C&T - ithonygames
Hey! C&T will be back with a lot of content to assure fun with your friends!


  • 49 Items (Cosmetics, Dance, Taunts)
  • Remake of all the menu and UI
  • Graphics Improvement
  • Punching stick mechanic
  • Thieves tasks
  • Podium
  • Loot boxes
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Oct 29, 2022
Abstract Grind - stratosphereoff
Abstract Grind is now 2.5d game! Check out new graphics and more!
Buffed and reworked skills and classes, new utility UI, new mob skills.
Also new Active ability added, "Scourge" - uses energy to damage and push back enemies.
Robot Resistors - Drazar
  • Fixed a bug that caused Depleted Shards to sometimes not activate an Ultimate Weapon correctly
  • Fixed a bug that was preventing the Steam achievement for unlocking all characters from being completable
  • Fixed several errors in achievement text (Thank you to AvoidTheVoid!)
  • Made a few Ultimate Weapons easier to unlock
Gelatine - Tactical Air Horse
Fixing some things that I forgot to do before pushing the patch live.

- Turned multithreading back on
(It was turned off for debug purposes, causing the FPS to absolutely tank)

- Slightly modified the talent tree, reducing the number of initial options to just three
(Way too many options were being offered right from the start, which is likely to confuse new players)

- Fixed a dungeon-related issue where the small area in the lower-right corner of the room was not being loaded
Mutant Meltdown - GGG
Greetings friends!
A new update bringing new features and some improvements.

[Added/Fixed/Improved]

- Will spawn a Super Brute Mutant when activating the Emergency Siren.
- Added attack option for the Super Mutant Brute, who can throw a piece of rock if not has sight of a survivor and not nearby
- Added option to scrap vehicles for resources at the garage
- Added a post-processing filter
- Added Linux version
- Updated Super Mutant Brute attacking animation
- Fixed some languages typos and mistakes
- Upon building the comm tower, adds a chance for a random survivor to appear
- fixed a memory leak that would cause slow performance over a long session

Stay tuned. More to come, friends!





The Dwarves of Glistenveld - *|PEZ|* Merivio


Halloween Mode
Glistenveld is getting spooky once again with Halloween Mode enabled (until Nov. 10th)!
In Halloween Mode, you will experience the following changes to the game:
  1. Atmosphere - The atmosphere of the game is more dramatic with fog and a change in colour palette!
  2. Pumpkins - You will find random pumpkins in each level. You can harvest these to get a tasty pumpkin stew, which dwarves treat as equippable meals!
  3. Webs - You will find random webs that stick to your dwarves and slow them down!
  4. Bats - When you start a new skirmish mode game, you'll find a few more bats roaming the tunnels!
  5. Bubbling waters - Water has turned greenish and bubbles.
  6. Green blood - Units and creatures flash green when injured, instead of red.
The scary scenario maps Fishbeard's Mining Operation and The Tomb are both challenges built to test your resolve around Halloween! As usual, seasonal modes can be disabled in the options menu under Gameplay > Seasonal.

Patch Notes
  1. By-laws - A new tech that unlocks the ability to define rules for your dwarves' behaviour depending on the circumstances. You can manage whether instructions are carried out, needs are taken care of, when to engage in combat, or whether to risk leaving the safety of your base. For example, if there are a lot of enemies about, you could switch to more restrictive by-laws to keep your working dwarves safe while your warriors deal with the threat!
  2. Control Groups - Control groups have been updated with UI at the top of the screen and should now save & load correctly. When you have units or buildings selected, you can press Ctrl + 1-9 to create a control group. Pressing 1-9 again later or clicking the respective button will reselect those units / buildings again.
  3. Equipment Slots - Equipment has now been split into 4 types: wieldables such as tools or weapons, armour such as helmets, equippable meals and finally accessories such as potions or rings. Potions used to take up the meal slot, and rings used to take up the armour slot.
  4. New Textures - Stone, iron, coal & gems now have new texture variants, to add to the natural visual aesthetic of the underground.
  5. Tutorial 2 - Fixed a bug where it was possible to softlock the second tutorial.
  6. Smuggle Me Timbers - In super rare circumstances the guard would walk across the map instead of out of your way. This was caused by a flaw in our script engine and required a bit of an overhaul to future-proof this problem.
  7. Fixed various other bugs including the world map zooming into the top corner instead of centring on the current level.
This patch is a little lighter due to our focus on preparing for the chapter 2 release, and also having time off to recharge our batteries. Taking breaks is an important part of a healthy workflow!

