Chaos Chain - Corrosive Studios
Chaos Chain

Salutations, dwellers...



This update comes after talking to a bunch of players and getting their feedback on the save system in game. You'll now have autosaves to help you out!

*Please note that these changes are not in any particular order.*

Update 1.5.2 Change Log:

Bug Fixes:
  • Popup text on screen will now automatically delete itself if the menu is opened (It won't get stuck on screen anymore if you open a menu or something while it is visible)
  • Fixed a bug where resting weather changes could only be of a few different types (Was leftover from testing)
  • Fixed a bug where being indoors when the weather changed would cause the toxic weather system to not activate when necessary
  • Fixed some environment pathing issues

Changes & Additions:
  • Quest completions/failures/starts will now force an autosave in slot 7 - These do NOT use memory chips
  • Slot 7 for the save slots is now named "Autosave" and cannot be manually saved over in game
  • The workbench dialogue is now instantly displayed so it doesn't have to type the whole thing out each time you use it
  • Sped up text display for dialogue tree beginnings
  • Some optimization to the rain drop system for performance
  • Improved some graphics for the environment with more detail
  • Changing equipment in combat now takes an entire turn (You cannot freely re-equip constantly in combat, if you choose to change equipment, you lose the turn)
  • Added PDA popup alerts for when toxic weather begins and ends
  • Added some new NPC character sprites
  • Added a few more NPCs to various areas
  • Cleaned up and removed some old code
  • Optimized some systems that are always running
  • Deprecated some excessive and obsolete code that really did nothing but cause some extra processing bloat

Please let me know of any bugs or issues you may encounter so I can fix them. The update will be available shortly.

That's all for now, enjoy!

-Corrosion ːCStudiosː
Dec 8, 2022
The Romance of the Three Kingdoms: Legend of Shu Han - saitoiyoli
修复Game.exe缺失的问题。
Dec 8, 2022
Armored Warfare - Silentstalker
Commanders!

Today we’ve prepared the following items for you:
  • Type 10 Tier 10 Premium Main Battle Tank
  • QN-506 Tier 9 Premium Tank Destroyer
  • VT-5 Tier 9 Premium Light Tank
  • Pindad SBS Tier 8 Premium Armored Fighting Vehicle
  • Type 90 Tier 7 Premium Main Battle Tank along with Japanese camouflage
  • Commander Loot Crate
  • Treasure Trove with 10.000 Gold
Between December 8 and December 15, 2022, the following items will be available:

 
Type 10
 

The Type 10 MBT is the most modern Japanese Main Battle Tank in service and one of the most advanced war machines in the world. Using sophisticated electronics and crystalline steel armor, this tank is more than a match for any enemy that would threaten the islands of Japan. You can learn more about it in our dedicated article.



In Armored Warfare, the Type 10 is a Tier 10 Premium Main Battle Tank. What puts it apart from the other MBTs of its Tier is its special NERA armor. This highly-mobile MBT starts every battle well-armored, but the protection levels decrease with every shot taken. Additionally, this MBT features a special system that tells you the exact chance to penetrate your target. Overall, it’s one of the most powerful MBTs of its Tier and certainly a good choice for players, who prefer rapid action to slow advances.

The Type 10 Tier 10 Premium MBT is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.

 

 

 
QN-506
 

The QN-506 fire support vehicle is a Chinese attempt to design a cheap, export-oriented alternative to the Russian BMPT series. Instead of converting a second or third generation MBT, the engineers at Wuhan Guide Infrared Co., Ltd., likely to keep the vehicle as affordable as possible, opted to base their project on the Type 59 MBT, which is, in its basic form anyway, a copy of the old Soviet T-55 medium tank from the late 1950s. They jam-packed it with cutting edge electronics and a number of weapon systems, including ATGMs, an automatic cannon or smaller caliber rockets. However, despite the use of an unmanned turret, the protection levels of this vehicle are still quite low and, so far, there haven’t been any signs of interest in the QN-506. You can learn more about this vehicle in our dedicated article.



In Armored Warfare, the QN-506 is a Premium Tier 9 Tank Destroyer that gameplay-wise resembles the popular BMPT series. However, unlike the Russian Terminators, it has a number of interesting features including tree different weapon systems (30mm cannon, 70mm unguided rockets and 151mm ATGMs) and loitering recon ammunition flying towards the end of a map and spotting everything in its path. The last ability is unique to the QN-506 and makes it one of the most potent support vehicles on the battlefield.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

 
VT-5
 

The VT-5 is a modern Chinese Light Tank that was developed specifically with export in mind. There are many reasons why a country without its own tank development should opt to purchase a Light Tank instead of a full-scale Main Battle Tank. It’s equally as fast if not faster with equal firepower but, what is most important, it is affordable. The VT-5 excels in all these categories. While its armor cannot match that of an MBT, it can protect its crew against most infantry threats thanks to its ERA and cage armor sets. It also has a powerful 105mm gun capable of firing guided missiles, it is packed with advanced electronics and is supremely agile thanks to its 1000hp diesel engine. Simply put, wraps cutting edge technologies up into an affordable bundle. You can learn more about it in a dedicated article.



