Albion Online - philip.hucknall
Albion’s next major content update is just around the corner, and we can announce it will be called Beyond the Veil. Today, in the first of several in-depth looks at some of the new features and changes coming with this update, Game Director Robin Henkys introduces some significant improvements to the Roads of Avalon.


Changes to Hideouts in the Roads
A number of new features will help players to make their homes in the Roads:
  • Hideouts in the Roads will be able to be declared Headquarters
  • Hideouts will require power to be maintained
    • There will be an initial three-day grace period before this applies
  • Power Cores can be found in the Roads, but cannot be carried to or from the open world
  • Guilds seeking to control entire Hideout regions within the Roads will have to be considerably more active to do so
  • Hideout construction can be accelerated

Logout Changes
  • Logging out in the Roads will return you to the place you first entered the Roads
    • This causes durability damage to equipment, and the loss of some stacked items
  • Players who are disconnected will have an extended window to reconnect before being removed from the Roads
  • This will prevent players staying in high-value locations to scout them constantly, making the Roads more competitive and rewarding exploration

New Objectives
The types of objectives found in the Roads have been expanded:
  • Open-world treasures will randomly appear
  • Mobs will upgrade over time if untouched, as they do in the open world
  • Crystal Spiders will also be found

Large Group Content
The reworked Roads will provide challenging and rewarding content for groups:
  • Mobs have been strengthened overall
  • The areas between Hideout regions will contain high-value content for large groups
  • Large portals are now exclusive to these ‘raid regions’, while small portals have been removed entirely


These changes should reinvigorate the Roads of Avalon as an area for small group play and independent guilds, providing a variety of PvE and PvP options and rewarding exploration. We hope to encourage new guilds to enjoy this content, and can’t wait to see who makes their home in the Roads.

Stay tuned for our next Dev Talk, where we’ll delve into some more mysterious content coming with Beyond the Veil.
War Thunder - magazine2


Meet the main aircraft prize in the upcoming new Battle Pass season! A really huge payload and a very special piece of munitions onboard!

A-1H Skyraider, attack aircraft, USA, rank IV. Premium.

Features:
  • Huge and varied payload
  • Flares
  • Quick energy loss in maneuvers
  • Vulnerable to fighters and SPAAG
  • ‘Toilet’ bomb


In the new season of the War Thunder Battle Pass, the “Smell of Victory”, which we dedicate to flamethrowers and napalm, it was impossible to skip the A-1H Skyraider, one of the most famous napalm aircraft ever. Skyraiders enjoy well-deserved respect from US pilots and tankers. These are classic piston-engined attack aircraft of the American school, real workhorses of rank IV. Their worn old wings are capable of carrying an impressive payload, and four 20-mm cannons are able to rescue other pilots from enemy fighters or light anti-aircraft guns on the ground.




The A-1H Skyraider will be the new member of the attacker family, and the most advanced one. The main difference from the AD-2 and AD-4 is the significantly greater weight of the suspended weapons. Among the most interesting options are 30x250lb bombs, up to three 2,000lb bombs, and a much larger number of FFAR unguided rockets. In addition to the greatly increased payload, this attack aircraft carries new types of weapons for the series - incendiary bombs and 7.62mm minigun pods, as well as flares to protect against guided missiles.

Fans of aviation know well the remarkable photo of the A-1H Skyraider aboard the USS Midway aircraft carrier, on which, among the usual range of weapons, a porcelain toilet is mounted on the wing pylon - a mark of 6 million pounds of bombs dropped in Vietnam. War Thunder pilots who will take part in the new season of the Battle Pass will have the opportunity to send a porcelain round to ground targets. Yes, you can take one toilet bomb into battle! With a direct hit, the lavatory equipment can knock out a misfortuned crew member in an open compartment of an enemy vehicle. Although the toilet can’t hurt the material of an armored vehicle, it will definitely hurt the feelings of self-assured tank commander!




The new A-1H Skyraider and dozens of other prizes are waiting for you in the new season of War Thunder Battle Pass! The Devblog about the third prize and the full list of terms for the new season come very soon! Stay tuned!
Monomyth - RatTower
Hi, dungeon-crawling fans!

another month, another update! I am still very busy with beta update 2, which I hope to finish and release very soon. So let's quickly take a look at what has happened over the last couple of weeks!


