon as it reaches 0 seconds.


Bug fix
- Fixed a bug where the top tab and lobby UI appeared abnormally when leaving the party during party matching.
- Fixed a bug where the face appeared abnormally when previewing the character in the locker.
- Fixed a bug where you could score through under the goal.

*Your reviews and feedback are much appreciated as they will contribute to increasing the player pool!
Please update the game before playing.

Thank you


P.S. Make sure to follow us on social media to get all the latest Swing Dunk news!

Discord : https://discord.gg/juSHDDs9Fg
Twitter : https://twitter.com/SwingDunk
YouTube : https://www.youtube.com/channel/UC6OHiq5AQgdrQV5t7kU46uQ
TikTok : https://www.tiktok.com/@swing_dunk
Aug 30, 2022
This Time - apocalypsetodaygames
It's finally here!

Version 0.3.0 (Chapter 3) has now landed for base game holders.
Your steam clients should soon start the upgrade process automatically but if you don't want to wait just give your steam client a restart and it should detect the new build straight away.

This release bring the total counters for Chapter 3 up to:
659 Images (not including menu items etc.)
23 animations
4655 lines of code and dialogue (excluding menus etc)

The total counters for the whole game now stand at:
1596 images (not including menu items etc)
66 animations
11,278 lines of code and dialogue (excluding menus etc)


CHANGELOG
  • Added new chapter 3 part 3 content to bring chapter 3 to a conclusion as above.
  • Revamped parts of Chapter 1 including a few re-renders, a new animation, some dialogue changes and lots of spelling and grammar corrections.
  • Added the first batch of achievements.
  • Redesigned image galleries.
  • Redesigned replay gallery and added chapter 3 replays.
  • Added intro speech to game start.
  • Some visual changes to dialogue text.

BUGS
At the time of release there are no outstanding known bugs. If you spot any please let me know by emailing me on apocalypsetodaygames@gmail.com.



---


Patreon Subscribers get early access to Dev Diary content and other benefits. Check them out here.
And of course if you haven't yet purchased the game...why not! Grab it here.
Did you know you can get access to inter-chapter game updates, unlock all image galleries and other great benefits too by purchasing the VIP DLC? Check that out here.

CounterSide - GM Σigma


Dear CEOs,

The dev notes on the renewal of the combat equation and a few other abilities will be further explained below.

1. Combat Equation Improvement
The damage output uses a very complicated equation using attacker and defender's various variables. The damage output also varies by a huge margin due to where the variable is placed in the equation, and which abilities are interacting with each other or in synergy with each other.

Before the renewal of the combat equation, basic stats excluding ATK, DEF, EVA, and HIT were referred to as secondary stats. These secondary stats were irregularly placed in the equation, making it extremely difficult to handle.

With the renewal of the combat equation, we have set every stat in CounterSide into groups 1, 2, and 3, as well as refined rules on the timing calculation of damage reduction and various other situations.

▷ Damage Output Equation

Below is the equation for the final correction value of the damage, NOT the final damage itself. We used the correction value to make the overall explanation not too complicated for the readers.



※ The total value of damage reduction inside Brackets {} including defense reduction % is capped at 80%.
※ The total value of damage reduction inside the square brackets [] is capped at 50%.
※ The maximum Role DISADV DMG DEC is 100% (= No Role ADV).
※ Fixed damage: If the DMG RES value inside the Brackets {} is 1 or less, it will correct itself to 1.
※ Extra Stat: Special stats that are used in a specific battle environment, such as PVE. (e.g. Barrier DMG debuff, etc.)
※ With the exception of Sure CRIT, the maximum CRIT rate is 85%.
※ With the exception of Sure CRIT, CRIT will not apply when the target evades.

Rather than renewing and integrating the original stats, we decided to renew the existing equation rules, select stats that will be buffed and organize the equation within a practical boundary.

