M.A.S.S. Builder - V-DGT


Disclaimer: We're not going into the specifics but an overall look on what's to expect when the update finally arrives much later. This is also not the patch notes nor everything we're adding into the game, just pure balancing. We'd like to use this opportunity to read through your thoughts on them, maybe discuss some changes, and adjust accordingly. This IS NOT EVERYTHING and there will be more balance changes coming. Anything announced before like the melee attack speed changes are still coming but won't be mentioned in the future.

Hello and welcome to another WIP update, this week featuring upcoming balance changes in the 0.10.0. Don't be alarmed by the words balance, we're not hitting anything with nerf bats that'll make things nigh unplayable as this is a game where we encourage everyone to play whatever and however, they'd like to. With that out of the way, here is the FIRST tentative balance changes coming into the game.

DIFFICULTY BALANCING

Difficulties in M.A.S.S. Builder has been a controversial topic for a while now as the game has evolved throughout all these years and it heated up after 0.9.0 release where we made impactful changes to various weapons and enemies. We first designed all difficulties to be playable by anything and everything truly but we've received requests and heard concerns about that design, and honestly it became toxic enough towards each other that we felt the need to address it. Just to list some and not all.

- Very hard isn't hard at all and there's no reason to play anything lower than that
- Why can't you play VH when the devs had made it playable by all, skill issue, or maybe you're not using meta or play as how the game is designed to be played.
- x is better than y, z is better than x, that's because you cannot use x comfortably in VH as you needed the utility of z, so why aren't you using z.

After a great amount of thought and discussion internally, we changed that completely in 0.9.0 and made Easy the stage for "anyone, anything, anyhow you want to play the game," and Normal as "You can play anything here, but you'll need to try a bit," Hard and Very Hard were adjusted to have players play more optimally than ever, alongside nerfs that we never wanted to do in the first place but was forced to. The gap between Normal and Very Hard is large.

We never wanted anything related to meta to be forced onto anyone in our game. Our philosophy and vision of the game is to have anyone play anything they wanted anyhow they wanted, and we wanted to stand by that, but as the game grew to this point, there were rampant talks of how certain things are unviable when in reality it's just slower than some other methods of play.

There are reasons we don't nerf immortal builds that just stand still and have AoE effects burst onto surrounding enemies to kill them, it's fun and we liked that. There are reasons we don't nerf burst melee, there are reasons we don't nerf what players called Buzzsaw strats over certain points (the dash attack cooldown was laughably ignorable that some players mentioned we failed in killing it when in reality we just wanted to stop players just using macro to spam it too fast). There are reasons we allow players to just map controls onto the same button (hello there melee + launcher spam on left click). We never wanted to take any fun out of the game and if someone found a way to perform something better without ruining the fun of others, hey, bless their discovery.

Which led us to the following decision, we're making easy and normal difficulty easier through numbers crunching. As requested by players who are well into cosplay builds, we do agree that the current balancing is too harsh on M.A.S.S. units that are just pure power fantasy and we'd like to change that, make it easier for everyone to just have mindless fun even in normal difficulty. Story progress should flow even better, and players should be able to progress through in normal even with suboptimal tuning tiers. This should allow more players to play within our design of anything goes.

This used to be only for easy difficulty but after much discussion, we'd like to also include normal difficulty to the fray. On the other side, we'll still retain Hard and Very Hard difficulty as is. Struggle as it may be, VERY HARD should be VERY HARD and not intended for anything suboptimal. VERY HARD is an aspirational content and we intended it to be that way and not only through numbers expansion. You might have noticed some mechanics that are present in VH and not in lower difficulties, or a mechanic that exists but not to that extent. Did you know that enemies non-stop following providing little downtime to regenerate shields was mostly present in VH and not in easy/normal because they have extreme move speed in higher difficulties? Bosses that just keep attacking? We plan to have more of that (and change some behaviors in normal difficulty).

