3on3 FreeStyle: Rebound - Calebu




As promised, we bring the new MVP calculation system!

Now MVP is calculated based on your efficiency not volume!

Check out the improvement now!

-New MVP Calculation : Score + (0.4 * Successful Goal Throw) – (0.7 * Goal Throw) + (0.5 * Rebound) + Steal + (0.7 * Assist) + (0.7 * Block) + (0.5 * Loose Ball) – Turn Over

-Additional MVP bonus is added based on your win & lose.

-1 minute and 30 seconds before the end of the match, you will see top 2 players who most likely get the MVP.

- 3on3 Freestyle Team
3on3 FreeStyle: Rebound - Calebu




Make your shot as a perfect one! Utilize our new system to be the perfect shooter!

1) Shot Feedback

-You will get shot feedback for every shot you tried.

-There are two meters in Shot Feedback: Timing & Coverage

-Timing : Your shot timing. If your character own Shooting Touch and you hit the perfect zone, your timing will be marked as perfect!

-Coverage : Shot defense affected by the defender. If you get N% Covered notification, this means n% of defense resist is applied for your shot.



-You can see Shot Feedback UI on the top left corner after the shot.

2) Vertical Shooting Gauge


-You can change your shooting gauge type from the option.

-Vertical shooting gauge gives you vertically aligned shooting gauge.

-The function and color range is same as the horizontal shooting gauge.

- 3on3 Freestyle Team
Song Of The Prairie - partner
Hi everyone!
We appreciate all of you guys’ love and focus to our game. Now we have announced the release date. Game will be released in April 7,2023 CST or April 6,2023 PDT on Steam.

Game trailer:













YouTube:AOE Plus
Twitter:@aoeplus

Thank you again! Don’t forget to join our discord server: Song Of The Prairie. We could meet in Prairie town soon!
War Thunder - Blitzkrieg Wulf


It’s the first and the most important spring holiday! On this day we’d like to extend congratulations to all women of the world. We wish you to always be surrounded by your loved ones, for a smile to never leave your lips, and for all your wishes to come true.

Celebrate this holiday with us in War Thunder!

From March 8th (11:00 GMT) until March 13th (7:00 GMT)

Play 3 battles using any vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Bomber Belle” decal.



“Bomber Belle” decal.

Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → International Women’s Day.

You can find the decal in the “Holidays” tab in the Customisation menu.

Community Announcements - 트리 오브 세이비어
안녕하세요, 트리 오브 세이비어입니다.


3월 9일(목) 정기점검이 1시간 연장되었습니다.
갑작스러운 연장으로 불편을 드려 사과드리며, 점검 완료 시 연장으로 인한 보상을 지급해 드릴 예정입니다.

점검 일시 : 2023년 3월 9일(목) 오전 9시 ~ 오후 3시 오후 4시 (1시간 연장)

■ 점검 보상
- 여신의 증표(바카리네) 20,000개
- 사용 중인 토큰 3시간 연장
※ 여신의 증표(바카리네)는 숙소 메시지함으로 지급되며, 3.10(금) 오후 11시 59분까지 수령하지 않으시면 자동 삭제됩니다.


사전에 안내드린 시간을 지키지 못한 점 다시 한 번 사과드리며, 안정적인 서비스를 제공할 수 있도록 최선을 다하겠습니다.





3월 9일(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 3월 9일(목) 오전 9시 ~ 오후 3시 (총 6시간)

[h5]【업데이트 내용】[/h5]
  • 에피소드 15-1
    - 캐릭터 최대 레벨 확장 480 → 490
    - 신규 지역 추가(Lv 480 노바하 본원, Lv 485 노바하 서고, Lv 489 참회의 기도실)
  • 신규 콘텐츠
    - Lv 490 가디스 레이드: 구원의 향로(1인, 자동 매칭, 파티)
    - 추종자 몬스터 무리
  • 신규 클래스 신극(소드맨)
    - 신극 특판 패키지
    - 신극 무료 전직 이벤트
  • 신규 장비
    - Lv 480 유라테 인장
    - Lv 490 바우드 액세서리
    - 바이보라 비전 - 용호상박(신극)
  • 자동 소탕 기능 정식 업데이트
  • 오른손에 착용한 장비 보이지 않기 기능 추가
  • 화이트데이 기념 출석 이벤트
  • 주간 보스 레이드 및 봉쇄전의 입장 제한 해제

