Colony Survival - Pipliznl


Over the past two weeks, we’ve selected 122 people from the #beta-applications channel on Discord and gave them access to the beta branch of the game. On top of that, we also added the Testers-group which were selected in a similar process for the 0.7.0-test a while ago. We’ve received enormous amounts of feedback, from one-sentence descriptions notifying us of tiny errors in item descriptions, to long posts with deep analyses of what works and what doesn’t. Thanks a lot to everybody who applies, tests and shares feedback! It is very valuable.



This has already led to six (technically seven) new versions being released, ranging from 0.9.0.0 to 0.9.0.6v2. In the image above is a small sample of the improvements in these builds.

I was a bit scared that the beta would lead to quite a lot of negative responses. For example, people not liking certain changes, and people being confused by new mechanics. But in general, the response has been very positive! Most testers seem to like the changes and believe they are improvements.

Of course we are very happy with this - but, it has introduced a new problem. 0.7.0 and 0.8.0 both had the endgame including the distant biomes that require loads of travelling and complicated trading rules. Lots of players skipped this content because it wasn’t rewarding enough. 0.9.0 solves this problem, but it does mean loads of people now actually finish the game, or at least reach the end of the tech tree. And now these people are clamouring for more content!

The current 0.9.0 beta doesn’t contain matchlock guns or printing presses, and we would love to reintroduce these items. We already had rough plans on how to do that, but hadn’t implemented them yet. We’re calibrating our plans based on the beta feedback, and we’ll re-implement that content and other era-appropriate items. We hope this will result in a satisfying endgame for 0.9.0!

The beta will become more open once that content is finished. If you can’t wait, feel free to apply to the beta via the instructions in the previous blog! If your application is more than three days old and you haven’t been selected, and you very much want to participate, you’re allowed to send in a new application. Please check whether you followed the instructions carefully.

New Terrain Generation

Two blogs ago, we revealed the very first pictures of the new terrain. One blog ago, we started the beta. In between, we made a lot of changes to the terrain generation, and we haven't shared that yet! So here is a overview of some of the major new features in the terrain.



Firstly, Zun got rivers to work, so the world will be crisscrossed by them. They allow players to build a colony next to water, but without being bound to the sea and certain lakes. They also make it much easier to explore the terrain without getting lost.



Randomly throughout the world, heaths will spawn. Technically, these are inspired by the anthropogenic heaths that are quite common in the Netherlands and nearby countries. These heaths offer access to unique resources. You’ll either have to purchase them manually using the new currency at the merchant, or gather them by building an outpost in a heath.



Another unique “mini-biome” scattered throughout the world are marshes. These wet areas offer access to unique resources in the same way as heaths.



Tall mountains topped with snow indicate the presence of ores like tin and gold, which can only be found in those locations - or again, at the merchant. Thus, gathering all of the jobs and items in 0.9.0 requires a main colony and three outposts. As explained in a previous blog, the outposts work quite different from the multiple-colonies-system added in 0.7.0. You don’t need to travel many kilometers of empty terrain to get to the unique biomes in 0.9.0, and the exchange of resources goes automatically, without requiring players to set up tedious trading rules in a primitive UI. This makes managing multiple colonies (/outposts) a much more intuitive and rewarding task.



Last but not least, the world now contains some rare mammoth trees! They help a lot, functioning as beacons that make it easier to orient yourself.

Bedankt voor het lezen :D

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Last Oasis - pogosan
First, we want to announce that Sleeping Giants will be releasing next week! We aren’t yet ready to confirm the specific date, but you’ll hear it as soon as we have it locked in. Sleeping Giants will be released in PvP and PvE variants, and SG rarity tiles will be added to the pool right away. We’re excited for everyone to experience the new and improved map and the brand new challenges that await you as well as all the new rewards like an improved version of a Maintenance Chest, new tier of a Windmill that allows passive generation as before in addition to a massive increase to active generation in sandstorms, or even just new special boots you can check out below. Today, the patch focuses mostly on balance and bug fixing.

Here is a pair of boots. What are they for? Fishing in toxic water.