Current Progress

The area in which most of update 2 takes place is far below the Lysandrian Heartlands. I originally had a different level layout in mind but I decided to rework it into something more manageable (and also more interesting). Now, after about two months of work, the level is about 90% there. It still misses some details and narrative assets, but the lion's share of the work is done.






Update 2 will feature one of the biggest areas in the game. I believe this is a good opportunity to introduce you to Monomyth's fast travel system. Of course, this system can't just be activated through a map menu. Instead, it is a part of the world itself. Players will have to figure out the mechanics of ancient teleporter rooms that can be found all over Lysandria.



Talking of mechanics, update 2 will also introduce a few quest-specific mechanics that are related to the new area. There will be some mining and smelting, and while there is no real crafting system in the game, players will be able to toy with some of the interactive machines that can be found in the area.



I also took a little break from level design and worked on the game's inventory. Not only does Monomyth now feature visually more appealing menus, but the menu interactions have been streamlined to a point where most player/environment interactions can be done from the inventory. Players can now pick up, throw and combine items directly from within the inventory screen. I also integrated the object placement system that I implemented a few weeks ago. This way players will have a much easier time placing fish or pie next to a cooking spot (a recurring problem in the demo).



As a result, the inventory interactions are now a lot more intuitive (and coincidentally, also a lot closer to what Arx Fatalis did).


Gamespot Article

As you probably all know, Monomyth was partly inspired by the King's Field series. Because of that, the project was featured in a Gamespot article on upcoming King's Field-like RPGs. So if you haven't checked that out yet, you can find the article here:

https://www.gamespot.com/articles/move-over-dark-souls-the-from-software-title-inspiring-a-new-wave-of-games-is-kings-field/1100-6507649/

And now it's time for me to go back to the mines and finish that beta update 2! Then it's on to updates 3 and 4, which I hope will be finished much faster since most of their level design is already done. Update 4 will also be the last content update before I start polishing everything for the open backer beta. As you can probably already guess, this also means that the release will slip slightly into 2023. Lots of progress has been made but there is still quite a bit of work left to do. I will give you a more detailed overview of the road to release in one of the next updates. Until then!


Best wishes,
Michael
Oct 19, 2022
Propagation: Paradise Hotel - sMiLLy Winnie ♥
Hello everyone! Until the launch of Propagation: Paradise Hotel, we want to show you the game more from "inside".

In this first topic, we're going to focus on one of the most anticipated mechanics of this upcoming game: the Gun gameplay!



Our goal with Propagation: Paradise Hotel is to offer a scary experience while providing a simple, yet complete mechanic. As the Wii was at one time, VR allows us to offer an experience that is closer to reality and fun.

That's why making the reloading system more complex than in PropagationVR became a logical evolution, in order to move away from the Arcade style of the first opus and to get much closer to the oppressive atmosphere present in the survival horror game style.

This reloading mechanic is definitely the feature you asked us for the most! That's why we made it a point to take care of it and go in that direction.

But we wanted to go further than that! The gun and its mechanics should be an integral part of the atmosphere of the game, making the feature more complex brings a strong tension in the fight scenes. So you'll have to overcome your fear and the stress of the situation to get through it!

We relied a lot on the concepts of Shinji Mikami (game designer of the Resident Evil series) to make the basis of our gun gameplay. One of his key concepts is that the player should have new stages of difficulty and horror as soon as he has mastered one. We definitely wanted the gun to be one of the steps to completing your adventure!



During our 1st gameplay teaser (find it here: http://www.youtube.com/watch?v=DEkFKsEyoJM) many of you told us that the "T-Cup" grip was not optimal and very little used in the handling of a firearm.

So we put ourselves in the shoes of Emily, the main character of this adventure. And what would a civil with a gun do, if not repeat what he saw in a movie?

So we decided to leave this grip for people who like her would do this instinctively.

However, you may encounter people who are experts in handling weapons in Propagation: Paradise Hotel... But we'll save that for another topic which is available here :

https://steamcommunity.com/games/1363430/announcements/detail/3403058363948329057

Thank you so much for your support!

If you want to know more about the universe of Propagation: Paradise Hotel and follow the development of the game, please wishlist it here :


https://store.steampowered.com/app/1824960/Propagation_Paradise_Hotel/

You can also join our Discord and our dedicated Propagation Twitter to chat with us!

See you soon!
Oct 19, 2022
D100 Dungeon Computer Companion - Dungeon Software US
Added:

Witchery can now be edited in edit mode.

