- Fixes in Game Saves. - Soldier's Exp. The indicator has been renewed. - Event System made minor changes. - Added Dungeon Key reward to Event System. - Added 'Dungeon Key' unit. I'll be posting what you can use these keys for soon.
The new high resolution aerial images are looking great so far, we're in the process of converting them all. Here are a few more teasers of the upcoming new images for the Aerofly FS 4 Europe DLCs.
Bug Fixes: - Updated the summoned AI of the tablet [Scorpion Elemental], now it can attack more targets; -Fixed the bug that the number of Red Scorpion Sigil generated after the summoned tablet [Scorpion Elemental] attacked was incorrect; -Fixed some mistakes in the description of tablet [Star Blitz]; -Fixed the bug that the continuous cutting limit of increasing in some tablets of warrior [Berserker] returned at a wrong time; -Fixed the bug that the exclamation mark cannot disappear when the mouse hovers in the equipment interface in some circumstances; -Reduced the selling price of some accessories like silver coins in the store; -Fixed some mistakes in Chinese and Japanese translation;
- We continue the work of improving the maps, both at the level of collider and navigation of the units.
The maps affected by this update are: 1) The two bridges 2) The rocky coliseum 3) Sand and rocks 4) The frozen lake 5) The snowy mountains 6) The farm
We want to implement the feature that the player can also play AOU in a tower defense style. Anyway, we'll think about it after we finish the full map update.
Previous versions of the game were built using a bit of an old version of GameMaker and Steam SDK, but this patch has now updated them to the latest versions.
This should help with compatibility and was necessary for some future features (such as HD fonts). Ideally you shouldn't notice any difference, but there were some changes needed under the hood (in particular with the positioning of text) so let me know if something looks out of whack.
I've also added the old v3.1 patch as a selectable Beta you can roll back to just in case you run into any bigger issues. :]
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
# Convenience
- The difficulty mark is added to the quest.
- Added function to skip story-related cut scenes.
Only the host can skip it and all of you skip it.
- The interaction priority of items that could not be acquired has been lowered.
- Items dropped by Field Boss/Story Boss have also been modified to be able to be acquired individually.
- Some of the terrain in the Darkess region has been modified.
We've lowered the frequency of combat that's been set a bit too much.
# Balance
- AP consumption of the blocking action has decreased.
- The aggro accumulation of the Roar of Protection has increased.
- The pickaxe always has a whetstone effect.
# Etc
- Supplemented some of the item descriptions.
- Fixed some parts of the translation that were awkward.
Wrestling With Emotions: New Kid on the Block - Team Lazerbeam
Hey Lazerbuds!
We’re so stoked to share our second monthly dev update with you all. This month we’re going behind the scenes, literally, to show you some of the locations you can find in Wrestling With Emotions!
Yr Home
Make yourself at home! From the wrestling memorabilia covering every available surface, to the weights and photographs detailing your own wrestling journey, your home is a chaotic space where your character’s true adoration of wrestling is plain to see.
The Mirror
Who do you want to be?
In your home you’ll find a mirror where you’ll be able to design your rad wrestling babe at the start of the game! As you level up your MEAT, you can revisit the mirror to modify your muscle cutie!
Manny’s Office
There’s no location in Cuddle Town more revered than the office of MC Manny MC Man. As the head of the biggest wrestling promotion in history, Manny’s office isn’t just a huge deal to any rookie, but it’s also a museum exploding with over 50 years of Wrestling With Emotions’ history.
Sweat City
Pump it up! Sweat City is the infamous training ground of WWE legends and this is where you’ll come to level up your GUTS (Grabbies, Uppies, Throwies, Strikes)! Learn some stellar new moves in the ring to show them off in your next big match.
The Cuddle Dome
At the end of every week you’ll find yourself in The Cuddle Dome and also on the TV of every wrestling fan out there. It’s time to show them what you’re made of!
The Locker Room
Deep inside the Cuddle Dome is the Locker Room, where all wrestlers prepare for their matches. This is the perfect opportunity for chance encounters with wrestling superstars, which often results in bursts of backstage drama.
And that’s all we’ve got for you right now. But don’t fret, there’s more exciting locations in the works, including spots to take your favourite wrestlers out on dates!
Where would you wanna take your dream date?
As always, thanks a ton for your continued support. We hope to catch you at our next dev update next month!