Until our next update, Happy Halloween!
Oct 29, 2022
Sky Haven Tycoon - Airport Simulator - mr.gmg
Version 0.7.5.251

* Hot fix
- fixed a money reward in the tutorial
Oct 29, 2022
Cyber Knights: Flashpoint Playtest - Trese Brothers

This time we managed to pull of the weekend update! It's Update #28, Framedump, and its the fourth major October update. This one is packed full of improvements to make the game play smoother, better, faster. We've officially started the UX work with this update -- lots more to come! -- did some house cleaning to make Class trees easier to read, added missing rules for Revolvers, improved Full Auto, nerfed Marker Sights down to -15%, pushed enemy scaling for all corporate enemies out to PL 6, added a new a savage type of Matrix node and smashed some CPU performance issues by reducing the game's raycasts per frame by 75%.

You do not need to delete old saved games for this update as well, so you can keep playing your higher Power Level groups!


UX Project Begins!
We're starting small but the very first steps of the UX project implementation have officially begun. Update #28 includes a custom cursor for the game which nicely highlights golden when your mouse passes over anything in the UI or the 3D game map that can be clicked for interaction. It isn't 100% good at that part yet, mostly in HUD and different UI tables it is still not highlighting but it does correctly highlight on everything in the 3D game map, buttons, tabs, checkboxes and the works.

Also, we've improved the direct clickability of some of the game's actions. if you have a security device or an enemy selected as the potential target for a Talent or attack, simply clicking again on that target will execute the action.


Class Trees for Faster Read
With Update #28, we've made some coloration and iconography changes to help make reading the class trees to make it easier to know which nodes are in a group and what the sub-nodes of a Talent add as bonuses. First, Talents now have a special node icon which differentiates them from other bonus nodes -- it's larger and has a distinct shape. Second, the Talent and any of its booster nodes all share the same outline color so that it is clear where one Talent stops and another Talent ends. Finally, the booster nodes all have representative icons for their main type of boost -- increasing duration (hour glass with a +), or range (range circle with a +) or increasing the effect (up arrow with a plus).


This is not the final UX for this screen or even the final layout of the trees themselves but it is a nice step forward in making them more useable in the current state of the game.


Revolver Rules and Full Auto Tweaks
Revolvers slipped under the radar for a while but we've finally caught up to them. Revolvers share mods with pistols and SMGs but there are two types of mods that simply don't work with revolvers and can no longer be installed -- those mods which add ammo capacity and all suppressors. This opens a gulf between regular stealth-focused Pistols and booming loud Revolvers which can no longer be crossed. The weapons have found their home and their separate purpose.

Full Auto was not as exciting as we had anticipated, and we've seen that it hasn't been pulling its weight. The first major cause of that is likely a bug that would cause a target to take 0 Dmg if the first Full Auto shot against the target missed, regardless of what happened with the other shots. This led to a lot of really bad feeling whiffs and some confusing combat logs. Second, the damage potential for stacking that many shots on a target and taking such high Recoil was just not quite right, so we've increased Full Auto damage on the weapons that support it by about 10%.


Market Sights and Anti-Overwatch
Marker Sights has finally been hit with the nerf hammer, dropping from a massive -25% Evasion to a starting -15% Evasion. It is still highly effective and with some node boosts from the Class tree, you can reach a maximum of -25% Evasion if you invest more points in it.

Also, Marker Sights and Interference Spike, which both can cancel enemy Overwatch, now clearly state that in their description. More ranged debuffs will be coming for other classes that help allow them to play roles in knocking out OW as well.

Power Level and Balance
With this update, all corporate enemies now scale up to Power Level 6 where before it was only the AR toting guards. There is more work to do to make these enemies and their advancing power levels really stand out, but the framework and the basic data is now in action. Street scaling is next.

We've increased the prices on all Power Level 2 and 3 items to make sure the power jump matches the price jump.

When it comes to your team's Power Level, just like completing a mission, attempting a Legwork regardless of a success or failure outcome gives a minor bump to your team's Power Level and infamy.

Matrix Incinerator Node
A new type of Matrix node is beginning to appear in host maps - the Incinerator. Beware of these and be sure to plan your paths and your Hacking AP carefully because if you end your Turn in one of these fiery nodes, you'll be Hard Disconnected with all the joys of Dump Shock!