On the same note, there will be more discussion following multiplayer mode difficulty later when it is time. We hope this clarify a lot more behind the thoughts on which direction and why we're changing the game. For concerns regarding end of mission rewards, please know that quick run throughs in Normal yield much more as they can be run much faster with much less strategy, a mindless fun. There are more plans to better this, but it cannot be mentioned at the moment. If there are any other concerns, feel free to discuss it with our representative in our discord server.

Discord: discord.gg/quS7E46
Feedback Hub: {LINK REMOVED}
Idle Banshee Alliance - 迟到摄影师
Thorn skill is adjusted to be related to your own health
Territory: Farming and Fighting - loomingco
BUG ESC取消对居民的追踪后,屏幕顶部中间的追踪信息框没一并隐藏
优化 帮助中显示箱子的存储容量,设施说明区域可滑动
优化 墓地可暂停使用,不接收新的入葬
BUG 复制属性功能,对壁炉没有生效
优化 农田鼠标提示,显示作物名称
BUG 货架,国库的容量上限的限制没有生效,可以无限存放物品
BUG 货架在接收马车卸货时,使用数量来计算自身存储容量,而不应该使用重量
BUG 监狱暂停后,囚犯无人看管提示的记数一直涨
优化 大箱子加筛选
Feb 17, 2023
VR MEDIA VIEWER - BoninblueDesignLaboratory
Thank you for using VR MEDIA VIEWER!!
We updated following contents today.

Version 1.2.4

Fix / Specification change / Bug fix :
- Improved the loading speed of animated GIF.
- Animated GIF/WEBP files have changed specifications so that playback starts when loading is complete.
- Fixed a bug that could crash the application when switching to list view while generating video thumbnails.

Please enjoy!! Thanks!!

About version 1.2.0

In this update (version 1.2.0), we have greatly modified the input system script to prepare for the addition of some functions and support for new devices in the future. We have confirmed that it works properly on a supported VR device, but if you experience a malfunction when playing the application, we would appreciate it if you could reply to this thread. (It would also be helpful to report normal operation.)

In case version 1.2.0 does not work properly, we will reserve the previous version 1.1.9 on the server. If you want to use version 1.1.9, please follow the steps below.

[Steam client software] > [Library] > [VR MEDIA VIEWER (right click)] > [Properties] > [Beta] > [Select the beta... (1.1.9 - Previous version)] > Version 1.1.9 will start downloading

If you want to revert to the latest version, change [Select the beta... (1.1.9 - Previous version)] to [Select the beta... (None)] and the download of the latest version will start.
Football Coach: College Dynasty - achi
This update has a feature a long time coming, and a must for college football games: OOC schedule customization! Now you can set all 3 of your out of conference opponents via an offseason stage right before 'Advance Year'. You can choose opponents and set home/away freely; eventually, there may be restrictions to prevent too many home games or too easy of a schedule, but for now, there are none.



The other notable feature added is that teams now earn money from their postseason success. Making the conference championship game will earn your school money, with an extra bonus for winning. Same with bowl games, which have a tiered payout system. And of course, making the playoffs and advancing multiple rounds will earn your school some serious cash. To offset this increase in income, the maintenance costs of each school attribute have been slightly increased for levels 8-10.



There are also a few other minor changes, and a bug fix. You can see the full list of changes below.

General
- Add 'Schedule Customization' stage in offseason for changing OOC schedule
- Add postseason bonuses for teams making CCGs, bowls, and playoffs
- Improve schedule table UI
- Players no longer complain about playing time if they currently have a major injury
- Warning is added in school updates page when no NIL money is allocated

Recruiting
- Changed number of recruits generated to be total league needs instead of static values (this should help the amount of recruits being targeted be more consistent between seasons)
- Add confirmation dialog for turning on auto-recruiting

Bug fixes
- Fix issue where changing coach carousel filter would not reset to page 1

Thanks for playing!
Feb 17, 2023
Sun Haven - Pixel Sprout Studios
Hey everyone, it’s Bruce from Pixel Sprout Studios.