[h5]【오류 수정】[/h5]
  • 오르샤 수속 담당자 NPC가 보이지 않는 현상
  • 재규어 스킬 시전 중 점프로 모션을 캔슬하여 딜을 빠르게 몰아칠 수 있는 현상
  • 재규어 스탠스의 최종 증댐 효과가 재규어 스킬 이외에도 적용되는 현상
  • 프리스트 - 리저렉션: 규탄 스킬이 타깃 불가 대상에게 시전해도 스킬 쿨타임이 생기는 현상
  • 펠타스타 - 실드 로브 스킬 사용 후, 착용한 방패가 보이지 않게 되는 현상
  • 드루이드 - 라이칸쓰로피 변신 시, 무적 판정으로 인해 보스 패턴을 쉽게 파훼할 수 있는 현상
  • 불릿 마커 - 더블 건 스탠스가 활성화 되어 있을 때, 캐릭터 표정이 어색해지는 현상
  • 템플러 - 활력의 깃발 스킬의 PVP 지속 시간을 스킬 툴팁에서 확인할 수 없는 현상
  • 세이지 - 홀오브다크니스 스킬의 효과가 버프 UI 툴팁에서 비정상적으로 보이는 현상
  • 보코르 - 댐발라 스킬의 사거리가 다른 스킬에 비해 긴 현상
  • 도사 - 천형부 스킬의 사거리가 다른 스킬에 비해 긴 현상
  • 여신의 전언: 불꽃의 기억 1인 모드 진행 시, 모든 웨이브의 몬스터가 한 번에 등장하는 현상
  • 점프 후에 라마 - 만파능라격 스킬이 사용되지 않는 현상
  • 마타도르 - 물레타 스킬로 반격에 성공해도 간헐적으로 버프가 적용되지 않는 현상
  • [이벤트] 마스터 카드 선택 카드첩 사용 시, 노출되는 마스터 카드 선택 UI에서 카드의 거래 속성이 마켓/개인 거래 가능으로 표시되는 현상
  • 성장 지원 길드에서 길드 미션 진행 시, 봉쇄전으로 입장되는 현상
  • 토큰 혜택 관련 툴팁에 [용병단 증표 주간 획득량 제한 ▲100,000] 내용이 안내되지 않는 현상
  • 스노우플레이크 나이트 코스튬 (여) 소매길이 조정

감사합니다.
Stardeus - spajus
Hey Space Travelers!

A new major update is underway, and I will try to not spoil it for you, but some noteworthy changes were shipped already. The update is going to be quite technical, if you don’t like that, skip the walls of text to get to the second half.


Room / Section detection rewrite



After releasing the major update, I decided to regroup and do an iteration of technical changes. Cleaning up the technical debt that inevitably accumulates over time is very important for a long term project like this one. Some systems that were created early proved to be not as efficient or flexible as they could have been. One of these systems was the Room / Section detection. It worked well with smaller ships, but some of you like them jaw-droppingly big, and every time floors or walls would change on a huge ship, all the rooms and sections had to be reevaluated. Depending on the CPU load, this could take up to 1 second, which is forever in computing terms.

A full rewrite made the room change detection so fast that I don’t even have to run it in the background across multiple frames anymore. You may notice a significantly faster ship generation when starting a new game, this is thanks to this rewrite. The performance boost is also noticeable when you have a large amount of ongoing construction that makes the rooms / sections to constantly reevaluate.

Pathfinding rewrite



After getting my hands dirty with Room / Section rewrite, I decided to take a stab at the most annoying system I had - pathfinding. The system was rewritten from scratch to get a whopping performance increase of up to 1000x for most pathfinding queries. Previously some more complex path requests could take as much as 500ms to get executed in a background thread, which would stall the workers as they were waiting for a pathfinding result. This was especially noticeable at 10x speed with a large number of workers. Now pathfinding runs so fast that it is virtually immediate. This also significantly reduced the overall CPU consumption and gave more breathing room for other CPU intensive tasks.

