Life After Death - mstudio.mo
We added new and first automatic weapon AS VAL!!!!!!
Mar 4, 2023
Life After Death - mstudio.mo
Added new weapon As Val Rifle automatic weapon
Mr. Sleepy Man - Sleepy Man
Members of my Patreon can now participate in the beta testing for Mr. Sleepy Man!

Cosmoteer: Starship Architect & Commander - Walt Destler
Yesterday's 0.21.1 patch had a bug that would occasionally cause crashes during gameplay. This update should fix that bug.
Mar 4, 2023
WHALIEN - Unexpected Guests - Defec7
Hi! SongofSoil is hosting a speedrun Contest for WHALIEN - Unexpected Guests. SongofSoil is an avid member of the speedrun community over on https://www.speedrun.com/ and is offering a challenge for those who love speedrunning!

The Event starts on March 5th and ends on March 31st!
All the Infos and Rules of the Event can be found over on SongofSoils Event Thread on Speedrun.com (Link)

It has been really cool for us to see the creativity of the speedruns of WHALIEN and we are excited what the fastest run will be like! For a taste of it you can join our discord and coordinate with other runners.

To mark the occasion we released a patch (v1.0.2) that added the ability to delete your savegame from MainMenu->Options->Game Settings



The Speedrun challange is a community contest hosted by SongofSoil and is not sponsored by Forbidden Folds. Forbidden Folds is not responsible or obligated to enforce any rules of the event.
Runes of Magic - [CM] Fossilo



Taboreans, prepare yourselves for new shop offers: from 5th March 2023 (midnight CET) to 11th March 2023 (11:59 PM CET), you’ll be able to pick up great costume sets and trendy sofas for you home!

The following are just some of the items that are waiting for you:
  • Coffee Maid Costume Set (for female characters)
  • Scarlet Nobility Costume Set (for male characters)
  • Selection Box: Trendy Sofas
Wishing you lots of fun, The RoM Team
Mar 4, 2023
Gnome Online - Gnome Online
Update v1.2.2.2

Bugfixes
-Fixed issue where target healing to party members not worked
-Fixed Minimap Icon show not porperly for Enemey/Ally
-Fixed issue where Cooldown for Potions not showed
-Fixed issue where you was able to take mount without distance check
-Fixed issue where players was able to damage mounts in safe zones (mounts now only damageable when rider is damageable)
-Fixxed issue when tamed rarely Pets they become normal Pet
-Fixed 'Stamina Blow' no target issue

Improvments
-Improved PK System. When a non pk attacks non pk Player, and the defender kill the attacker, he no longer flagged as PK

General
-Added Practice Dummies in Schimmerstein for testing damage output

Balancing
-Balancing, all heavy and light Armor Resistances

Additional Notes
Next weekend Friday (10.03.23) to Sunday (12.03.23) there will be a power leveling weekend. You will get more exp and all skills and abilities level faster.
Following this there will be a pvp tournament. I hope to get some feedback for the balancing. The winner will also receive a special prize.
More info will follow.
Depths of Sanity - Dustin_BSG
Hey all!

We're hard at working porting this fella to Xbox and Switch, so not a ton of Steam updates, just some bug fixes.

  1. Shout out to user Paradox for being too good at the end boss fight to cause a soft lock. Turns out if you killed one of the pieces within three seconds of killing another, the fight would soft lock. So that's fixed!
  2. And we forgot to include a piece of key art in the bad ending! Our bad (get it?). You may have noticed a flash to white at the end of the bad ending cutscene. That was supposed to be some sweet art piece that our artist whipped up. It is now in! You can view it below. But be warned. It's a huge spoiler.
SUUUUUPER SPOILER WARNING. 100% don't look at the spoiler image below if you have not beaten the game with the bad ending.



Thanks so much for playing and please send along any feedback you have. And if you haven't left a review, I will love you forever if you do.

All the best,

BSG
Mar 4, 2023
Skeletons - LesserFate
Patch 1.2.1

-Added new crosshair to highlight interactable actors.
-Minor interaction and other fixes

Any issues/bugs please email me at contact@lesserfate.com or @lesserfate on twitter, thanks.
DR4X - UntrustedLife
Hey folks! It's been over a month since my last "proper" changelog, but fear not, i'm back with a bang! Introducing the "4B1E1E" update, which, for extremely totally completely entirely obvious reasons ;), is massive in scale.