Stat variables that were unorganized due to series of multiplications , such as DMG RES, special skill DMG variations, ultimate skill DMG variations, and AoE DMG RES are now integrated into Group 2 stats, allowing Group 2 stats to cancel themselves. Original DMG RES Suppression, DMG RES Penetration, and DMG TLRNC (Tolerance) will be calculated in Group 1, and do not influence Group 2 stats.

The maximum value for Group 1 and Group 2 is 80% and 50% respectively. Therefore, in theory, the final correction value for maximum DMG RES will increase more than before the renewal, but this value will be offset by DMG increase or by DMG Taken AMP, allowing us to find more efficient solutions.

Below is the list of stats categorized into three different groups. (The red arrow, →, indicates the stat moved from one group to another.)



Role ADV DMG stats were previously in Group 1 and included a maximum DMG RES cap at 80%. In addition, these stats were used to adjust the fundamental 30% Role ADV DMG, all of which caused a lot of illusions. After the renewal, Role ADV DMG INC stat has been moved to Group 3 to make the value independent, and since this value is used as an adjustment for the Role ADV DMG, the final damage dealt to the Role ADV DMG will be much stronger now.

To summarize the combat equation improvement:
- Original DMG +/RES, Special Skill DMG + / RES, Ultimate Skill DMG + / RES stats have been integrated into Group 2 under AMP / RDC.
- Group 2’s stats AMP and RDC also cancel each other with a maximum value of 50%.
- Role ADV DMG stats are now free to increase their overall influence independently.

2. Ability Improvement

▷ CC RES

The original CC RES was used to reduce the duration of abilities categorized as [debuff]. Just like skill haste, it ran on a logarithmic formula. Hence, when the CC RES reached 100%, the actual resistance was about 50%, making the overall efficiency of this ability drop when the value of CC RES increased.
Therefore, other than to counter stun, silence, and sleep, this ability’s value was low, and unless it was extremely high, it was also difficult to increase the value of CC RES itself through an equipment’s sub-stats.

To make this ability more meaningful, it will be renewed like so:
- Now the resistance value will not be calculated through a logarithmic formula, but through a simple addition with the value capping at 80%.
- The value of CC RES will greatly increase compared to before.



- RES Rate not only decreases debuff duration but also a debuff ability’s rate simultaneously.
▷ If 50% CC RES is applied to [50% ATK decrease for 10 seconds]:
▷ Before: 50% ATK decrease for 6.67 seconds (Actual RES rate 33.3%).
▷ After: 25% ATK decrease for 5 seconds.
- The value of CC RES can be negative (capped at -100%), and if CC RES goes negative, debuff duration and ability rate will increase.

With the changes made to CC RES, we believe this ability will be used more effectively to counter debuffs.

In addition to the buff to CC RES and the changes to the calculation of CC RES, sub stats for this ability on equipment will also change. The number will drop taking into account the changes in both duration and debuff ability rates, the renewal of the RES rate formula, and the effect on debuffer units.

As an example, a fully tuned T6 Maze Equipment with a CC RES sub-stat and its effect is listed below.



▷ Incoming Healing and Healing Reflux

Currently, if the value for incoming healing decrease accumulates over 100% on a unit, the healing will reflux and will cause HP to decrease. Originally, healing reflux existed as an independent ability, but because it was not defined clearly, it was intermixed with incoming healing decrease.

This intermix did not cause any issues in the gauntlet or in similar circumstances. However, there were instances in high-level PVE, in which healing patterns led to units accumulating incoming healing over 100%, or in which debuff immunity was absolutely necessary in order to create new healing-pattern enemy.

To develop content of different levels and unique units with their own specialized characteristics, rules regarding incoming healing and healing refluxes will change like below:

- New ability, “Healing Power”:
■ Healing amount will increase in ratio with the caster’s healing power.
■ This includes healing abilities cast on oneself.

- Incoming healing decrease and healing power cancel each other:
■ Total heal amount = Incoming Healing * (1 + Healing Power – Incoming Healing decrease).

- Incoming healing decrease will never go below 0.

Units and ships that originally had close to 100% incoming healing will not aim for healing reflux anymore, but will counter the opponent’s healing power instead.