Additionally, this rewrite forced me to go through tons of code and change it to adapt to the new, more strict API. Due to the extreme speed-up and the additional validations, I’ve found and fixed numerous race conditions and edge cases that may have caused some weird situations that could lead to undefined behaviors.

If you had any issues with performance before, now is the time to reevaluate the experience.

Lights system rewrite



This is the last large rewrite I did before the next major update, I promise!

Light rendering was something I wasn’t happy about. It involved two different cameras and two sprites per light source, and often looked weird when there were multiple light sources close to each other, and there was not enough control over how lights were blending with each other. The old light system also had an upfront performance cost, where a small number of lights would be as expensive as a large number of lights, which made the game run a few FPS slower on lower-end hardware.

The new light system eliminates the cameras and sprites, and instead uses a small data structure for each light source, which makes it faster and more lightweight for small amounts of lights, yet still robust and powerful enough to drive thousands of real-time colorful light sources with two-color pulse and dynamic positioning. My tests show a 20% performance increase with high-end GPU at extreme number of lights (5000+).

In addition to this, the light sources have received a “range” slider, where you can adjust the range of any configurable light source. The electricity cost will reflect the light range.

And the Video settings panel has a bunch of new controls for the new lights system, including the overall light intensity and some performance related settings which should remain on “Auto” unless you want to mess around to get a few extra FPS.

Landing Zones



Stasis Pods and Storage Capsules used to drop anywhere on the ship, even if the area was fully enclosed and oxygenated. That was immersion breaking, and now this behavior had an overhaul. Since recently, Stasis Pods and Storage Capsules will only target unenclosed areas. Make sure you have at least 100 tiles of what is now considered a “Landing Zone”, or the incoming pods will ram your outer ship walls due to lack of space for proper landing. No more landing through the roof though!

Real-time nebulas for everyone



I love the beautiful real-time nebulas that float when you fly, but unfortunately they were so taxing on the GPU that I kept them off by default, hidden behind a video setting with “unoptimized” in the label. Well, not anymore! I have reworked the visual effect that produces realtime nebulas and removed the most expensive processing that gave only slight visual improvement. Now simple real-time nebulas are the new default, and for a good reason - read on.

Ship rotation



Since I’ve been focusing on increasing player immersion, I finally did a thing that was suggested by a few of you before. When you pick a destination in the starmap, the ship will have to rotate and align itself with the target before flying. The rotation will be visible in the game view, and it will look glorious with real-time nebulas! This also adds a new mechanic - when you have to escape incoming asteroids, you will likely have to pick a place that is aligned with your current rotation, or you will lose precious time reorienting your ship.

While for now no changes are needed for the engine configuration, I will consider adding dedicated thrusters that will be required for rotating the ship.

The little things



There’s a ton of other smaller changes that shipped since the Derelict Ships update, here’s a few of my favorites:

  • Two new plants you can grow: Poppy and Cornflower. The products you can harvest from these plants will be used for something special that will be added in the next major update!
  • Thin version of walls. Those required some special changes for the lights rendering to look good, but now you can make your colonists hear each other snore. Just think of all the steel plates you’ll save!
  • Plan Move tool. Since you can use precision thrusters to move your ship around in the local map, the plan had to become movable as well! You can find the plan move tool in Plan (“L”) radial menu’s second page. Also, when you’re drawing your plan, holding Ctrl + Shift + Alt will let you click and drag the plan to move it immediately.
  • Pets can now sleep in Armchairs! (Yes, the raider-leather ones)
  • Loading icon will show an animated drone holding a “Wait!” sign instead of a rotating cog. This is probably my favorite change ever.
  • Rooms overlay (F9) will show tooltips with contents of each room when you hover the room list.
  • Dust storm particles will not show up inside enclosed areas. This is a subtle little graphics change, but a very pleasant one, adding to the immersive experience.
  • Flying between galaxies will display FTL trails.
  • Pixel Art mode! Go to Settings > Video > Texture Quality and choose “Pixel Art” or “Low Budget Pixel Art” to get a nostalgic retro art style.