In Armored Warfare, the VT-5 is a very powerful Tier 9 Premium Light Tank. Fast and agile, it features solid levels of protection (the configuration in the game is the one featuring the ERA kit as well as the turret cage armor) and a good rate of fire. Additionally, its gun is capable of firing guided missiles. It’s an ideal machine for players who value speed and agility, as it offers plenty of both. The VT-5 is capable of dancing around its opponents on the battlefield, outperforming even some AFVs in mobility.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

 
Pindad SBS
 

The SBS platform is one of the first domestic armored vehicles developed by Pindad (the largest Indonesian armor producer) for Indonesia and is officially listed as a “light tank”. It was developed sometimes in the early 2010s with some prototypes in different configuration appearing in public in 2014 or so. The variant in the game is a long-range MLRS fire support vehicle with a 122mm multi-barreled rocket launcher. You can learn more about it in our dedicated article.



In Armored Warfare, the Pindad SBS is a Tier 8 Premium Armored Fighting Vehicle. This AFV is fairly unique, since its main weapon is a multi-barreled rocket launcher capable of firing over obstacles. This makes the Pindad incredibly powerful in both offense and defense. Static enemy targets stand no chance! This vehicle is best used with Commander Ophelia Kitescu and in a platoon – the firepower of such a formation is truly without equal.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

 
Type 90
 

The Type 90 is the current service main battle tank of the Japanese Self-Defense Force. On the outside, it vaguely resembled the German Leopard 2, but inside, the vehicle’s completely different. It was adequately armed and armored for the time it was developed in, but what made it really stand out were its cutting-edge Japanese electronics and its hydraulic suspension, allowing the tank to tilt itself forward or backward, enhancing its gun elevation and depression beyond what the turret would normally allow. This trait was considered to be an important for Japan, as much of its landmass is covered by mountainous areas. You can read more about it in our dedicated article.



In Armored Warfare, the Type 90 is a Tier 7 Premium Main Battle Tank. Gameplay-wise, it resembles the Leopard 2 and Abrams version of the same Tier. The difference between the Leopard and the Type 90 MBT lie in the presence of an automatic loading mechanism – otherwise, the firepower and protection levels is roughly the same with the Japanese tank having a little less armor, compensated by more module hitpoints. Overall, it is not the best-protected MBT on the battlefield, requiring careful long-range gameplay. However, the advanced electronics installed in this tank as well as its hydraulic suspension allow it to aim faster than all its class and Tier counterparts.

The Type 90 is also available in the Japanese bundle, which contains:
  • Type 90 Tier 7 Premium MBT
  • Japanese camouflage
  • Two Japanese decals
  • Japanese red flag
You can learn more about the Japanese camouflage in our dedicated article.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

 
Commander Loot Crate
 

This week, we’ve prepared another special offer for you in the form of a brand new Commander Loot Crate, featuring, amongst other things, some of the rarest commanders in the game!



This Loot Crate gives you the opportunity to obtain the following items:
  • Commander Ofelia Kitescu
  • Commander Austin Harper
  • Commander Alexander Cortez
  • Commander Alisa Korhonen
  • Commander Erin O’Connell
  • Commander Jorge Alvarez
  • Commander Joshua Seagrove
  • Commander Fyodor Sokolov
  • Platinum Commander XP Insignia tokens
  • Gold Commander XP Insignia tokens
Clicking the link below will open the game’s launcher. Please select the Market option on the left, select Armored Warfare and then the Chest section to access this offer.

 

 

 
Treasure Trove
 

Today, we have a special offer for you. A veritable treasure trove of 10.000 Gold awaits you at a discounted price.



Please note that this item can only be purchased once per user. You can find out more about Gold and its uses in our dedicated article.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

We hope that you will enjoy the offer and, as always:

See you on the battlefield!
Last Epoch - EHG_Kain
If you’ve been following Last Epoch, you’re probably aware that our plans for how trading will work in the game have evolved significantly over development. In this dev blog, I'll explain the reasoning and design process that brought us to our current plans, what those plans are, and how they relate to patch 0.9.

