Legend of Edda: Pegasus - RavenheartZ
  • Swapped Barbarian and Paladin class names
MotorCubs RC - jdraisey
Hey everyone, we updated the Guttural Crack level with more mud and updated the Vehicle handling in mud zones, as well as the max speed of each vehicle based off their class.

  1. Guttural Crack now has 3 mud zones.
  2. Guttural Crack opening track section was widened.
  3. Guttural Crack lighting is rebaked, fixed a few reflection regions.
  4. Compact class vehicles max speed is 8.50.
  5. Sport class vehicles max speed is 8.25.
  6. Mud Plugger class vehicles max speed is 8.00.
  7. Titan class vehicles max speed is 7.75.
  8. Compact class vehicle slowdown is 1.4x in mud.
  9. Sport class vehicle slowdown is 1.2x in mud.
Cepheus Protocol - CERC Emergency Broadcast System
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs

Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak

How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library.
It is no longer a beta opt in but an entirely new game granted when you purchase the base game.



As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand type=details]
  • Enabled FOW-hiding for civilian faction main tents
  • Adjusted civilian faction main tents to spawn 2uu higher than normal to make it easier for perception components to see them
  • Updated logic to not penalize the player's bank account if the player kills civilians that are members of an evil civilian faction (cannibals, etc.)
  • Additionally, no rep loss will occur if killing evil civilians
  • Boosted squad size for civvies to 10 (from 8)
  • Civilians will erect their compound walls quicker
  • Fixed a loading issue with walls to resolve civvie gates 'breaking' and not letting civvies through (may not fix saves from previous patch)
  • Fixed some registration issues with Civilian gates to prevent targeting issues when loading saves (may not fix saves from previous patch)
  • -Fixed a few other issues with Civilian gates not being considerd 'powered,' causing them to break navigation when loaded
  • Fixed some targeting issues that allowed player units who cannot damage Civilian gates from being able to target said gates
  • Fixed a landscaping issue with civilian walls - landscaping box wasn't being 'saved' if it was pertinent, now it does get saved. This may not fix old saves
  • Fixed some issues with 'repair previews' not appearing correctly for player walls and civilian gates
  • Updated Civilian squad size to max out at 8 on Day 1, up to 16 at Day 3
  • Added 'MoveAwayFromTargetBehaviorChance' and 'MoveTowardsUnseenTargetInCombatBehaviorChance' to AIController_Civilian for adjusting how likely civvies are to advance (when they can no longer see their target) or retreat (when they can), checked roughly every 1.5 seconds. These values were previously hardcoded.
  • Adjusted the 'MoveAwayTargetBehaviorChance' to be 5% (from 60%) so civilian gunners don't fidget around quite as much in combat
  • Set up logic to make sure Camp Walls for civvie camps aren't targetable by the player (which caused a weird 'This unit belongs to Environment' popup if right-clicked)
  • Fixed an issue with civvie gates sometimes not opening for their own civvies
  • Quick fix to disable 'no rep loss for killing ASSAULT order civvies regardless of faction', so you will still lose rep if killing regular civvies who have banded against you
  • Crash fixes for https://discord.com/channels/469412014427602944/1092175849664544808/1092178481422553108
  • Crash fixes for https://discord.com/channels/469412014427602944/1091976144355606530/1091976144355606530
  • Crash fixes for https://discord.com/channels/469412014427602944/1091838194879844452/1091838194879844452
  • Crash fixes for https://discord.com/channels/469412014427602944/1091621463913680978/1091621463913680978
  • Crash fixes for https://discord.com/channels/469412014427602944/1091555545296679033/1091555545296679033
  • Crash fixes for https://discord.com/channels/469412014427602944/1091390481117749348/1091390481117749348
  • increased chances of civilian factions coming out sooner
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand type=details]
[/expand]
New Versioning Number system
[expand type=showmore ]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
New Roadmap system
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand type=details]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Merch Store
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here

[expand type=details]

[/expand]

Steam Deck - TomB (Valve)
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.

General
  • Fixed a case where some 4K displays would show no output at bootup until the dock was reconnected
  • Fixed a case where audio could be distorted when resuming the Steam Deck
  • Fixed audio device management not working after the OS audio server restarts
  • Fixed an intermittent crash when the OS audio server restarts

Steam Deck Desktop
  • Fixed issue where viewing app properties caused the Steam client to be unusable
Legend of Edda: Pegasus - RavenheartZ
  • Fixed starting errors in Portuguese version
Phasmophobia - cjdxn
Welcome back ghost hunters, we've got some news for you.