Performance Smash
We took some time with this release to profile, analyze and improve the game's raycasting which is a major component of its CPU time per frame. Overall, the work paid off and we've seen a 75% reduction in raycasting which should hopefully let some of your devices breathe a little easier each frame.

Along with this, we fixed a number of cases where enemy sight cones could get on screen or end up moving with the enemy but not getting updated correctly.

Piles of Community QoL / Fixes
A huge thanks to everyone punching F10!

In the Safehouse, we've improved the antialiasing setup and also fixed the roster's subtitle to list Mercs and Recruits separately (6/10 mercs, 2 Recruits).

We've fixed an issue that was causing reinforcements to skip the Turn they arrived. Boo, that made them awful and weak, now they are dangerous again. Listening Posts now only report a single gunfire attack per Turn, making them a difficult element to fight near but not an unexpected security armageddon if you got in a gunfight too close to one.

We removed that pesky halfway marker in all Talent and attack ranges which has always confused everyone.

0.6.47 - 10/29/2022
- Improved Revolver mod rules - can no longer install mods that increase Ammo or any Suppressors
- Improved Full Auto Dmg on all weapons by +10%
- Fixed Full Auto attack bug that could sometimes cause 0 Dmg if the first attack rolled missed (1/3 hits but 0 Dmg)
- Nerfed Marker Sights, starts at -15% Evasion maxes at -25% Evasion
- Debuff Talents that cancel enemy Overwatch (Marker Sights, Interference Spike) now state it clearly in description
- New matrix node type "Incinerator" will hard disconnect hacker if they end turn in the node
- Added custom cursor which highlights on clickable UI / 3D objects, not 100% highlighting correctly in tables, HUD etc
- Improved LMB clicking for activating Talents on enemies and security devices
- Improved scaling of enemies for Power Level, all Corporate enemies now scale on Power Level
- Added better icons and Talent-based color coding to Class tree for easier reading
- Repriced Power Level 2 and 3 Items, improved Talent rule descriptions
- Completing Legwork (success or fail) has minor impact on team Power Level
- Fixed bug causing enemy reinforcements to not take action in the Turn they arrive
- Fixed bugs with attacking enemy target after being interrupted by Overwatch reaction fire
- Fixed bugs with enemy sight cone sometimes getting stuck on screen
- Safehouse Roster now shows count of Mercs / Max Mercs and Recruits separately
- Listening Post security devices now only report one gunshot per turn to Security AI
- Removed extra ring in Talent and attack targeting that was unexplained "halfway" marker
- Improved antialiasing in Safehouse
- Improved performance, reduced CPU time per frame, 75% less CPU Raycasts per frame
太吾绘卷 The Scroll Of Taiwu - ConchShip-Taiwu
大家好,为了使事件编辑器在足够稳定前,不直接影响到大部分玩家的正常游戏,减少BUG的发生,我们将为事件编辑器开放一条全新的游戏分支,

针对事件编辑器分支,需要注意的是:

1.该分支的游戏本体内容不会同步至其它游戏分支
2.在该分支编写的MOD事件,可正常发布用于正式分支与测试分支
3.该分支会在事件编辑器足够稳定前得到一定的使用优化后,合并至主要分支
4.新增配置数据时,还望各位MOD作者,能够在我们解决各配置表ID唯一不可复用的问题前,在MOD的说明信息中,大致说明已使用的配置表ID,我们会在今后的优化中,逐渐解除该限制

做为一套仍处于探索期的事件编辑器,
我们一方面期待大家能够使用它高度的开放性完成怎样令人激动的剧情事件类MOD,
另一方面,也很期待能与大家尽可能多的讨论其易用性和扩展性,
希望大家多多反馈事件编辑器的使用状况,我们会努力优化事件编辑器的不足之处,让我们一同创造更加有趣的游戏!

如果你对制作剧情事件类MOD有兴趣,可以打开以下链接,了解事件编辑器各方面的使用方法和可使用的内容:

点击这里 或者复制以下链接访问
https://help.conchship.com.cn/knowledgebase.php?category=3

你可以通过以下方法,切换至事件编辑器分支,开始创建属于你的完美故事!

第一步:打开您的Steam,找到《太吾绘卷》,点击鼠标右键,选择“属性”

第二步:点击“测试版”

第三步:选择“event-teat-事件编辑器分支”即可进入事件编辑器分支,选择完成后Steam将会自动更新
Lucy Dreaming - Tom Hardwidge
I have added a couple of additional lines of dialogue and tweaked a couple of graphics to hopefully make some of the puzzles less ambiguous.
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