3. Changes in the Safety Zone in the Gauntlet

The safety zone is defined as an area where the ship takes damage instead of the units. The safety zone was designed to allow the defensive side to cope with the incoming opponent’s units. Its function is to protect the tower class units or deploy units at the very end to pull the frontline, but initially, its main function was to provide a last line of defense that was highly appreciated.

However, through the years of service, new tower class units were added to the game, some of which were very powerful. Unless we decide to stop making tower class units, we thought it would be impossible to change the meta just by individual balance change.

With this update, the minimum deployment location point of the units in gauntlet will change.
However, the overall field area for a deployed unit to move around will be the same as before, so units going behind the safety area due to knockback or an opponent entering inside the safety zone will stay the same.



After this update, we expect a few changes in gauntlet strategy and meta.

We will keep a close eye on plays that target the ship directly since this is not something we intended.

We will do our best to provide our CEOs with a great gaming experience.

Thank you.












CounterSide - GM Σigma


Greetings! This is the Head PD of CounterSide, PSY.
Did you enjoy the contents listed on the 1st roadmap?

I believe we managed to deliver all the contents we planned to deliver to you. I thank you for all the love and support!

We also received feedback from some unsatisfied CEOs. We sincerely apologize for any issues you may have encountered and will now present you the contents we are currently preparing.

1. Update Policy

CounterSide started its official service in Korea, and there is a 2-year gap between the Korean and Global servers. During those two years, we were able to increase the quality of the game's content, stories, characters, and skins, which we are confident will give our CEOs a great level of satisfaction.

CounterSide is a story-based game whose stories branch out into numerous directions within Counterside's timeline. Most of the characters develop their personalities based on their experiences and reach out to the audience through their stories. In other words, the link between the stories and the release of new characters is very strong, and if the stories get released at a fast pace, then so will the new characters as well.

Because there is a 2-year gap between the Korean and Global servers, we want to close this gap as soon as possible to allow our global audience to experience the new content released on the Korean server before it gets old. The joy of getting news of new character releases and enjoying that new content fast will be greater than having to wait for a long period after getting the news of new releases.

We are well aware of the strain on our CEOs due to fast updates on the server, and we promise to compensate for it. We plan not only to release new stories and characters faster but also 1st and 2nd-anniversary rewards and huge events carried out in Korean server. For more detailed information on the roadmap, please wait for September 2022.

2. Official STEAM PC Client Release on the 1st of September 2022

On the 1st of September 2022, the official Counterside Global STEAM PC client will be released!



High-quality graphical resources increase visual satisfaction, but can strain some mobile devices and emulators due to high specifications. I can assure you that the PC client on STEAM will allow our CEOs to enjoy CounterSide in a smoother and more stable environment. However, some functions, such as advertisement rewards, will not be supported on the PC client.

CEOs will be able to link their existing mobile accounts to STEAM to continue to enjoy the game!

Don’t miss out on our STEAM launch events and packages as well as coupons given through our partner influencer’s livestreams!

3. Launch 100th Day Event



To celebrate the 100th day of service in Global, we would like to show our sincere appreciation to all of our CEOs!

The 100th-day celebration event will begin on the 1st of September and will include free 100 rolls, a crafting event, a limited mission, and special punch-in attendance gifts!

Come and celebrate the 100th day with us!


4. 1st of September Update

The STEAM release and an update to the game will proceed in parallel on the 1st of September.

The update includes several qualities of life and system improvement updates already existing on the Korean server, along with a new event.

Event episode 《Fateful Summer》



On CounterSide’s Global Discord, Reddit, and other communities, there were a lot of discussions about when the summer event will begin, although the topic of discussion was mainly the summer skins.

As such, on the 1st of September, the event episode 《Fateful Summer》 and the summer skins will be incorporated!



To shorten the schedule, event stories that usually open in a span of 3 weeks will be shortened to 2, while all the summer skins will be available on week 1.