Economies and Our Evolving Philosophy

One of our core beliefs when designing Last Epoch has always been that it feels more rewarding when you find and/or craft the items you use, rather than buying them, and that this also helps keep item drops exciting because there's a reasonable chance that the dropped item itself will be useful for your character. Because of this, we've always wanted to ensure that killing monsters and playing the game is the primary way of acquiring items.

However, we also wanted to have a player economy on top of this. This led to us designing various iterations of the Bazaar, an auction house or player shop style system, always with a lot of restrictions on the rate and type of items players could trade to hopefully keep the system under control and ensure that the items you could acquire in this manner didn't eclipse those you found from drops and/or crafted.



The more we found problems with these iterations of trade, ideated new ones, and advanced those ideas, the more we realised that any of these economy-based trade systems would damage this progression. Economies are extremely complex, even when they're limited to video game items. They're often unintuitive, they change over time as the player base finds more items, and they can act very differently depending on the number of active players. All of this makes it very difficult to accurately predict how an economy will function in practice and balance it accordingly. Ideally, we'd want it to feel relevant and useful and not overtake other methods of item acquisition, but realistically the unpredictability of an economy renders that level of balance precision impossible. The downside of getting it wrong could be trade taking over the game, making item drops unexciting, and ruining the balance of the game's combat.

Another question we were increasingly asking ourselves was whether anyone would be happy with the system and have a good time using it. Players who want to play the economy and exchange the valuable items they find with other players were going to be faced with an impersonal and restrictive system. They would likely be frustrated and feel like their expectations of playing an online ARPG with an open trade economy had been betrayed by such a limited system. Meanwhile, players who want an ARPG with generous drops and crafting would likely still have to experience the pains of us having to balance around the existence of a trade economy, or at the very least, their item drops would feel worse because of the higher standard of items that having an economy results in.

With these conclusions in mind, we decided to pivot away from having economy-based trade and cancelled the plans for the Bazaar.



Specific Item Acquisition

Item trading definitely has some significant benefits in an ARPG. One of them is that if you want to play a build that requires a specific build-enabling item, you're not just praying that it drops; you can reliably farm up currency and buy it. This means that unless they're particularly expensive, needing specific items to get a build going is much less of a barrier for creating that build. This is particularly important nowadays because, in contrast to the subgenre's Rogue-like roots, much of the ARPG community has trended more towards wanting to plan out a build from the start and reliably progress towards that rather than making most of the decisions on the fly and adapting heavily to the items that you find. This is a process a lot of players enjoy and something we want to ensure that we support.

However, trade isn't the only way or even necessarily the best way to support it. The flip side of being able to acquire any item through trade is that the process of acquiring the items you need for your build is just the process of farming currency, so the activities you do and the places you farm are whatever's most optimal to farm currency. This runs a big risk of turning a potentially varied endgame experience into a very repetitive one, where only a small part of the content is experienced over and over again.

Meanwhile, if you need to farm the items themselves, and those items drop either exclusively or more frequently from different specific pieces of content, then that naturally entices you to engage with those different pieces of content to farm those different items. This means that hunting for gear is a more varied process for an individual character and is also more different from one character to another as long as they require different sorts of gear. Because of that, we want to continue to rely on powerful target farming methods rather than trade to facilitate specific item acquisition.



Sharing Discoveries

One of the other benefits of one player being able to trade items to another is that when you're playing with a friend, and you find a cool item that's good for their character, you can give it to them. That's an experience that can feel great because it's a way of meaningfully helping your friend out in a way that isn't always felt so often in the fast-paced combat of ARPGs, but it's still one that resulted from you playing co-op together.

There are two sides to this, though. A player giving items to a friend isn't an unquestionable good that always leads to a better experience. ARPGs are games about progression that are inherently more about the journey than the destination, and a friend skipping that journey for you by giving you all the items you need often drastically shortcircuits the adventure of the game and makes it less enjoyable.

Another danger with unrestricted item gifting is that an economy can grow up of its own accord, coordinated and facilitated by the community. It is certainly cool to see a game's community achieve this sort of thing. However this can result in all the same problems that a developer-created economy can, while also being less convenient.

Nevertheless, our primary goal with multiplayer is facilitating a great co-op experience, and we felt that a big part of that is being able to share the items you find while playing together.

With this all in mind, we set out to design a system that facilitated this sort of co-op item gifting without a full economy developing.

Item Gifting in Patch 0.9

Earlier in the year, we said that trade wouldn't be included in patch 0.9. The community reacted with disappointment to this announcement, and so we prioritised getting our item gifting system ready to be tested by our community testers. That testing went well, and we're confident in detailing the system publicly and including it in patch 0.9.