Walker Combat

We made several big changes to siege weapons in the last patch. Mostly, it was done through adding specific uses to each weapon and ammo type to, primarily, improve PvE, but, at the same time, also hoping to improve PvP. Unfortunately, we left scattershot a little bit too powerful, so that is receiving a nerf, reduced from 85% -> 12% against Medium Armor, and 30% -> 10% against Hard Armor. We’ve also tweaked a few more damage numbers and armor percentages here and there, which will be in the full patch notes. In addition, we have fixed all of the reported bugs associated with reloading and firing. This is a system we want to continue to improve - stuff like additional or expandable control groups in particular.

Overall, with respect to walker fighting, we’re not really happy with the “Crack and Drop” meta. The nerf to scattershot should increase walker fight times, which is one step in the direction that we’d like to see in PvP, but, ultimately, the current design encourages you to, primarily, target the hull and then take all the armor and water from an enemy’s walker, instantly ending the fight. This isn’t really a desirable outcome nor is it consistent with a lot of the other design principles that we have for S5. We're planning to address this issue even more in the near future. Also, we don’t want everyone to be forced to be a solo gunship to be competitive, so we’ll continue to look for ways to enhance “Crewmember” gameplay.


Rarity Cleanup

Rarity also received quite a few fixes since the last update, primarily to the bugs you reported. Rupu vines should be fixed to be always the rarity as the camp and the exploit allowing you to exceed the clan cap should also be fixed. The trade station quest that was giving 0 flot has been replaced with a new quest. The previous quest was built when all maps had trade stations so it didn’t work right out of the box. Instead, it’s been reworked into a new quest, which gives you a package to deliver to a traveling merchant, who will then give you a token to exchange for Flots at any Trade Station.

Overall, we’ll keep it short this week, but after Sleeping Giants is released we’ll have quite a few large devblogs, which will focus on our plans for improving gameplay, specifically schematics and PvP, going over the full survey with our take on solving the issues, and, likely, even more surveys, allowing you all to weigh in as we continue development of Season 5.

Here is also a new headgear that will start dropping with SG from bosses and other tough enemies as a special item. It will start our journey to implement a headgear for every equipment set in the game.




Full Changelog:
  • Fixed mobs staying aggroed for too long if they received damage.
  • Made mobs deaggro low priority targets (like unmanned walkers) much more quickly.
  • Rebalanced repair hammers costs and added new icons and meshes to them.
  • Rebalanced bolt and dart costs.
  • Updated scroll rack mesh and icon.
  • Stopped remote weapons shooting when the player manning them is downed.
  • Fixed reloading continuing on unmanning.
  • Fixed reloading issues with ammo conversion and ordering.
  • Nerfed Scattershot as described in the post.
  • Reduced Lobber damage to Hard from 75% to 60%.
  • Increase Spinner Direction Deviation from 2->3.
  • Increased Throwstone stack size in Thumper from 10->50.
  • Increased Dart stack size in inventory to 100.
  • Fixed rupu vine and fruit pulp not using camp quality.
  • Increase ammo chest stack size 50->100.
  • Fixed clan cap penalty sometimes not working correctly.
  • Set correct icons for chitin and bone darts.
  • Set correct icons for simple tools.
  • Added proper ranged rupu friendly fire avoidance.
  • Improved performance for gas and smoke clouds.
  • Decreased flint orb weight from 5 to 1.5.
  • Fixed a bunch more icon issues.
  • Replaced delivery quest with delivering packages to merchants.
  • Adjusted the strongbox merchant campfire visibility.
  • Reduced rupu siege weapon durability from 5->3.
  • Increased Flint Orb damage from 57->80.
Sep 23, 2022
Escape Simulator - ps_Tom
- 70's Room visual bug fixes
- 70's Room translation fixes
- Translation fixes on some levels in Steampunk DLC
- More solid monitor selector option
- Fixed transparency clipping issue for custom rooms
- Better right click movement in the room editor
Sep 23, 2022
Mechabellum Test Server - Hell00
[Update 0.6.147]

Unit adjustment

-Melting point

● New melting point technology [Energy Scatter] : Melting point range reduced by 40 meters, but can fire 5 rays for attack, each ray does 20% of the original damage.