Fixed:

When battling a monster created from Table F, rolls 6 - 10, the Surprise ability added by Table F would be lost if the monster escaped and the game was saved and restored and there were multiple monsters in the same area.

During The Dragon Armour, if the game was saved and restored while fighting the Tentacle Monster (paragraph 44) and the adventurer escapes, the setting that enforces not adding the monster to the combat sheet was not being preserved.

Edit item was not enabling the OK button for armour-only equipment slots.

Various corrections dealing with Witchery display.

Witchery formulas were being reset at the end of the quest.
Escape Memoirs: Mini Stories - 0deersoft
Here is the change log for patch 1.0.2

Puzzle adjustments:
-NEW SOLUTION: The rotating gate lock in the reception lobby has been reworked to be easier.

General Changes:
-Added a bit of eye movement for the player character.

Bug fixes:
-The ladder is now no longer made of paper.
-Other small fixes
Oct 19, 2022
Letux Game - letuxgame
Changes:
  • Added glow effect to things that should probably glow
  • Added bad luck protection for pots
  • Child owl is less likely to spawn
  • Visual update to the Celestium
  • Pots should now be more consistent with drops

  • Reduced tick rate of Ice Patches dropped from Trail of Frost
  • Increased tick rate of Magma Patches dropped from Molten Arrow

  • Fixed a bug that would cause the music to stop playing when using portals in the Celestium
  • Fixed a bug that would cause the owl to not add enough feathers to the dungeon to complete
  • Fixed other bugs and issues.
FORWARD: Escape the Fold - Ultimate Edition - Tagizzer_TtD
Hello everyone,

It's been a while since the game got updated - the waiting ends NOW!

This update brings all the content I really wanted to bring the game and that I couldn't include earlier. Without further ado, here are the update notes:

  • 1 NEW Character with 3 unique powers
  • 14 NEW items
  • 3 NEW Challenges
  • 1 NEW Status Recovery
  • Some NEW secrets (I hope you find it!)
  • a LOT of balancing from characters to items and powers


This update signals the ultimate version of the game - meaning, I believe I have built the game I wanted to make and will be creating very little new content from this point onwards. I will happily fix the game if needed but will be focusing my attention on my next game!

In addition, as I discussed on DIscord, in the near future there will be a mobile port of the game! Keep your eyes peeled for that :)

Thank you to everyone who played the game and it was a brilliant adventure!
City of Ages: Picture Supportive Text MUD (server and client included) - obiWanted
HAPPY HALLOWEEN from Lord Traer
Kindred Fates: Combat Arena - FlyPurpleSky
Fixes and subtle remixes.

This patch we primarily focused on fixing bugs that resulted from updating to a more recent version of Unity and a potential new method for matchmaking. We’ve also added some quality of life features like a rudimentary version of stage selection, new options in the settings menu, and better default keybindings. A few balance changes were also made in an effort to improve the viability of some characters that we noticed were seeing less use than others.

As always, we hope you’ll try these changes and new features out and let us know what you think!

GENERAL CHANGES

  • A very rudimentary version of stage selection has been added for private matches. As the host, you can select the stage you would like to battle on by including the words, “river“, “cavern“, “forest“, or “ruin“ the in the private game name. This is not case sensitive. For example, creating a private game called “forest fight1”, will take you to the Towering Forest arena, and “Ruinsrumble“ will take you to the Ruins arena. This is a temporary implementation of stage selection that will be replaced by proper UI-based selection in the future.

  • With this update, we’re testing out a version of P2P matchmaking for private matches only. Public matches are unchanged. Most players shouldn’t notice a difference, but responsiveness and ping times may improve for players in some cases. This is our first iteration of P2P, so it’s possible that you’ll experience more bugs in this mode than in public matches. We’ll be continuing to make improvements to this in future patches. Try it out and let us know what you think.

  • Default keybindings have been updated.

  • The shield button can now be rebound.

  • Shielding and dodging can now be assigned to the same button. Pressing this button while moving will cause you to dodge. Pressing this button while not moving will cause you to shield.

  • An option was added to the settings menu that allows you to set sprinting to toggle instead of hold.

BALANCE CHANGES

KINFOLK

  • Kinfolk movement speed is slightly slower while aiming and firing ranged attacks now.

  • Kinfolk physically collide instead of passing through each other now.

