Jan 14, 2023
Bing in Wonderland - 于大进BigYu
English version comming soon :)

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修改了很多问题:

打完大海葵 boss 得时候,蛆水猴现在直接没。
水母毒范围增大。
炮射程增加。
弓箭伤害增加,大约22%。
帽子雷球大小增大。
毒帽增大。
风险投资手册 改成 40%。
老雷猴山打雷频率也降低。
woo guy 减速度,要不你们看不清楚,费挺大劲做的。
弹弓猴的子弹速度降低
修复 BUG:小剑不追踪最终 boss
修复 BUG:能带三个套装的
烤面筋跳跃高度降低的少一点点。
加快感脚速度,调整感脚伤害。
提高斧头特技的易用程度
修复 BUG:泰山智慧打最终 boss 无效
调整了部分 BGM 的音量
尝试修复 BUG:部分成就无法解锁
修复 BUG:字符错误时还能看到“腹泻值”三个字
通关界面可以提前按空格结束
使劲游热度值上限加到 15
Jan 14, 2023
Farmer Against Potatoes Idle - Oninou
New:
  • 30 Pets can be found in Area and Expedition.
  • 28 Pet Combos can be done.
  • Pet Token a new IAP purchase that can't be bought for Soul, it will be later rewarded in Event and other sources.
  • Code : CuteLittlePet (1 Pet Token, cause we all love these little creatures).

Fixed:
  • Some Expedition Damage wasn't accurate, it wasn't affecting many players, and when it did it wasn't by much for most of them, this fix was needed, and to compensate i increased a few Pets Expedition Bonus such as Damage, Reward & Time. Also new Pets from Expedition got higher Damage, which also help compensate this issue.

I hope everyone had some nice holidays and that this new year is starting good. I did a lot more fixes, small changes & improvements, but i didnt keep track of everything for this patch sadly, but it's only good stuff, no nerfs or changes into anything.

Next Update which should be in 7-14 days, will include World 6, new Achievements and a few more stuff.
Then the next Feature Update should be mid/end February as it's also a big and nice one.

Thank you very much for all of your support, have fun in the game 🙂
子夜之章:历史的终局~MidNights of Desperado~ - 银阼
经过长时间的摸鱼,银阼叔叔攒够了一些更新内容,今天向大家汇报一下。
PS:子夜之章也将在近期参与每年一度的RPGMAKER FESTIVAL活动,欢迎来玩ːcleancakeː。

本次更新如下:
1.对第四章剧情整体进行调整,修改了艾博丽的懒政行为,但一定程度上对第四章的脉络进行了破坏;
2.面对审查时杰丝不会被休假的选项为:否是是否否是否是否;
3.对思统相关的剧情进行了处理,删除了部分毫无意义的宏大叙事;
4.任务栏增加引导任务“调查探索”系列,大概是用来理清思路的(侦探解谜游戏石锤);
5.画廊增加各角色单张立绘图,通关玩家可以新开二周目全部解锁(每张图的背景对应了正作的一些故事,和游戏中角色的情节没有必然关联)
6.对诸多地区进行细节的调整和装修,增加了设定上的合理性。
7.对阿伦、德兰卡等人物的剧情线进行了小幅度修改
8.增加了成为魔法使的一些场景(但是还并没有对魔法使入选要求进行更改)
9.主楼的狗狗最后会被清洁工收养,别再拿枪突突狗狗了
10.技术上依旧没能接入STEAM界面
11.修复若干BUG

再之后,虽然本体不会有大规模更新,但是可能会拿出整一些花活,敬请期待。
Jan 14, 2023
Underworld Idle - e^cha
Version 0.68 - Bugfixes
  • Fixed a bug that sometimes caused the game save to be written to the clipboard by itself.
  • Fixed a bug causing energy not being restored offline if the first crystal is not activated.
  • The robot faction book is placed in a more appropriate place.
Jan 14, 2023
Eternal Mist - maltsevda
Long introduction.

In our last game, The Unexpected Quest, level development took about three months, including design and cinematics. Now we are making a tactical strategy game called Eternal Mist and we have over 100 levels planned for it. Naturally they will be much smaller and simpler, but even spending a few days on one level will take a long time to develop. "Better to lose a day, then to fly in five minutes!" we decided and set to work on automatic level generation. We ended up with this:



I want to point out right away that we don't plan to dynamically generate levels in the game itself. Therefore, on the one hand it became easier: there are less demands on stability of algorithms (in case of error or unsatisfactory result you can always generate the level again) and their performance. On the other hand, additional tools for the developer: debugging and visualization of bad moments, UI for the editor, etc. Right now, the process of working on the level looks like this:



From the title of the article, it is clear that after exploring the possible options we settled on the Wave Function Collapse algorithm. It is quite simple to implement and still can produce very interesting combinations. Moreover, the game we were inspired by Bad North: Jotunn Edition, also used this algorithm for generating levels. At the end of the article I added a link to a lecture by its creator about the WFC algorithm.

I'm not going to go into details of the algorithm itself, as there is a lot of material on the web on this topic. I will add some useful links at the end of this article. Just to remind you of the basic principle:

  • a level is built from tiles,
  • each tile is a visual representation and a list of possible neighbors for each side,
  • the whole field is divided into slots, and at the beginning of work, each slot is filled with all possible tiles,
  • at each step, one slot with the lowest entropy is chosen (simplistically, with the smaller number of tiles inside) and "collapsed" to a single tile,
  • from the remaining slots, the tiles that cannot be adjacent to the collapsed slot or its neighbors are removed (the "wave"),
  • the algorithm is repeated until all slots have collapsed or an error occurs.