We have an update for Patch 0.8: Events & Romance Update and Patch 1.0: Museum & Customization!

Patch 0.8: Events & Romance Update will be available in the next few days on the Public Beta Environment, as we are very close to finalizing the patch for release to players worldwide!


I’m gonna win the hotdog eating contest!

If you are interested in getting a sneak peek of Patch 0.8, join our Discord and follow the instructions in the #pbe-info channel to join in!

In this patch, you’ll find new seasonal events, a third and spicier date with each romanceable character, as well as spouses finally moving into the farm!


Guess who moved in!

----


1.0 Announcement
Sun Haven Patch 1.0 is set to release on March 10th, 2023!

It’s finally that time.

The big pieces of content for the 1.0 Release will be the Museum, and updated character customization! For all you completionists out there, now is the time!


A sneak peek at the Culture Section at the Museum!


While we are going to be releasing these two big things, the majority of our time will be going towards bug fixes, optimizations, and polish.

If you run into any bugs after the release of Patch 0.8, please pop into discord to share them with us.

From Wednesday, February 21st until the final build for the release, we will be extra active in our discord, as we’ll be trying to polish up everything we can. For these next few weeks, please feel free to come by and post anything you want to see fixed in the #community-suggestions channel. We’ll add it to our running list of things to polish and fix up.

Basically, until the release build is finalized, we’ll be around every single day to collect and try to solve any problems the community reports, so don’t be shy!

(keep in mind we will do our best, but we aren’t going to be able to get to everything!)



ME HUNGRY TO SQUISH BUGS...

Our Early Access Journey

Since the beginning of early access, we’ve worked with the community to implement 140+ more features over 8 major updates to the game. We are incredibly thankful for everyone's help during Early Access. Thank you for all your suggestions, and feedback.

While it took an additional 14 months in Early Access compared to what we initially intended, I think it’s safe to say that we’ve put in a ton of hard work to make Sun Haven a game we’re proud of. Sun Haven is a labor of love, and with so many people (ourselves included) with such high hopes for the game, it’s been an immense amount of work to live up to the great things players expect from us.

At the same, we’d also like to apologize to any folks out there who wished that the 1.0 Release would have come sooner. We’re proud of all the work and improvements to the game we made, but we also recognize that it was longer than we expected.


All things said and done, we’re definitely ready to call Sun Haven a complete game. As such, we’re releasing it fully to Steam, and are leaving Early Access.

Looking forward, we think there are still things we want to improve. Even though Sun Haven is a complete game, we think we can still make it better, so we will be continuing to update it.

We’re happy to say that despite leaving Early Access, we would love to continue working closely with our community on future changes, just as we already have been.

We Are Still Updating Sun Haven
So to make it clear– Going forward, we will still be updating the game both in the short term and in the long term. We will be updating Sun Haven for years to come. We’re here to support the game and the community, so you can expect more content updates from us going forward.

We thank everyone for waiting patiently as we have poured our hearts into this game to make it the best game possible.

You can take a look at our Roadmap for more information on what our upcoming patches are looking like! Speaking of which…

Nintendo Switch
Lastly, we are working with Nintendo to get Sun Haven available on Nintendo Switch as soon as possible. The game has quickly been approaching the quality bar and level of optimization that we want, and as such, has been making great progress.

At this time, the ball is currently in Nintendo’s court, and we are waiting on them in order to continue making progress on our end. As a result, the release of Sun Haven on Nintendo Switch will be pushed out a bit longer, and will go Live as soon as we are given the greenlight, and can finish the port.

Thank you once again for your patience. We’re looking forward to seeing you all on PBE, and for our 1.0 Release!

-Bruce, Director at Pixel Sprout Studios


Steam: https://store.steampowered.com/app/1432860/Sun_Haven/
Discord: https://discord.gg/HvMPETUJcK
Twitter: https://twitter.com/SunHavenRPG
Instagram: https://www.instagram.com/sunhavenrpg/
Facebook: https://www.facebook.com/Sun-Haven-RPG-108956407514643

Operation: Harsh Doorstop - =DRK= Bluedrake42
We've loved watching everyone having a blast in the game. You all have been consistently reporting issues and problems, and it has been fantastic. Some of our most extreme critics have unintentionally ended up being our most helpful players, and we want to keep that information flowing.