That’s it for now, the next update will be a major one!

The full changelog: https://stardeusgame.com/changelog
Search for "v0.7.0 (2023.01.23)" and scroll up to read through what exactly has been done since the major update.

Follow the Development

Get Stardeus

https://store.steampowered.com/app/1380910/Stardeus/
Grim Realms - edym
First of all: If you are thinking about starting a new game - now might be the time! This patch change a lot of the in-game balances and should make the overall experience way more balanced, challenging and fun!

This patch adds the following:
- Perks have been changed so many of them are rankable and will increase in rank when used. For example dodging will increase the perk dodge, and each increased rank makes it more likely that attacks are dodged. Dark siphon is now ranked and gives +1 to dark power for each rank. This perk gets its rank increased by finding and using dark altars.
- New perks:
Aimed Arc - fire great distances but with low accuracy with bows.
Weapon proficiency - deal extra damage with a perticular weapon.
Dark bolt - a ranged magic attack.
Smite - a ranged magic attack used by Paladins.
- It is now possible to view the walkable grid, both indoors and outdoors.
- A new animal: giant rats, which can found in animal burrows when mining.
- It is now possible to change the looks of the interface, allowing for a more tailor made experience.

This patch changes the following:
- Greatly improves the performance of the peon-search-for-items-to-store function, which previously could cause horrible lag.
- When searching for food, villagers will take into account the quality and source of food. If starving villagers will also eat raw food, resulting in poison damage.
- Improves a few animation, mainly the over-head-swing when mining, chopping wood or attacking with two handed weapons. (Looks waaay prettier now!)
- Over all loot, trader items and drops from enemies have been balanced and there is now a chance of finding much higher quality gear.
- Over all balanced attackers, making early attacks easier and later attacks more difficult.
- When starting a new faction, the first event will always be a lone visitor. Also, in the first three weeks if your population is low, lone visitor events have a higher probablity of occuring.
- When blocking, deflecting or parrying an attack, extra damage will NOT be applied (like poison or fire damage), making shields and armor much more efficient.
- When creating a new faction and editing the units, its now possible to see the starting perks.
- Improved attackers AI.
- Improved the zoom function when clicking on news.
- Improves news messages relating to work not being finished.
- Gets rid of a few crashes, bugs and other inconviences.
- And many more tiny fixes and improvements which I am blanking on at the moment!

There is probably some edge cases I have missed, and if so: Please let me know how it works - I stand very ready for hot fixes!

As always: a billion thanks for the feedback, bug reporting and the encouraging and kind words!
And sorry for all the bugs! Please keep the feedback coming so I can make this game as enjoyable as possible!

Best wishes and all the love! <3
//Mattias

PS: There has also been reports about corrupted save files. I am REALLY sorry about those. These occur when the game crashes while saving. I am doing my best to make sure these don't happen at all, since it is often impossible to recover saves if the damage is too great.
Kriegsfront Tactics - Mr. Kashuur


Salute, Pilots!

The Kriegsfront universe is expanding more than ever, We are here to bring you a brand-new devlog series discussing all you know about Kriegsfront Tactics.

This devlog is a behind-the-scenes series about the game development process of Kriegsfront Tactics, a grounded turn-based mecha tactics game set in an alternate world in 1970s Southeast Asia and inspired by classic titles such as Front Mission and Patlabor. As more updates are coming soon later this year, we'll be sharing tweaks, insights, and stories to keep our fans in the loop and keep up the hype. We would love to share many things with you, so you can know how dedicated we are to this project and bringing you the grounded mecha turn-based tactics we envisioned in 2018.

In the first episode, Kris Antoni, the Game Director of Kriegsfront Tactics, will explore the basic foundation of the game that is comprehensible to our fans. Kris also serves as the founder of Toge Productions, an indie game development studio from Indonesia. Our humble beginnings that have garnered many fans from different parts of the world have enabled us to create new games and explore different genres, to the point we are now as we continue to develop Kriegsfront Tactics.

Watch the first episode here to find out more!