- arc

● [Energy Storage Attack] Effect changed to: Attack power increased by 150%, attack range decreased by 10

● Electromagnetic bomb price reduced to 200

● The price of [air defense ammunition] has been adjusted to 300

- guard

● [Geo Expert] Attack increase increased from 100% to 150%

● [Energy Shield] price changed from 400 to 300

-The dominant

● Attack range increased to 110, damage changed from 3466 to 3352

- heavy rain

● Added Armor Smother: Cost 300, damage increased by 75%, reload time increased by 15%

- rhino

● Rhino health increased by 20%

- creeper

● Attack power increased by 20 percent

Added authentication anchor function

- Join Iron and Steel Theater host group (QQ group number: 204116689) and become a certified host

- Players can now find the certified live streamer in the game and can go to the studio with one click

Appearance Adjustment

- Added new 2V2 map: Airport

- Removed the original 2V2 map star

- Updated appearance of hammer

- Updated the look of the grassland map

Performance Optimization

- Optimized desert map performance

- Optimized performance for unit transformation scenarios

BUG fixes

- Fixed an issue where some UI elements were too fuzzy in the lowest image quality
Rooms of Realities - ⚡️Gamedust_Red⚡
Hi, Sea Dogs! We would like to share with you, what we are currently working on in Rooms Of Realities.



As you well know - creating Escape Rooms is complicated, and it takes on even more effort when you want to do it in video games… and even more when we talk about Virtual Reality technology. That is why the Rooms Of Realities project is so exciting for us. But every puzzle and environment in the game requires a lot of work, testing, and planning.



Therefore, before you see what we are preparing in the form of a new video, here is the opportunity to preview a few pictures from a completely new space - Captain Nemo's submarine!

The shots are far from the final ones, they don't have the final light and textures yet, but they will definitely let you feel what we want to prepare.


Showing the next stages of the game so early in development is not easy - but since transparency is the most important thing, we want you to know how much work is still ahead of us and that we are doing our best to develop our project in the next few weeks.



We are currently finishing a fully functional version of the levels that take place in the Pyramid. And although they still require a lot of polish, we can promise you that you will not be disappointed with them. We are already gathering with the same enthusiasm for the third biome, in the form of a submarine full of treasures and amazingness, and uniqueness.

Thanks for your attention, stay with us and send information about Rooms Of Realities to your friends. We will show further effects of our work soon!
https://store.steampowered.com/app/1917810

▁ ▂ ▄ ▅ ▆ ▇ █ 💠𝘾𝙃𝙀𝘾𝙆 𝙐𝙎 𝙊𝙐𝙏💠 █ ▇ ▆ ▅ ▄ ▂ ▁
💬【𝙳𝙸𝚂𝙲𝙾𝚁𝙳】https://discord.gg/UjeUv7JERx
📰【𝙵𝙰𝙲𝙴𝙱𝙾𝙾𝙺】https://www.facebook.com/Gamedust
🦆【𝚃𝚆𝙸𝚃𝚃𝙴𝚁】https://twitter.com/GamedustTT
🕹️【𝚂𝚃𝙴𝙰𝙼】https://store.steampowered.com/dev/GameDust
🎞️【𝚈𝙾𝚄𝚃𝚄𝙱𝙴】https://www.youtube.com/c/Gamedust
📷【𝙸𝙽𝚂𝚃𝙰𝙶𝚁𝙰𝙼】https://www.instagram.com/gamedust_studio/
Sep 23, 2022
Spelunky 2 - Micky
  • Cross-play with other platforms will only become available after the other platforms are using v1.27
  • Added back cross-play leaderboard filter.
  • Improved clock syncing to be as unobtrusive as possible (may fail to become unobtrusive very rarely) while still syncing properly 98%+ of the time.
Sep 23, 2022
rote²(roteSquare) - Poobool
[Adding an event]
-You will be able to adjust the size of the notes for each line.