Firstly, for anyone that wants to get thoughts directly from the studio founder, you can watch Bluedrake42's video here where he shows off and the what issues we're seeing reported the most.



For everyone else who wants a simple run down, I've got you.

Easy Anti-Cheat System
EAC (Easy Anti Cheat) is currently in the planning stages of being implemented into the game. There are many users who missed the beginning of our previous development blog stating that standard anti-cheat solutions are still planned. I want to reiterate to everyone that standard anti-cheat solutions will definitely be incorporated into the game, and we're now in the early stages of incorporating those systems.

Server Anti-Cheat Systems
We are currently working with our community server owners to develop and release additional server anti-cheat systems that will allow server hosts to more effectively police servers. This includes systems that interface with Steam's API allowing you to ban users who have already been VAC banned, or restrict users with fresh Steam accounts from joining a server. There are also a variety of additional passive anti-cheat systems we'll be introducing in the coming weeks.

Workshop Improvements
Currently our team is focused on improving Steam Workshop support and fixing any issues with the current mod support. As Operation: Harsh Doorstop is a mod-first platform, this is currently our number one priority. Some issues with mods occasionally not being loaded have been reported, and we have a fix that is already prepared to go out in an upcoming hotfix that resolves this issue.

Ongoing bug fixes and corrections
Video and screenshot evidence of bugs and other issues have been instrumental in targeting and prioritizing bugs. Please continue posting videos regarding bugs, and how to replicate them. I think many users do not realize how incredibly valuable this is to us. Even if you currently despise the game, but intend to make videos on it anyways... please continue getting video footage of these bugs. These are extremely helpful to our core team.

More coming soon...
We love the reception we've received. Both negative and positive feedback has been extremely helpful to us. We know that many of you are still waiting for critical features to be implemented before you fully embrace Operation: Harsh Doorstop, and we're currently focused on combating those issues. However, we are currently in our second day of over one thousand players... and we can safely say that we're incredibly excited to see how many people who love the game are currently playing. As of right now we believe the players who love our game those most are those focused on cooperative and single player game-play... however we know that a huge portion of players are still hoping that Operation: Harsh Doorstop can become a solid platform for competitive gaming. We see you all, and we're working every day to get the systems and features you require in Operation: Harsh Doorstop to make the PVP community healthy.

Thank you so much for how much everyone has been putting effort into giving us feedback so far, and please... keep it coming. Negative or positive, we need it all.

See you on the battlefield.
Victim - Error_Esc
-Added 2350 New Original Written Lines of Text to the Randomly generated thought process mechanic to a now total of 4500 potential lines that can be randomize into countless combinations of sentences and phrases viewed from screen to screen as the player explores.

-Added more to the aesthetic design of all of the Derelict Dungeon Trial Rooms

-Refined all 25 of the Page Collection Point's logic and animations

-Various logic adjustments

-Various placement adjustments

-Various Level Design adjustments

-A few added sprites

-Refinements and Polish
Feb 17, 2023
QuestNotes - QuestNotes
■仕様変更
状態表示の説明表示中ではプレーンテキストで表示するように変更
メッセージコマンドの文字入力の最大値を50から200に変更
■不具合修正
移動が完了するまでに違うボードに遷移した時の不具合
配列変数を同時に操作したときの不具合
所持アイテム・スキルのトリガーの不具合
エフェクト修正でダイスへの修正が正しく動いていない
コンテキストメニューから貼り付けた場合にテキストボックスに文字数制限を超えてテキストを貼り付けできる
アクティブシーン中のトーク(のキャラクタータグ)の不具合
No One Survived - 我是狼
Restoring the collapse of trees may cause the program to be unresponsive

Optimize the physics of the trolley
...