The first episode consists of an introduction by our game director, and how Kriegsfront Tactics came to be realized in the first place. You will know our game design pillars, inspiration, what's to come for the future, and why we are creating a turn-based mecha tactics game. You might discover new ideas about Kriegsfront Tactics, so be sure to watch the devlog until the end.

Kris also will showcase the current progress and features of Kriegsfront Tactics and share some game development tips & tricks we have learned while developing the game. There are five topics to be covered in the first episode:
1. Introduction
2. Background
3. Game Design
4. Visual Style
5. Roadmap

If you want to see more of the Kriegsfront Tactics devlog, be sure to follow us!
Do you have anything in mind about other relevant topics you might be interested in? Please feel free to comment down below.

Wishlist and Follow Kriegsfront Tactics for more!
https://store.steampowered.com/app/1561740/Kriegsfront_Tactics

Join the Toge Productions Discord server here!
Want to discuss about Kriegsfront Tactics with other like-minded fans?
Feel free to join our discord community! Toge Productions Discord

See you soon, and godspeed, Pilots.
The Kriegsfront Team.

Follow our social media to know more!
Kriegsfront Battlescaper - Diorama Editor - Mr. Kashuur


Salute, Pilots!

The Kriegsfront universe is expanding more than ever, We are here to bring you a brand-new devlog series discussing all you know about Kriegsfront Tactics.

This devlog is a behind-the-scenes series about the game development process of Kriegsfront Tactics, a grounded turn-based mecha tactics game set in an alternate world in 1970s Southeast Asia and inspired by classic titles such as Front Mission and Patlabor. As more updates are coming soon later this year, we'll be sharing tweaks, insights, and stories to keep our fans in the loop and keep up the hype. We would love to share many things with you, so you can know how dedicated we are to this project and bringing you the grounded mecha turn-based tactics we envisioned in 2018.

In the first episode, Kris Antoni, the Game Director of Kriegsfront Tactics, will explore the basic foundation of the game that is comprehensible to our fans. Kris also serves as the founder of Toge Productions, an indie game development studio from Indonesia. Our humble beginnings that have garnered many fans from different parts of the world have enabled us to create new games and explore different genres, to the point we are now as we continue to develop Kriegsfront Tactics.

Watch the first episode here to find out more!


The first episode consists of an introduction by our game director, and how Kriegsfront Tactics came to be realized in the first place. You will know our game design pillars, inspiration, what's to come for the future, and why we are creating a turn-based mecha tactics game. You might discover new ideas about Kriegsfront Tactics, so be sure to watch the devlog until the end.

Kris also will showcase the current progress and features of Kriegsfront Tactics and share some game development tips & tricks we have learned while developing the game. There are five topics to be covered in the first episode:
1. Introduction
2. Background
3. Game Design
4. Visual Style
5. Roadmap

If you want to see more of the Kriegsfront Tactics devlog, be sure to follow us!
Do you have anything in mind about other relevant topics you might be interested in? Please feel free to comment down below.

Wishlist and Follow Kriegsfront Tactics for more!
https://store.steampowered.com/app/1561740/Kriegsfront_Tactics

Join the Toge Productions Discord server here!
Want to discuss about Kriegsfront Tactics with other like-minded fans?
Feel free to join our discord community! Toge Productions Discord

See you soon, and godspeed, Pilots.
The Kriegsfront Team.

Follow our social media to know more!
Black Squad - GM_Izayoi


EDIT: The Maintenance Will be Extended by 1 HR.


Soldiers,

We would like to inform you that we will be conducting scheduled maintenance.
During this period, access to our game will be temporarily unavailable.

Maintenance Schedule:
Date: March 9, 2023
Time:
UTC: 4:00 - 10:00
KST: 13:00 - 19:00 (Korea Standard time)
CEST: 5:00 - 11:00 (Central European time)
PDT: (Feb 22) 20:00 - (Feb 23) 2:00 (Pacific Standard time)
CST/SGT: 12:00 - 18:00 (China / Singapore Standard time)
EST: 11:00 - 17:00 (Eastern Standard time)
BRT: 01:00 - 07:00 (Brazil Standard time)
Duration: 6 Hours


Thank you for your cooperation and support.
...