When this event was first introduced in Korea, the skins were sold in a time-limited fashion. However, now all the skins are on sale without any time limits, we thought it would be best to release them all at once and to make the stories available at a faster pace.

We will make sure that shortening the event periods will not cause a tight schedule and have prepared extra events!

Please enjoy CounterSide’s late summer!


5. The TASKFORCE PLAN



CounterSide’s guide missions are rather old content. In fact, the old guide missions were not enough to fulfill their purpose and the rewards were not attractive either. Regardless of the game service period, I believe it is important to have a mission system that helps beginners enjoy every single content featured in the game. That is where the TASKFORCE PLAN comes in.

On the 1st of September, the TASKFORCE PLAN will be implemented while the previous guide missions will be closed. As we have announced the news in advance, please make sure to clear all the missions before the update to get the maximum number of items.

After the update, CEOs who have already cleared the old guide missions will also be able to participate in the TASKFORCE PLAN missions again to acquire new guide mission rewards.


6. Salary Negotiation Simplification

In the survey that we conducted in June, there was a lot of feedback on the salary negotiation.

Some people found negotiation animations and choices interesting, while a surprising number of CEOs admitted they are having trouble choosing the right options and buttons. Overall, the majority of CEOs had a hard time figuring out the system.

The development team has put a significant amount of time into this inquiry and has decided to simplify the salary negotiation system.



The simplified salary negotiation will be more convenient.

It was difficult to let go of the old ways, but we wanted to help the CEOs who found this difficult to get used to. Therefore, we decided to improve the system. Furthermore, we believe that all the CEOs who want to play the game for a long time will also find this simplified version more comfortable.


7. A New Beginning Capital Point Event



The Capital Point Event is being featured as the 2.5 years anniversary event on the Korean server, and many CEOs have given very positive feedback on it.

Considering how fast the global region’s progress speed is compared with the other regions' progress speed, we believe that this kind of event should be implemented faster to help our CEOs grow and advance. Therefore, we decided to update the system right away, without having to wait for two years.

The Global server’s Capital Point Event will begin after the implementation of the 1st of September update. Through this event, CEOs will be able to earn points at the Capital Points shop by clearing missions given at the bottom right (as shown above).

A SSR Recruitment Selector Coupon, Set binaries, and other amazing rewards await!

8. Stat System and PVP Gauntlet Safety Zone Improvement

The Korean server has been in service for 2.5 years, so the overall damage output equation and partial abilities have been renewed, as the existing damage output equation was very complicated and difficult to use.

As for the changes in the safety zone, we believe that defending the ship by using tower class employees gives too much defensive advantage. To balance it out, we have made the deployment location a little bit more forward than the original.

Here is the link to a separate notice for more detailed information on this topic, for I consider it too detailed to be added to these dev notes.

https://store.steampowered.com/news/app/1976440/view/3244301405091273114

Please feel free to read the notice if you are interested in this topic.

9. Relic Challenge and Exclusive Gear Upgrade



After completing Main Stream Episode 5, CEOs will be able to enter Relic Challenge.

Relic Challenges are difficult stages that require special methods in order to be cleared.

These challenges can be entered by spending eternium and offering the chance to farm for high-tier pieces of equipment.



Considering the current pool of employees available in the Global server, only the 1st stage of the Relic Challenge will be opened.


10. Shadow Palace [PALACE #4]



Just like the challenge stages, Shadow Palace requires a specific strategy, and many retries to clear. We observed that many CEOs are actively participating in the Shadow Palace stages to acquire special gears with unique options.

The 4th Palace requires a higher specification to clear, but we believe the current Global server is ready for the 4th Palace update, which will be more useful to those who farm for spectral gear.


11. Side Story《Left Behind Alone》Added



Sigma’s event episode, Left Behind Alone, will be added to the Side Story tab permanently!

In CounterSide Global, we are focused on releasing new event episodes more than reruns of past events. Therefore, the lost chance to farm for items will be compensated through other events later.

For other event episodes, we are coordinating the schedule to add them permanently to the Side Story tab.