  • Kinfolk can no longer sprint while slowed.

Lumala: Special Attack increased from 60 to 65.

Salamurder: Attack increased from 84 to 92.

Slyphur: Attack increased from 100 to 110.

Shovlet: Stamina Restoration Amount reduced from 1 to 0.5.

Avieon: Returns to terrestrial mode when swapping in and out now. Made starting and stopping flight more reliable.

ABILITIES

Crescent Strike: Base Damage increased from 40 to 50.

Rockslide: Base Damage reduced from 45 to 35.

Swipes: The cooldown for Swipes starts at the correct time now. Swipes used to have its cooldown start halfway done if you only used 1 swipe and let the combo time expire. Now if you use 1 swipe and let the combo time expire, the full 1 second cooldown does not begin until the moment the combo expires.

Counter: Successfully countering an attack will now negate any status conditions that would have been applied by the countered attack.

BUG FIXES

  • Fixed several bugs that caused Kinfolk to become locked up after swapping characters.

  • Fixed a bug that caused server side projectiles to move much faster than their local counterparts.

  • Fixed a bug that caused the user to lose stamina when attempting to dodge, even if they didn’t dodge (became staggered, in the middle of current dodge, already dodged once mid air…).

  • Fixed an issue that prevented Kinfolk from being able to move while falling.

  • Fixed an issue that caused abilities to sometimes not be destroyed between rounds.

  • Fixed an issue that caused Kinfolk to frequently fall through the map when swapping.

  • Fixed a bug with Thunder Clap that caused it’s hurtbox to stay active after colliding with objects.

  • Fixed a bug that sometimes prevented Reflect from properly reflecting an ability.

  • Fixed an issue that made it possible to dodge at times that were not intended.

  • Fixed a bug that caused Shovlet to sometimes become stuck at a slower speed after using ranged attacks.

  • Fixed an issue that caused many Kinfolk to transition out of their sleep animation much slower than intended.

  • Fixed a bug that broke public matchmaking.

  • Fixed a bug that caused the matchmaker to lock up if they canceled searching for a match after they had already begun connecting to an opponent.

  • Fixed an issue that prevented characters from dodging in the intended direction very soon after using certain abilities.

  • Fixed a bug that caused characters to float in the air before the start of a match.

  • Fixed a bug that prevented characters from moving for much longer than intended after using Bite.

  • Fixed an issue that allowed the user to continue spawning instances of Rock Wall while they are out of charges.

  • Fixed an issue that caused all terrain textures to become white.

  • Fixed an issue that caused Avieon to gain the same momentum they had during take off, each time while landing, regardless of their landing speed.

  • Fixed a bug that sometimes caused the character to become stuck while using Counter.

  • Fixed a bug that prevented some ranged attacks from firing.

  • Fixed a bug that caused the homing attack reticle to display incorrectly when the user’s camera is offset.

  • Fixed a bug that caused party selection to lock up when custom firing was enabled and using an old team.

  • Fixed an issue that caused Avieon and Salamurder’s damaged and invulnerable materials to not display correctly.

  • Fixed an issue with Kodoki that caused them to play their sprinting animation after dodging.

  • Fixed a bug that caused Wicked Thorn’s materials to not display correctly.

  • Fixed a bug that caused the victory screen bar to be red.

  • Fixed a bug that caused Fire Spin to become stuck part of the way through the ability.

KNOWN ISSUES

  • Lock on incorrectly uses the “keep in view” mode when it should use the “track closely“ mode with certain character set ups. We have not observed the reverse situation to occur.

  • It is currently possible to become stuck in certain difficult to reach places in the Cavern Arena.

  • Certain areas of the Cavern arena are currently accessible that are not intended to be.

  • While a visualization is displayed when a Kinfolk has its stats raised or lowered, there is currently no visualization to display how much a Kinfolk’s stats have been raised or lowered. We plan to add visualizations to address this in a future patch.

  • When your party is revived after they all die in the Practice Room, the Kinfolk in your first slot is not revived.

  • Some of the visual effects for Crush are not properly displayed in the Practice Room.

  • The damage descriptions for several abilities that do not have Tick Damage, show a total Tick Damage amount.

  • Occasionally, players with low ping do not return to the current starting position between rounds.

  • Often times teams can not be edited while searching for a game.

  • Several abilities currently use placeholder VFX and sound effects, or do not yet have sound effects at all.
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