In this system items that drop while you're adventuring with other players (in the same zone) can be gifted to any of those players at any point. This can be done by right-clicking their portrait and selecting "Gift Item.” This brings up your inventory alongside a gifting window and highlights the items in your inventory that can be gifted to that player. You can then simply place the chosen item in the gifting window, press "Confirm Gift," and the item will be transferred to the player's gift inventory. The player will then receive a notification telling them what item they've received, and they'll have an icon in the bottom right of their screen that they can click to bring up their gifting inventory. From there, they can either transfer the item to their inventory now, leave it there until later, or throw it on the ground, because their friend has gifted them a hat with no affixes.

Trade in ARPGs is a topic that has many passionate people on every side of the conversation. However, we want Last Epoch to be an ARPG that, at its core, is about going out in the world, killing enemies, and finding awesome loot, not one where playing the economy is the key to success. We strongly believe that this approach will make the game both a more enjoyable co-op experience and a more balanced solo experience. With this, we'll be able to preserve and continue to improve all the great systems we've built for Last Epoch in terms of progression and the player experience without having to sacrifice them to accommodate extensive item trading. We'll be closely monitoring feedback regarding the details of this system while we look forward to everyone getting their hands on item gifting and more in Patch 0.9 on March 9th.
Dec 8, 2022
TasteMaker - Jelle Booij
Stat window rework

I added a dish specific waiting time tab to the stat window. The rest of the window was also polished and reworked and I made sure that all the stats got saved properly, which was not the case before.



Wall Removal

Something that I see in tests quite frequently is that people don’t know how they can delete walls. I hope to solve this issue by adding a separate wall deletion tool. This tool has the added benefit that you can delete entire walls at once instead of having to click on each individual wall segment.



Zoning Polish

A few weeks back I added a new zoning system and I am generally quite happy with it. That said, it still needs a lot of tweaking. This week I improved employee’s adherence to their zone.

Small Changes
  • Fixed spelling issues
  • Added tooltip to decor and hygiene overlay button
  • Reworked menu icon
  • Fixed ordering chicken while it's not on the menu
  • Removed “Save Successful” message
  • Path moved to painting
  • Reworked wall icons
  • Zoning color saving issue fixed
Dec 8, 2022
Rift Rangers - Epic Story Gordon
Hey folks! We’re very excited to present to you all the first public build of Rift Rangers. Our team has been hard at work creating a fun arcade experience and hope everyone enjoys the game. The current goal for this game is to make it easy to just pick up and play without requiring too much commitment.

What’s on our roadmap?

The build currently features 1 Ranger, 11 Towers, and 1 World. For our very first content update, we want to add two new Rangers. We feel the current state of the game doesn’t embrace the team aspect of Sentai enough with only one Ranger in the game. Each new Ranger will have a unique ability and support a different kind of playstyle, adding variety to the game.

In a further content update down the road, we will be adding in more Worlds. The current World, the space station, serves as a good basic intro to the game. However, each new world will have a unique identity in terms of visuals, enemies, mechanics, and terrain features.

Give us feedback!

What strategy did you use to survive all twenty minutes? What are your favourite towers? We would love to hear your feedback, both good and bad, so we can continuously improve the quality of your Rift Ranger’s experience.
Dec 8, 2022
Monster Girl Manager - ∇
New:
  • Added the Mushroom species. They are a poison spreading support species. They like sticks and leaves regardless of personality.

QoL:
  • Added quit to main menu and quit to desktop to pause menu
  • Adjusted eye sprites so they don't look "wide"

Bugs:
  • Fixed a swapping crash caused by swapping to a non existent position
  • Fixed an error on floor 25 of the swamp
  • fixed typos in the black dragon intro
  • polar bear is now size 2
  • base camp event will no longer grant artifacts
  • white dragon can no longer have decimal values for stats
  • Changed white dragon back legs so they don't blend in with background
  • White dragon is now immune to slow rather than poison
  • White dragon is now resistant to ice damage rather than venom damage
  • Fixed ice skates not creating bleed in certain swaps.
  • Enemy burn no longer damages allies

Balance:
  • reduced stats for dragon bosses
  • reduced dodge for witchdoctor
  • reduced dodge and strength for hags
  • Alraunes now dislike flowers regardless of personality
  • Arachnes now like beetles regardless of personality
  • Alraune now have a base life force of 3.5 years instead of 3 years
Potion Craft: Alchemist Simulator - Xsarion
Hello Alchemists!

We just wanted to share a list of the most interesting features and fixes you can expect in the Potion Craft 1.0 release.

Please note that these changes are not live yet. You can discuss new stuff with other players and leave your feedback. Enjoy!