12. Regarding the Strategy Battle Gauntlet

We have received much feedback on the renewed strategy battle gauntlet and its time of implementation and format. We sincerely apologize for not being able to deliver content that resulted in a joyful experience for all.

Contents bound to the dev version like the strategy battle have limitations in separately managing an implementation. If it is completely new content, we will be able to release it based on progress, but base content like gauntlet is hard dependent on app updates due to its versioning mechanism. Therefore, starting from the planning stage, we acknowledged the implementation was quite early, hence we tried to add it when we thought was most suitable. In the end, it was not. We sincerely apologize again for our mistake.

After listening to and reading your feedback, the strategy battle is gradually being revised to allow our CEOs to feel they are being rewarded for their victories, rather than feeling stressed for repeatedly being defeated and challenged. We will delete the old notification system that sends defeat in-game mails and come back with a much-improved system.

At the end of the revision, we want to gradually adjust the defense merits to provide a sense of play satisfaction through a new reward system. If the goal is not met after a single revision, there may be several iterations, but we hope that all CEOs understand, as it is an effort to provide a better experience to all.


This concludes the end of the dev notes.

To provide a better quality of service, we still feel there are many things for us to learn. The CounterSide development team loves the game, deeply appreciates our CEOs, and is focused to create better content.

We will put more effort in returning all the support we receive

Thank you.
Aug 30, 2022
GameZero - rage.machine64
...
Aug 30, 2022
King Rabbit - Race - RareSloth
• New music!
• Various bug fixes
AutoChess of Gensokyo - zzz
服务器维护时间:15:10→15:40
山女
  • 基础攻击力50/90/180→60/100/180


  • 盾击伤害250/350/500→200/300/500

河童
  • 基础攻速1.35→1
  • 初始蓝量20→40,最大蓝量60→80
  • 基础攻击力调整为45/84/149→50/90/160
  • 取消技能前摇,技能冷却2s


  • 初始蓝量20→30,最大蓝量85→80
  • 基础攻击力65/117/211→70/120/215
  • 攻速0.6→0.65
  • 死灵妖精攻击速度0.6→0.8

莉莉卡
  • 初始魔法调整为30→40
  • 技能护盾值125/225/400→150/250/400

小町
  • 技能伤害200/300/600→180/280/550

铃仙
  • 初始魔法40→20 最大魔法值140→120
  • 分身持续时间3秒→4/5/6秒
  • 穿甲50%→25%
  • 基础攻速0.75→0.7

天子
  • 最大蓝量100→130
  • 技能伤害调整为250/400/900→225/350/900

勇仪
  • 最大蓝量60→90
  • 攻击速度0.65→0.6
  • 移动速度10→8

翠香
  • 技能额外攻击力百分比100%→125%


  • 技能锁血时间3/5/10秒→2.5/3.5/10秒
  • 技能释放攻速提升100%持续3/5/10秒

芙兰
  • 基础攻速0.8→0.9
  • 初始蓝条10→0,最大蓝量50→100
  • 技能伤害百分比300%/300%/600%→400%/400%/600%

妹红
  • 蛋现在免疫控制

西瓜刀:攻击冻结7次→8次,每次攻击降低双抗12%→10%
庭师的双剑:新增额外获得30攻击力
瓦莱丁:爆伤提升40%→30% 暴击率额外提升50%→55%
奇异的蘑菇:新增获得20%爆伤
僧侣的降魔杵:伤害50→40,削蓝12→10

乐队魔法伤害改为真实伤害

问题修复
  • 现在观看其他场时也能选装备
  • 升级挤装备现在优先挤掉装备个数少的单位的装备
  • 增加第一回合的准备时间5秒
  • 选装备的时间将根据剩余玩家的数量决定

  • 修复回合结束时有较小概率对已经死了的玩家没有统一结算
  • 修复头套层数显示有问题
  • 修复铃仙分身刚创建出来血量不正确
  • 修复花妈没被挨打时最低转化伤害失效
  • 修复永琳伤害统计会创建出来多个
...