We're currently hard at work getting the Progression 2.0 update together for everyone, but we wanted to give you something fun to do over the Easter period!

In the coming weeks, we will have some Dev Previews to share with you about how the new equipment will work, as well as a few examples!

Happy Easter everyone!

This year's event will run for 1 week, until 00:00 on April 12th (BST)!
  • Enter any location featuring an Easter sticker on any difficulty in single or multi-player.
  • Find and collect all of the hidden Easter eggs.
  • Retreat to the truck and leave! No need to find the ghost type!
  • Repeat this until all stickers on the contract board are ticked off!
Enjoy the Easter '23 ID Badge and Trophy in your collection!

Event information can be found in the game by pressing the egg sticker button on the main menu!

Happy Huntin'

If you eggsperience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia
Thanks,
The Kinetic Games Team
KAKUDO - Bad Weather Studios
A new patch for KAKUDO is here!

Release version: 1.0.0.3

Changelog
  • Increase version number from 1.0.0.2 to 1.0.0.3
  • KAKUDO now check if any achievements need to be unlocked when the game starts and unlocks them (the bug is almost fixed)
  • General optimization and code cleaning
Known issues
  • Achievements don't unlock in-game (you need to restart the game)
See you soon!
- Maxim
Apr 4, 2023
MapleStory - Ezrabell

  • PDT (UTC -7): Tuesday, April 4, 2023 5:00 PM - Tuesday, May 2, 2023 4:59 PM
  • CEST (UTC +2): Wednesday, April 5, 2023 2:00 AM - Wednesday, May 3, 2023 1:59 AM
  • AEST (UTC +10): Wednesday, April 5, 2023 10:00 AM - Wednesday, May 3, 2023 9:59 AM
Event Details:
  • Grow your very own Rock Spirit!
  • Requirement: Lv. 101 and above (Zero characters must have completed up to Chapter 2).
  • Accept the '[Rock Spirit] Grow the Rock Spirit!' quest via the star event notifier on the left side of the screen to start the event.
  • Defeat monsters near your level to grow your Rock Spirit.
    • You will receive one growth point for every 30 monsters you defeat near your level, up to 3,000 monsters.
    • The amount of monsters defeated up to the 3,000 limit will be reset every day at midnight UTC.
  • As you grow the Rock Spirit, you can claim various rewards from the event UI.
  • After defeating 3,000 monsters near your level, Rock Spirit Energy will start dropping.
    • Each Rock Spirit Energy obtained provides 1 growth point.
Rewards:
  • Level 1 Rock Spirit Reward:
    • EXP Coupon x300: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
  • Level 2 Rock Spirit Reward:
    • EXP Coupon x300: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
  • Level 3 Rock Spirit Reward:
    • EXP Coupon x300: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
    • Rainy Day Rock Spirit Chair: Tradeable within account, Permanent.

  • Level 4 Rock Spirit Reward:
    • EXP Coupon x600: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
  • Level 5 Rock Spirit Reward:
    • EXP Coupon x600: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
  • Level 6 Rock Spirit Reward:
    • EXP Coupon x600: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
    • Rock Spiritroid Coupon: Tradeable within account, 7-day duration. Use to obtain:
      • Rock Spiritroid: Tradeable within account, Permanent.
    • Lidium Heart: Untradeable, Permanent.

  • Level 7 Rock Spirit Reward:
    • EXP Coupon x800: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
  • Level 8 Rock Spirit Reward:
    • EXP Coupon x800: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
  • Level 9 Rock Spirit Reward:
    • EXP Coupon x800: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
    • Rock Spirit Action Damage Skin (Unit): Tradeable within account, 7-day duration.

  • Level 10 Rock Spirit Reward:
    • EXP Coupon x1200: Use the Grow the Rock Spirit UI menu to receive experience dependent on your level. (Must be Lv. 200 or higher to use.)
 