-An event is added to allow you to change the position of the note within the line.
(The decision line is the same, but only the position of the note is changed )

- The line length effect is added

- An event is added to change the path of the line


[etc.]
- The notes will be re-selected when you redo, undo in the editor.

-Corrects the pbrff file crash error when you save in certain cases
Wolcen: Lords of Mayhem - CoTTo
Greetings Ascended,

As communicated previously, we have been preparing to switch our backend infrastructure to a new in-house solution. This switch will require some downtime of Wolcen’s online elements, during which time all online characters will be inaccessible to ensure a smooth and safe transition. Additionally, player friends lists will be cleared as part of the switch, and we encourage you to make a note of them before the shutdown. We understand this is disruptive, however it is a necessary step to improve Wolcen’s future online stability and performance.

We intend for this downtime to begin at 10:00 AM (CET) on Monday the 26th of September and should be completed by 10:00 AM (CET) on Thursday the 29th of September.

We will issue another reminder shortly before the downtime begins.

Have a great day!
ΔV: Rings of Saturn - Adrian W.
  • Bounty hunters will transfer prisoners from you again.
  • Fixed the boot screen on ultra-wide monitors.
  • Quickly toggling the Tuning setting for nanodrone systems could cause the game to crash.
Project Xandata - S6.Brrrzy
What’s up, Xandats! 👋

Two months in EA S01 and we are always grateful for your support! We got your feedback from the launch of our first dev log, and we’re so glad you are enjoying these mini updates.

This time, we wanna tell you about a feature we introduced last July that many of you may have had the pleasure of shooting – the bots!!!

The bots, also called the Alliance of Nation Recruits, are AI-controlled players that you can fight in matches, alongside actual human-controlled players. Before this feature was released, we struggled with long queue times. Plus, new players found themselves matching against experienced Xandats, and essentially got pulverized seconds after they spawn. Sooo yeah, that’s frustrating.

The bots helped ensure that you always have matches to join and enemies to fight against. They also gave new players a way to familiarize themselves with the game without the pressure of having to play against waaaay more experienced players.

So without further ado, allow us to introduce Capt. Monkey, Agent Muddy, ElbowGrease, and company!! 🤖

In their initial iteration, the bots could fill-in for games with extra slots and replace players that leave mid-match. This helped speed up queue times and so new players can enjoy the game even when they play outside PXD Nights.

As for gameplay, the bots could perform the objectives... to the best of their abilities. In the first week of their release, you might have noticed that they were a biiiit too nice. Okay, fine. They DIDN'T SHOOT. So if you happened to play that week and you managed to hoard XP, you're welcome.

Unfortunately (for you), this didn’t last very long. Our patch last August improved the bots’ POTATOS: Positional Orientation, Target Acquisition, and Tactical Objective Support. 🥔 They can now reign chaos and bring destruction to you and your allies mwahaha ☠️



We also tweaked how the bots navigated across different maps, making them more aware of their layout and their surroundings. This prevents them from running up against walls and lets them sneak up on their enemies. Finally, we adjusted how they performed in fulfilling game objectives for Corruption, Overcharge and Skirmish.
We're pretty happy with how the bots are doing in the game right now. We feel a little bit of joy when we see them sneak up on their enemies, dart across the maps, and land their shots. But we're also still continuously working on ways to make them better.

The elements that the bots can use are currently fixed per class: Shadow Agent, Lightning Marksman, and Water Juggernaut. It would be nice to add versions of bots with different skills and weapon loadouts and with better aiming capabilities. It would also be interesting to have bots actually work together as a team, coordinating as they execute objectives. This would make them more thrilling to play with – better allies and more challenging enemies.

And that’s about it for Developers Log #2. Be sure to tune in next time for more development news! 👀



Mark your calendars as we release the mid-season patch on October 5, 2022 because it’s gonna be a meaty one.

The patch will include the third batch of neutral skills, improvements to the Overcharge respawn, elemental nameplates, and –you guessed it –additional abilities for our little bot friends. 🦾

As always, thank you for your support! In the meantime, have fun, get sweaty, and we hope to catch you on our weekly PXD Nights!




Join the Official Project Xandata Discord Server.


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