However, due to the sheer number of spoilers this update contains, I can't provide you with many screenshots or details. I don't want to spoil the surprise for you! So, this will be a bit of a peculiar changelog, and I won't be divulging too many details.

I couldn't have achieved this monumental update without the help of my talented friends. A huge shoutout to Robbie, who composed the music, and Grimwit, who contributed more of his stunning art. They are champs and helped me massively! I especially want to thank Grim for keeping me sane through this, this would have taken way longer and destroyed my motiovation if i didnt have him to unload on.

Gameplay and UI

-A new proper story with a beginning, middle and end and brimming with meta-storytelling elements that draw inspiration from Undertale and DDLC among other things.
--This update marks the first 'chapter' in a series of six for the story, so prepare for at least five more significant, named updates like this one after a few of usual changelogs to clean stuff up and add other misc gameplay elements.

---This is the bulk of this update

----No i wont spoil it

-----To me, this is massive as i've always been striving for this sort of thing but i just couldnt get it to click, but now it clicks, really well.

-Three new OST tracks.

-Several new unit portraits (As usual) some completely new, some modified for lore reasons.
Feast your eyes on SOME of them here.




-Several new 3d models for a few things (Including the new crypts, the corpses etc)

-The game can get much, much, more meta.
--This will get improvements later

-Removed "Next Scenario" button as it allowed for sequence breaks.

-All corpses are now his.

-Added several new terminal commands for players to use

-Massive updates to main menu


-Added interactable that changes es3 codes for my use

-I've ramped up the game's reactivity in many, many weird ways that you'll have to experience for yourself.

-The high ground tutorial now is much better at hammering down the literal main mechanic of this game.

-Added unconventional victory system (In a previous devlog this was referred to as pacifist victories) they have been renamed for repectfulness and gameplay reasons and all except one mission has them.


-The game now can mess with you in ALL the scenarios
--I am leaning into the stuff folks liked from previuous versions.

-All missions have recieved major updates

-Added some randomization on scenarios, majesty style

-Added new typespeed modifier to dialogue

-Added mission unlocks and "New Missions Available" notification

-Added some secret easter egg commands to main menu

-Changed highlighted tiles to be grayscale and team colored

-Losing Text Changes Sometimes

-The internals of the game have been nearly entirely reworked. But you wont really "see" this so, meh.

-Started adding modding support

Bug Fixes

-When you highlight marsh or swamp with mouse the fog is hidden

-Fixed numerous typos

-Fixed oversight where taking treasure on novus imperium makes you detected

-Fixed final remaining spot where I wasn't taking into account personalization for the name of the os

-Fix oversight with vigil

-Added loads of hints to help players with the new camapign

-Changed "Team Color" deploy mode option to be similar to highlighted

-Make it so cities and towns have more "connection" to the world

-Fixed bug with [writhe] text tag

-Recentered panel on main menu

Balancing
-On renovations you can now recover units lost to the swamp

-Added more treasure and other cool stuff to high ground and various other missions to encourage exploration

-If a bunch of units die there is a chance foree something scary to happen

-I created an algorithm for determing the "distance" between two different colors, so that if for example, you choose red or a color like red no enemy team will be assigned a "close" color. It doenst care as much about their color in relation to other ai player colors though. Because checking every player every time would be painfully slow. But if you play as a bandit and use the color gray now, no other bandits/players will be a similar shade of gray anymore, for example.

-Some pathfinding optimizations

NEWS
As you may have noticed, this changelog is a bit shorter than usual. However, don't be fooled by its terseness. Today's update is a whopping gigabyte in size, which is significantly more than my usual 50 or so megabyte updates. This is because this update is colossal and includes a multitude of unmentioned changes. However, I won't be revealing any spoilers, so be sure to update your game and try it out.

Also, if the puzzles are too difficult etc, utilize the steam forum to help each other out and report any bugs or whatever you find on the steam forum aswell.

You may also consider joining my discord (linked on the store page)

After this there will be 5 other "major" updates like this one, but i will be resuming the normal changelogs in the mean time until ive planned out the next part.

...