Sands of Salzaar - SalvaQAQ
Hi Travellers,

Greetings!

We’d like to start off with some fresh stuff to share, things we mentioned in the last post!
As we said, It has a long journey ahead of us before Sands of Salzaar becomes the game we dream it can be. Thus we’ve been hard at work on our plans for future content.

And since we got some progress…there are no secrets under the hats! We wanted to give you lots to look forward to and to have discussions with us between now and when the content goes live!
These contents are not simply decided by our own imagination - We’ve reviewed past community feedback and had deep discussions with MODs authors. It’s not surprising that most of the interest is about more elements filled in the current open-world system. Truly, this is also what we were aiming for.

Considering all the in-game aspects are closely linked and most of them would touch upon some game’s general logic. Therefore, we are proceeding with full caution and planning to prepare a [Content Package Update] to meet you in the future. We can safely say that it will be something you haven’t seen in the game before! Although it’s still in the progress, we’ve got something.

Hope to share with you in the early stage and sooner gather your valuable feedback ;)


Skill Trees, More branches!


⠀⠀⠀⠀⠀⠀⠀⠀⠀ (The original skill tree; More skill types/Settings will be designed/added)

In this post, we will pick the NPC part as an example, It's currently considering adding a new set of [skill trees] for all heroes. Compared with the previous skill tree, besides the brand-new active skills, the idea is to put more passive skills with attributes and functionalities, which will be deeply binding with the character's background and personality.

For example, if I want to train a hero from [Nasir] to become a [Blacksmith], he will be given a new set of passive skills, which are unique to the [Blacksmith] role, such as [Sand Mining] and [Strength] - the former will help the team to gain some "iron stone" for a regular period, and the latter will increase the NPC "stamina" attribute. In addition, he can provide services for the team to repair equipment during the long march in the desert.

We hope in the future version NPCs can carry more characteristics and roles in this world. Roles like [Chef] will be related to "food", [Alchemist] will increase their skills in "Pharmacy", and [Merchants] will have a natural advantage in the "Trade" part... Although the skills of NPCs are still being designed, we believe that all of you in the community will have more interesting and fun new ideas. If you have better ideas, be sure to leave your feedback in the comments!


More connections with [Favorability]

——Let's continue with this blacksmith NPC From Nasir——

If the travelers invite him to the team, due to the hostile relationship between the two tribes of the Nasir and Dakn, Travelers will encounter some new troubles, they will be assassinated or ordered by the scorpion army

Faced with this situation, would you remove him from the team in order to avoid the calamity of death? Or fight back bravely? Kick out the blacksmith from the team seems to be a once and for all thing, but it also will erase the team ability of [Gathering Resources]. And if you defeat the incoming enemy, it may have some new triggers [Special Events] from the blacksmith, provide special weapons/armor, or perhaps his friend's FAV also will be improved due to your brave choice.

Or, the long-term plan, to maintain a good relationship with Amanda is the primer choice. However, if this NPC is still in the team, the relationship increases with Amanda now will be affected, which will probably cause you to involve more time with tribal diplomacy.

We hope that everyone will feel that there will be more “butterfly effect” happening in the open world in than before; Besides, as you said, the investment in NPC relationships should be more attractive and encouraging. So there is a function, temporarily called [Secret Taught], that is under development. After reaching a certain [Favorability], players will be allowed to copy the skill page of NPCs for their own use.

[Future Plans]

The above are some ideas for the NPC part as an example. We’d love to get your feedback on some proposed changes above. And we’re always keen to hear about it. Also, we strive to bring u more progress on other content news! It would be sooner than you think! Such as new active skill designs, witchcraft reactions, etc. Look forward to seeing you in the comments.

Feedback or encounter any issues when playing the game, just click into our Discord channels or fill in this bug report form for submission. We will quickly look into them and try fixing them in future updates!


Feedback or encounter any issues when playing the game, just a click into our Discord channels or fill in this bug report form for submission. We will quickly look into and try fixing them in future updates!



Thank you all!

Hunt the Night - xanadujin
As many of you know, Hunt the Night is scheduled to release next year in 2023!

We are pleased to announce that Hunt the Night showcase a short video in PC Gamer's PC Gaming Show: 2023 live stream! We are thrilled to be shown among so many other great titles coming next year.



The live stream is scheduled to air on November 17th at 10:00 AM PT.

The Hunt the Night short video will appear about 40 minutes into the show. Check the link below for viewing details.

https://www.pcgamingshow.com/

Thanks again to PC Gamer and all of our supporters!
Photogenic Minds : Identity - zama
・いくつかの演出を追加しました。
・オーバーロードが進行するタイミングで、エフェクトが入るようになりました。
・繰り返しプレイしていると、テクスチャや表示がおかしくなったり、動作が重くなる問題を改善しました。
ALTAIR BREAKER - Jess[Thirdverse]
Contents included in this update

▼Additional Contents
- Added the new map “The DEPTH”
  • This is a highly challenging map that changes with each run.
  • This map becomes available after defeating the final form of LAWS-ZERO.
  • The boss can be challenged after defeating all the enemies that appear on the map.
  • A large amount of money can be received after defeating the boss.
  • New LAWS (drone types) will appear in “the DEPTH”
  • Added the new boss “UNKNOWN”
- Added matching Pedestals in the lounge for "The DEPTH".