General
  • 400 new unique potion orders (orders are different for different visitor classes). Most of the orders can be completed in several ways (for example, "Explosion" or "Strength").
  • 26 unique quests for Herbalist, Mushroomer, and Dwarf Miner that upgrade their assortment and develop relationships with them.
  • New Haggling topics – 17 ways to convince customers to pay even more! Chat with Herbalist about herbs! Show wizards that you know something about magic! Keep up the conversation with bandits by talking about assassination!
  • You can now roleplay a "bad guy" – choose a dark path to serve rogues and evil wizards.
  • The Tutorial can now be skipped.
  • New customization icons: legendary substances and salts.
  • More relevant ingredients in additional quest requirements.
  • Some "Evil" customers now look even grumpier than "Good" ones.
  • All ingredients now have correct (and sometimes funny) descriptions.
  • Other small improvements.


Balance
  • Haggling on Hard (4) and Very Hard (5) difficulties is now much easier.
  • More balanced reputation calculation. Now you need to choose who to serve, or you can lose your "Good" or "Evil" reputation pretty fast. Serving everyone will keep you near 0 reputation, serving only "Evil" customers will bring you to -100 eventually, and serving "Good" people will bring you to +100, but much slower than before. Every customer "skip" will cost a lot of reputation now, so be prepared to serve every person if you want to keep moving towards 100.
  • You will now have 12 empty Recipe Book pages instead of 6 at the start. Old players will get 6 bonus ones as well.
  • Some old potion orders are now neutral (neither "Evil" nor "Good").
  • Ingredient prices are now higher (×2) for better experience.
  • You now need slightly more popularity per each popularity level.
  • You get significantly more (×2-2.5) salt from crafting it in the Alchemy Machine.
  • Small gold/popularity rebalance for some additional order requirements.
UI and UX
  • New incredibly handy inventory sorting (Read the devlog here).
  • You can now quick-brew from the Recipe Book even if you are already brewing something in the cauldron.
  • Trading: if you have enough money only if you haggle well, you will now see what difficulty you need to haggle on.


Controls
  • Toggle fullscreen/windowed mode with Alt+Enter.
  • Controller layout can now be changed to "swapped" in "Settings/Controls".
  • Better controller controls.
  • Controller is now disabled by default. To enable it go to settings and turn it on (it's a temporary solution to prevent some weird bugs, which will be fixed later).
Bug fixes
  • Fixed a bug that prevented some merchants (Alchemist, Dwarf Miner, Traveling Merchant) from coming to the shop.
  • Fixed a bug that caused customers to react incorrectly on completed additional potion requirements (weak potions etc.).
  • Fixed a bug that caused players to gain free XP near the edges of a map.
  • Fixed a bug that caused incorrect profit calculation when bartering (when there are items on both scales).
  • Localization fixes.
  • Fixed a lot of other not-so-interesting bugs.
Optimization
  • The game now loads much faster and doesn't freeze on the loading screen.
  • The game will now require less RAM.
  • FPS should now be higher.
  • Less freezes during gameplay.
  • Other optimizations.
Steam Features
  • 29 achievements.
  • Steam Cloud support.



Follow our social media channels and join more than 28,000 alchemists on our Discord server to stay up to date with all things Potion Craft.
Bramble: The Mountain King - benny_merge


Bramble: The Mountain King launches updated “The Näcken’s Pond” demo on PlayStation 5!

Following the huge success of Bramble: The Mountain King’s demo on Steam, we have worked with Sony to bring the captivating demo to PlayStation. We’re so proud to be a part of Sony’s PlayStation Demo Fest with Bramble: The Mountain King.

Now, PS5 users can download and play the demo, experiencing the wondrous world of Bramble and the menacing musician of the pond.


This new demo, referred to as “The Story of the Näcken”, also features a new in-game Voice-Over and bug fixes from the previous Steam version.

Tune in to The Game Awards tonight to find out more!

Make sure to download and play “The Story of the Näcken” demo on PlayStation 5! And if you haven’t tried out our Steam demo, you can still download and play this via the link below:

https://store.steampowered.com/app/1623940/Bramble_The_Mountain_King/
Dec 8, 2022
The Romance of the Three Kingdoms: Legend of Shu Han - saitoiyoli
游戏先行体验版的完整版已经发布!
游戏共6个章节全部开发完成,分别是群雄割据、三顾茅庐、赤壁之战、平定荆州、西征巴蜀、北伐曹魏。
游戏增加了众多装备,武将,计谋,战技,并且改变优化了大量原有机制!期待玩家们积极反馈!
QQ讨论群:717574790
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