Implementation features

The usual list of neighboring tiles is not enough to determine which tile may be nearby. Simply because as the number of tiles grows, these lists will also grow. And very quickly and confusingly. So instead of storing tiles, we store edges. This list is much smaller and easier to keep track of. Since the tiles can rotate, we still need to develop an agreement to dock the edges. In the video below (time-linked link), everything is explained in detail and we did the same:



In addition to the "white lists" of allowed tiles (the edges lists discussed above), it is highly recommended to have a "black list" of forbidden tiles. Already without the indication of edges. But simply as follows: on this side of the tile so-and-so cannot join. For example, in terms of joining edges, the example below is acceptable, but visually it looks unnatural.



It is highly recommended to make at least some kind of dump of already registered edges and in which tiles they are used. The visual format is ideal, but even the text format will be very useful in the later stages of development. The top flight, to think through the system of edges so that they can be generated automatically, we, unfortunately, have not reached this level. It looks like this:



One more important point about edges and tiles. The success of the WFC algorithm and the realism of the generated levels largely depends on how you implement the tiles and how you dock them. It took us about three tries to find the right fit. Our main mistake was trying hard to reduce the number of possible edge types, which resulted in a small number of variations for the algorithm and consequently ugly and unrealistic results. At first, it's best to start with a set of tiles from some examples where you like the results.

Performance. The algorithm is slow, with increasing the number of tiles, running time increases significantly, and you have to think about optimization right away. We have thought about it right away, cached something and didn't get there at all... So my advice is: you should optimize the thin places of your algorithm at the development stage, you most likely don't know about them. In our case UE4 internal profiler helped us and studied all suspicious places (everything that is called in loops). We put WFC_SCOPE_CYCLE_COUNTER around and around, and then checked what most of it costs us time. But we should definitely pay attention to handling lists of edges and tiles: merging, crossing and checking if one list contains another. This will be called a lot and often.

Error debugging. Finding a set of tiles where the algorithm can always generate a level is very difficult. For a large set of tiles, it's unrealistic. Therefore, at the stage of development, it is extremely important to understand why the level was unable to be generated and what combination of tiles led to the error. We have it like this:



The red sphere indicates a slot that has no tiles left and can't "collapse". This is most often caused by not having enough tiles to connect nearby slots. Which slots need to be connected is shown in the log below. In addition to this, the log displays the iteration number at which the error occurred. And for detailed debugging, we made it possible to stop the algorithm not only at any moment of iteration, but also at any step of the wave, i.e., when all adjacent slots update the lists of possible edges. This is the panel on the right. Without this kind of functionality, it would be extremely difficult to pick up a working set of tiles, and we recommend that you worry about it right away.

If you are planning a game with automatic level generation, in case of error, it is necessary to rethink the system of level generation (it may take a long time) or a fallback system and continue level generation, but with new random numbers (this should work faster). Fortunately, it was not needed for our tasks.

Useful Links

  1. You should start with this video: https://youtu.be/2SuvO4Gi7uY
  2. An excellent lecture by Oskar Stålberg about his game Bad North and his implementation of WFC: https://youtu.be/6JcFbivo8dQ
  3. An article about generating infinite 3D levels with WFC:
    https://marian42.de/article/wfc/
    And a link to Unity algorithm itself:
    https://github.com/marian42/wavefunctioncollapse
  4. There are ready-made plugins for Unreal Engine, but I'm not sure about their quality:
    https://www.unrealengine.com/marketplace/en-US/product/easy-level-generator
    https://www.unrealengine.com/marketplace/en-US/product/procedural-environment-generator-wfc
  5. There is also an experimental WFC plugin in Unreal Engine 5:
    UE5_FOLDER]\Engine\Plugins\Experimental\WaveFunctionCollapse
    Unfortunately, I couldn't find any documentation on it.

Thank you for your attention!

We will be very pleased if you add our game to your wishlist and keep an eye on the project. We will be happy to answer your questions. We promise to write new articles, notes and post interesting materials about the game.

https://store.steampowered.com/app/2102300/Eternal_Mist/

And we look forward to seeing you on our Reddit page.

https://www.reddit.com/r/RionixGames/

Best wishes,
Rionix team.
Alien Maze - liub35622021
Hello, everyone. No.25 wish you a happy holiday!
"Alien Maze" will be officially launched on January 20!
New levels will be updated before this launch. There will be a first discount for the official launch. Friends who have not yet purchased should seize the opportunity!

https://store.steampowered.com/app/1631090/Alien_Maze/

Due to some new technical problems after the version update, such as clicking the play button of the twelfth level has no response, and two or three achievements cannot be unlocked. The program brother is trying to repair it, so the time to put it on the shelf will be delayed. We're very sorry.
The official launch time will be notified in this announcement. Thank you for your support.
Jan 14, 2023
Mothership Forever - DjArcas
This patch primarily fixes an issue where Rogue and Endless modes wouldn't unlock when completing the story mode. The fix is retroactive, so if you've completed story mode and not gotten your rewards, well, you should now! Let me know if there's any further issues please!
Jan 14, 2023
Final Upgrade - TaosX
Fixed bug due to which the core of the station (possibly other machines) had a non-working status when they were actually built.
Exorcist - KAYDEM Studio
The horror adventure of master exorcist David Livingston now continues in the second game, Exorcist 2 Crow Magic.

https://store.steampowered.com/app/2207590/Exorcist_2_Crow_Magic/#app_reviews_hashhttps://store.steampowered.com/app/2207590/Exorcist_2_Crow_Magic/#app_reviews_hash
Dragon's Treasure - 易水犹寒
Continue to fix the problem of invisible attack of BOSS YETI. The next update is about February 15
...