Old Future: Post-Apocalyptic Times - Frontline Games Series
Greetings friends, Thank you all for you feedback, In this update touches little bit on sound and background atmosphere. A lot of new sounds will be arriving shortly, (the sound system under Unreal it's easy and very enjoyable to work with) A few more bug-fixing and balancing has been added from the forum. The current saves might be in conflict and might generate a few problems (this happens when I make structural changes to the engine but I'm looking for a fix) -Added vendors at the beginning of the map for easier gear access. -Weapon balancing is still a little off, I'm redoing it in the style of a classical shooter in stead of an RPG thinking.
Much appreciated, please stay tuned, I'm still pushing silent updates almost every day. Cheers, Ionut
As a thank you for all your support, over the next few weeks we'll be sharing behind-the-scenes peeks at how Dome Keeper is made. This week, Bippinbit's René offers a tantalizing technical breakdown of our game's striking color palettes and how we make every world feel distinctive.
Like a lot of things in life, sometimes it's the tiniest details that make the biggest impact. Take the colors used in Dome Keeper; we already know that its striking art style makes it stand out for all the right reasons, but did you know that every world has its own particular mood and atmosphere (pun intended, of course), too?
Color me excited!
First, check out this hot pink screenshot below. It's memorable, right? I mean, I don't think any of us are going to forget a world with a hot pink sky and royal blue plant life, but this image is unforgettable not just because of its strange color combination! You see, without this particular color palette, Dome Keeper would be a very different game indeed…
Here comes the science bit!
Thanks to the color combination of this world, we can create whole new hues and colors on other ones, too. To help you visualize it, here's a handy breakdown of the hues and shades we can find in the color palette for the groovy image above:
It's kinda cool, right? Varying shades of green, blue, and pink dominate the color scheme, but the palette also generates a number of purples, violets, and browns, too.
What's that? You don't want to live in a hot pink world? We're not sure what you have against the pink skies (we dig it, quite honestly), but the good news is, you don't have to! "The reason this pink palette looks so strange is because the color values here actually have something encoded, so it's not about the colors at all," René explains. "It's about the placement in this grid.
"We can tell the game to use a different palette, but one in the same shape. For example, it will take the color that's in one square and replace it with the color in the same spot from a different palette. Like this!"
Some of these colors and shades are just for the monsters. Some are for the Dome. Some can only be used for your Keeper. But that's why - thanks to this nifty system - Dome Keeper enables you to easily swap color schemes and create a world that feels special and personal to you!
Worlds apart - making Dome Keeper's worlds feel distinct
But it's not just the colors that make every world in Dome Keeper feel unique.
In the future, Dome Keeper's worlds will offer different challenges, including what monsters may spawn there, and how often. For instance: although you may encounter the same monster type on more than one world, each world will have a unique setup.
This means every battle phase will play out a little differently, and every battle will offer its own unique benefits and threats. Combat will always feel distinct as you move from world to world, adapting your battle strategies as you go.
There will also be modifiers that offer pre-made setups that will spice up your worlds, too, allowing you to select preferred modes when choosing your loadout.
One mode includes speeding up the monsters - oh no! - but giving them fewer HP points - yay! Another includes creating a maze-like map with loads of appendages, tunnels, and chambers to explore. And another again halves the number of attack waves you encounter – giving you much more time to do that all-important mining, of course – but the waves you do endure will be much more challenging.
As for why we're mining for minerals, relics, and gadgets? Hmm. Guess we'll have to tell you more about that in another update, eh? Watch this space…
Make sure you're following us on Twitter or join our Discord and let us know what color schemes and modifiers you'd like to see pop up in Dome Keeper!
Armageddon War:Old Era Wreckers / 大鏖战:旧时代的残党 - freeflyfish
From the overall view of the project should be a failure, self-summary reasons are
1. Not using mods well to build a fan base (because I never really liked the circle thing)
2. The English version is not properly handled (although it has been corrected by someone)
3. The game was released too early and the early content was low
4. Lack of fun, lack of art, repeated modification of various gameplay mechanisms, unable to compete with other competing products in PC branches (mainly lack of money for art and publicity)
5. Subject matter is sensitive and cannot be propagated at all (post a post in the post bar and then the account is closed forever)
6. The first time to make a game, there is no team, no testing, it is all done by one person, which leads to slow progress, too big content, too small market
7. Give up the network server, resulting in the mobile phone charging model can not be determined
Follow-up Programme Development
This game has a lot of investment in manpower cost, but the income is not enough to live on, so it will slow down the update (monthly update) and focus more on new projects that can make its own survival
The plan update for the battle will remain the same: it will be updated until all the content you want is done
The mobile version will be completely free of charge and is expected to be released in September/October after preparations are completed