Jan 3, 2023
The Void Rains Upon Her Heart - Veyerals
v7.18a - January 3rd, 2023
-Slightly lowered the volume of metal and gold bullets
-Ventra's background is now affected by the blackout BG option
Jan 3, 2023
Backrooms Mainframe - Nack McStackpack
Patched bug where players would get an error regarding matching player names. This issue is fixed.
War of Tanks: Blitzkrieg - 黑泉游戏
更新日志:



新增:

1、全新赤金装备上线,角色100级开启,增加配套的铸造商店、组件铸造、赤金打造、赤金精炼,赤金重熔系统;
2、新增治疗指挥官:维多利亚、新增攻击指挥官:凯赛
3、新增自行火炮坦克:龙卷风、自行火炮坦克:红旗、重型坦克:战斗要塞;
4、新增属性——抵御值,降低自身受到的伤害,可通过赤金装备养成获得
5、新增核心——陨星核心、堡垒核心;
6、新增军团援助系统——可获得最高S+品质坦克碎片


系统修改:

1、世界征服战中单位在进入战斗后,部队生命上限将变为部队战斗前的剩余生命值;
2、所有防御型指挥官的指挥官大招技能CD时间修改为30秒;
3、争霸赛冠军亚军的血条特殊展现修改为坦克金色银色铭牌展现;


Bug修复

1、修复了芯片系统导致的战斗力不匹配问题
2、修复了跨服天梯战斗低概率发生崩溃的问题
3、修复了指挥官转盘活动结束后积分宝箱没法领取的问题
Community Announcements - 트리 오브 세이비어
안녕하세요, 트리 오브 세이비어입니다.


1월 5일(목) 정기점검이 진행될 예정입니다.
아래 일정을 참고하시어 게임 이용에 불편이 없으시길 바랍니다.
※ 점검 중에는 게임에 접속할 수 없으며, 점검 일정은 변경될 수 있는 점 참고 부탁드립니다.

점검 일시 : 2023년 1월 5일(목) 오전 9시 ~ 낮 12시 (총 3시간)

[h5]【점검 내용】[/h5]
  • 서버 안정화 작업
  • TP상점 상품 추가
    - 2023 신규/복귀 성장 격려 패키지
  • 이관코드 입력 UI 개선
    - 이관코드 입력을 완료한 경우, 이관 코드 입력 창이 노출되지 않도록 변경
  • [2023] 복각: 축복받은 여신의 티켓에서 획득할 수 있는 아이템 중 일부가 거래 가능한 문제 수정

감사합니다.
Project Speed - sggpublishing
The issue with achievements being unobtainable has been fixed.
GrandChase - orangelemonsterr



<DECANEE PRE-REGISTRATION EVENT>
https://classic.grandchase.net/event/decanee/


<EVENT 1. PRE-REGISTRATION EVENT>
January 4th, 2023 02:00 - January 16th, 2023 14:59 (UTC+0)
Register your EMAIL ADDRESS and hit submit to receive a coupon by EMAIL.
Coupon can be registered in 'Coupon Box' after January 18th maintenance.
Receive 'Princeon Full Set Box (Decanee)' by mail upon registering the Coupon Code!



<EVENT 2. SOCIAL MEDIA SHARE EVENT>
January 4th, 2023 02:00 - January 16th, 2023 14:59 (UTC+0)
Share Decanee Update and Pre-Registration Event on Social Media.
10,000 randomly picked participants will receive Premium GC Club (3 Days)!
Make sure to include #GrandChaseClassic and #Decanee!
Social Media Share Event Rewards will be sent to individual EMAIL in the form of Coupon before January 18th maintenance.
Register the Coupon in the in-game Coupon Box to receive rewards by mail.
Jan 3, 2023
Operation STEEL - BB
Changelog

Sorry, nothing too exciting today!

  • Added ability to enter Seed without needing a keyboard
  • Some minor text size increases for better readability
Jan 3, 2023
三国:万人敌 - 大城主**
尊敬的《万人敌》游戏玩家:
你们好! 自《万人敌》开服以来,与各位一起度过了无数个欢乐的时光! 运营团队对支持《万人敌》的各位玩家致以最诚挚的感谢,感激你们一直以来对我们支持与厚爱! 在这段时间内,玩家朋友们和《万人敌》已经建立起了深厚的感情,但天下没有不散的宴席, 我们与开发商的合作关系即将结束,将停止《万人敌》的运营。给大家造成的不便,表示深深的遗憾和歉意!
以下是《万人敌》关服公告及相关流程:
1、2023年1月4日发布关闭充值功能
2、2023年1月13日游戏正式下架
轮回修仙路 - 无羁
1. Optimize the archiving mechanism and greatly reduce the archive size (cloud archiving function will continue to be enabled)