Apr 4, 2023
Ghost of Fall - karibu


We're here, as always - with a tiny update on what's going on!
It's hard to single out one thing that we're working on (since we try to work on everything at once), but one of those many things is the look, feel, and the inner workings of our dialogue boxes.
We're putting a lot of care into the boxes - not only so they'd look prettier, but also to make the characters feel more alive.
We've decided to add larger, more expressive character sprites and custom, handmade fonts for main cast - while talking, you'll get to see portraits of the characters that change depending on their emotions, feelings, thoughts, reactions and so on.
That feature required a rework of the game's backend to accommodate the new additions, too!
For now we're testing this concept just with Ward, but as it feels like a great idea, work to add portraits to all talkable NPCs is already underway.
Feel free to compare it to the screenshot of one of the game's earliest builds!

That's the occasional update for now!
As usual we can't wait to show you more progress, so stay tuned, have a great day, and hope to see you soon!
Apr 4, 2023
War of Ashird - Danテディ
Welcome to the new monthly update! The upcoming updates will be presented by Horie-san. Without any delay let’s share message from our art director:

Ohayo everyone! It’s me again! I’m always so nervous when it comes to the Kickstarter Update so please take good care of me. I will try my best to explain my ideas.

It’s been a while since the last time I did a presentation of my work, so let’s talk about what changed from 0.6.1 to 0.9.5 Pre-release version and it’s considered to be ( I hope! ) final version.

Story UI Update



Story is the part where the players will spend most of their time beside battle, so I tried to adjust it to get the best possible outcome in the functionality. Here's a big shout out to all Visual Novel fans that have sent in suggestions and wishes for what they would like to see in the official version! Even if we all know that War of Ashird isn’t a VN, that doesn’t mean we shouldn’t think more deeply about story UI right? So here I’m with a fresh version of Story UI.

What changed? First, I removed all secondary elements such as Quest and Menu icons and added functions that would come very handy during story mode, like fast forward, skip button and log.



[[0.6.1]]


[[0.9.5]] Pre-release version (Final version may be subject to change )


As you can see in version 0.6.1 we had such an ugly gap on the left side that did not give me peace of mind, so in the new version of the UI we completely abandoned covering the screen by the menu responsible for displaying text and freed both sides of the screen.

In-game UI update

We can't forget about another very important aspect of the UI, which is the battle and menu. Many aspects of the UI from version 0.6.1 remain the same. While we again we added new elements, it’s part of game improvement and balance that Miore-san said in the December update and I’m not allowed to talk much about it. For now, I will share a screenshot and leave the topic for our director to explain it better. (Yes…no spoilers from me this time! T_T )


[[0.6.1]]


[[0.9.5]] Pre-release version (Final version may be subject to change )



[[0.6.1]]


[[0.9.5]] Pre-release version (Final version may be subject to change )



Here goes another shoutout, this time to Yuzu who has been helping me during the upgrade process; sharing suggestions and impressions on how to find the best way to present in-game information.

As you can see there was a lot of work done, and still there is always something I would like to improve or approach from a different perspective. Sometimes it's great work , but there are sometimes where I waste a whole day and end up with something that I don’t like. So if there is anyone who wants to become an artist in future, don’t be discouraged and don't give up! Such days in life are normal, and you are doing great work! Keep it up!

The Special Artbook Progress


As a sweet dessert to end the update, I was green lit to tease you with an illustration created by Satchely-san from our Artbook “Wonderland of Ashird,” which was directed under my eyes!



For people who missed our information about the “Wonderland of Ashird”:

the artbook is a collection of illustrations by Satchely-san depicting the daily lives of the characters. In addition, the book will have more pages, and will also include illustrations by talented artists such as: hai-san, hi-na-san, Com-san, and Kaname-san! Also, I'm afraid I will be contributing one illustration as well...! Please keep in mind this is a KS and PayPal crowdfunding Exclusive Reward, which means you won’t be able to get it outside the crowdfunding campaign. If any of you have not yet ordered one, please note that our order window will only be open until the end of June. After that date we won’t be able to receive new orders!

For people who will miss the exclusive physical release, there is still hope to get a Digital version of Artbook as DLC after the official release.

That's all from me today guys! Thank you very much for having me today! Next Update will be presented by Maribald-san who will talk about an aspect of the game that may surprise you ( I hope in a positive way ) as part of our hard work of improving the game so that each part has its purpose, giving a feeling that everything has a meaningful and immersive part in the game's world.
...