- Added Rankings for “The DEPTH”
  • A ranking event will start where players can compete for the most points earned in "The DEPTH" within a certain period of time. Please check the in-game announcement for the period of the event.
  • You will be automatically included in the ranking event when you log in to the lounge.
  • The top ranking users will be rewarded with a badge icons next to their username during the event.
    *If you get the icon in the regular ranking as well, both icons will be displayed side by side.
- Added the ranking board in the lounge to check "The DEPTH" rankings.

- Added Sword of Gargantua popular weapons to the in-game shop.

- Support for the downloadable content “ROYAL SET”

- Support for adding and inviting friends in multiplayer [Meta Quest 2 only feature].

▼Game Adjustments
- Adjusted Mana conversion rate when selling weapons.
The amount of mana exchanged has been increased and adjusted according to the weapon's enhancement level.

- Added a different “dashing” method
Changed dashing operation to buttons.
Control: Press the B button while moving the left stick in any direction to dash.

- Raised the Player level limit
The level limit has been raised from 30 to 50.

▼Bug Fixes
- Fixed several minor bugs
LoveBeat - GMLove
Remember. In LoveBeat, you are a player too.
Nov 16, 2022
Mechabellum Test Server - Hell00
0.6.156Update
The effect of the Overlord Cannon technology has been changed to add two ground-only guns to the Overlord, with a range of 120 and dealing 14,000 damage per attack
Fixed an issue where Overlord Gun technology caused combat interruptions
Fixed an issue where some players did not correctly recognize the native language when automating translation
Fixed a crash issue for some players
Pressure Within - Tyrex
Multiplayer Updates

This patch includes some quality-of-life updates, fixes, additions, and a few removals for the multiplayer mode.
Let's start off with what was added.

-Added-
A session timer, currently visible only to the host, has been added to the scoreboard.
A server name input requirement has been added - the field can no longer be left blank.
Added an end-game menu - currently still in development.
Created fixed time limits for sessions.
-- Game Modes now include Free For Fall - 10 minutes, 15 minutes, and No Limit.
Factory, a new map, has cast its shadow into multiplayer mode. This is one of the primary locations in solo mode. - This may receive a lower player limit or decreased zombie count.
A temporary lobby has been created until the better-looking one is completed. This allows the host to start the match at any given player amount. Currently, only the host can see how many players have joined.

--
Now that we've seen all those goodies, let's take a look at what needed taking out.
--

-Removed-
The change map option in multiplayer has been removed. - Session transitions aren't functional enough, yet, to be included.
Removed "Deaths" from the scoreboards. For now, this will not be tracked and no longer affects the player score.

--
So, some new things were added and some items are taken away. What about, you know, the stuff in between?
Strap in! Here we go!
--

-Updates and Fixes-
Shotgun:
Damage reduction: +17%
Bullet spread decreased during hip-fire while:
- walking (-20%)
- stationary (-25%)

Assault Rifle:
Damage reduction: (-35%) then take 10% more.
Bullet spread increase:
- Aim Down Sights (-50%)
- Stationary (-50)

Splinter Rifle:
Damage reduction: (-33%) then take 33% more. It's still beefy.
Bullet spread increase:
- Aim Down Sights (-50%)
- Stationary (-50%)

Pistol:
Damage reduction: (-4%)
Bullet spread increase while walking: (-50%)

Weapon respawn time reduced by 5 seconds.
Health respawn time reduced by 10 seconds.
Ammo respawn time reduced by 5 seconds.

Respawn/Inventory issue:
On respawn, players were holding onto "empty" weapons. This should no longer happen.

Scoreboard:
The scoreboard is now properly showing stats for each player.
The scoring system has changed. With deaths no longer being a factor, at least for now, the scoring system needed reworked.
- Zombies = 1 point
- Players = 4 points
The original system was Zombie(+1), Player(+5), and Death(-3)

Pause/ESC Menu:
If the host had this menu opened while another player joined the session, the host would lose control of their character due to the menu vanishing left with no option to return to the game. This has been fixed.

Red Barrel damage increase: +30%

AI, Zombies, now have a smoother walking rotation and behave less sporadic. Don't worry their intelligence hasn't increased, yet.
Lowered Zombie awareness. Players can get slightly closer before they are noticed.
Nov 16, 2022
Puzzline - aineko
Added chat function in matching room.
Modified to owner can change the game rule in matching room.
Added new score limit type "2 Rounds".
Sumo Seals - Neokoro
  • Introduced new experimental Sports Map - Infinity Ring: Two teams face each other to disassemble the shell of a ball to make it fit in the team goal post
  • Fixed a bug in the Bot AI for Smash mode where the Seals would stop facing the blocks and charging
  • Improved readability of UI text in Survival mode
Nov 16, 2022
Toram Online - minami
Thank you for playing Toram Online.

We would like to announce the update for the app.

For details, please check the following.

Update Contents
  • Join Collaboration Event!!
  • Halloween-limited recipes will no longer be available.
  • Character slot has been added.
*Able to add it by purchasing with Orbs.

The following issues have been fixed.
  • Minor bug fixes.
...