2. Optimized data loading to improve the loading speed of entering the game

3. Added the item carrying mechanism for NPCS. NPCS can now carry herbs, Dan Fang, Dan furnace, Kung Fu and other treasures

4. Optimized the attack logic of monsters, monsters will not actively attack targets higher than their own realm

5. Increased the spirit animal devouting gameplay, spirit animal devouting the same spirit animal, can increase the blood force

6. Increased the Danfang grade screening function of refining furnace, increased the refining equipment screening function of smelting furnace

7. Fixed a bug where NPCS could delegate quests without giving quests rewards

8. Fixed some situations where skills are released in the wrong order

9. Optimized the problem of incorrect display of the life magic label

10. Fixed a bug where the best elixir affix Elixir furnace was required to produce the best elixir attribute in some cases

11. Fixed the inability to reincarnation after death in certain circumstances

12. Updated Elixir properties and fixed the previous alchemy bug that caused some Elixir properties to be incorrect

13. Fixed an unexpected bug that appeared after giving spirit beasts to NPCS

Jan 3, 2023
Macabre - hello




Thanks to Screen Australia, we've been able to bring on a few new team members to assist in 3D Art, Rigging, Animation and Cinematics. We've also spent a lot of time planning and scheduling the production of Macabre. The great news is we're starting to make tangible progress that we can actually share with you all.

Moving forward, we will aim to update the community on our progress via monthly Dev blog updates on our Discord. This is also where we'll post more informal but frequent content and updates as we progress through development.

So let's take a look at what the team have been working on over the past month...

Development
A lot of development has been focused on the underlying architecture of the game, and its mechanics. So far, this includes setting up the basics of character movement, animation and multiplayer compatibility, as well as an inventory system, equipment and pickups.

We're developing Macabre with a very modular approach. This takes a lot more time to set up but means we can add and test any new functionality quite easily without refactoring whole systems, saving us a bunch of development time. A big part of this setup is also documenting this architecture visually so that anyone on the team can jump in and start experimenting with mechanics.

Looking forward, we can now begin to utilise these different frameworks together and begin iterating on gameplay to get us closer to our "first playable" build.



Game and Level Design
Until we get to our first playable, a lot of the design aspects are theorised and documented based on what we think will be fun. Obviously, this highlights the importance of our "First Playable", as this is when we'll really be able to put our theories to the test.

Nevertheless, much of this documentation is extremely important as it informs the concept and art team on how the different items and environments should look/work based on the mechanics.

A key aspect of Macabres gameplay is offering a new experience each time you enter the map. Part of this is randomising the lodges that spawn into the map. We've implemented a preliminary system that randomly places a lodge design at the start of the match. The next step will be to have the map scale depending on how many people enter. This will effectively randomise the possible lodge spawns and map access to keep you guessing where to go next.






Concept and Art
We've been busy working on lots of different concept art but the first thing we wanted to update was our portal to suit our narrative. The portal is a key element in our game, and we wanted to make sure it was as immersive and visually stunning as possible.

We first started by getting the silhouette and functionality right before finalising the concept art, complete with our own alien alphabet. From there, we modelled and textured the new design. We still need to finalise the visual effects, but we're really happy with where it's headed.

Without getting into spoilers, we've also been concepting different items which should begin production shortly.






Animation
We've been hard at work bringing our main antagonist to life, and we think you're going to love the results.

So far, we've been focusing on animating the idle, locomotion and transitional animations for our main creature. We've spent a lot of time fine-tuning the details to make sure they feel natural and disgustingly creepy.

Overall, we're really happy with the progress we've made so far. We wish we could share it, but we want this to be something players discover on release.


Cinematics
In order to promote our game, it's super important that we create an engaging trailer that conveys the overall experience of Macabre. We knew we didn't want to stray too far from what it will actually be like to play the game, so we're going for a very authentic trailer that emulates the actual experience. We also wanted to include some narrative elements to set up our world and give players an idea of what they're walking into.

Making a trailer is expensive and time-consuming, so we wanted to make sure we had everything locked in before building it out in the engine. To get the ball rolling, we scripted everything out and then filmed a rough version of the script at a local park. From there, we cut together multiple versions of the trailer before landing on something we think is super strong.

Using our offline edit as a guide, we're currently building each shot in Unreal Engine and starting to dress each scene. Once we have this completed, we'll be heading to the studio and recording all of our dialogue and mocap data to animate our characters.



That's all for now, don't forget to join our Discord and Wishlist Macabre on Steam.


Have a great Christmas, everybody.

...