Apr 17, 2023
Last Epoch - Hackalöken
This update fixes a regression in Spirit Plague, addresses a pre-existing bug that could affect the Emperor of Corpses fight, and improves our performance data collection. We’re still working on bug fixes and general improvements as mentioned in out 0.9i post. Thanks for continuing to make bug reports and participate in our community.

Changes
  • Fixed a bug where players could push enemies in Online mode by walking into them. This could cause positions to get out of sync between the client and server, for example in the Emperor of Corpses fight.
  • Fixed a bug where Spirit Plague’s Rotten to the Core node could not be allocated.
  • Improved performance data collection on servers to aid in optimization efforts.
The Devilry Reservation - ShrunkAverage


《蜀山:初章》网络版 - Inmotiongame
《蜀山:初章》网络版第八次更新公告
各位道友好:
官方将于4月18日06:00-4月18日08:00进行第八次更新。本次更新为停服更新,对您造成的影响我们深感歉意!

【更新内容*46条】
1.新增举报功能,我们将尝试开启对恶意使用BUG、恶意导流以及使用外挂玩家的举报功能,目前为测试版本,我们会积极听取各位道友的意见不断进行修正优化;
2.新增世界频道限制角色命中使用含有违规/引流信息的玩家发言,请各位道友在蜀山世界中健康游戏;
3.新增右键点击其他玩家血条,可以邀请组队的功能;
4.新增个人洞府左侧显示面板,用于展示建筑物功能;
5.新增个人洞府中大地图显示建筑物图标,现在会更清晰的指引建筑地点;
6.新增主界面左侧将展示今日将开启的活动内容;
7.新增宗族任务类型,现在对玩家的引导将更加清晰;
8.新增设置界面中可选择是否显示其他玩家宗族与门派的按钮;;
9.优化变强之路任务栏调整到主线任务栏下方;
10.优化鹤影阑珊等行走特效跟随位置;
11.优化已学习过的技能书,可以重复使用,现在不用担心获得相同技能书会卡住背包的问题;
12.优化所有兑换码均可在主界面【兑】打开的弹窗中使用;
13.优化未出战法宝时进行御宝飞行的提示信息;
14.修复结丹期成功突破至元婴期后,未正常选择属性牌的问题,已经突破至元婴期的道友,我们将尽快补发一个坤元正道葫,帮助道友重新获取;
15.修复化神期猪妖没有技能的问题,因此对各位玩家玩家带来不良游戏体验,我们深感抱歉;
16.修复百族逐鹿结束后,公示栏中胜负与占领信息显示不正确的问题;
17.修复百族逐鹿结束后,据点未被占领的情况下,负方宗族奖励未正常发放的问题;
18.修复在其他摆摊玩家处购买道具时,背包已满的情况下点击购买,新购买道具将消失的问题;
19.修复遗迹争夺战结束后,系统提示的门派掌门与实际掌门不符的问题;
20.修复元婴期、化神期五毒族首领技能释放异常的问题,同时恢复元婴期首领的掉落;
21.修复诸天征伐·乱摧毁建筑计数显示不正确的问题;
22.修复诸天征伐·乱报名时,所有建筑达到一级时,点击报名仍会提示“所有建筑未达到一级”的问题;
23.修复组队页面不显示炼体传承的问题;
24.修复角色界面先天天赋的数值显示与右侧栏中卓越属性数值不一致的问题;
25.修复青蚨树增加月华时显示数值不正确的问题;
26.修复九华山副本进度有概率显示多个入口,实际无法进入的问题;
27.修复普通复活没有在就近复活点复活的问题;
28.修复使用阴阳八卦牌时,不会自动转身的问题;
29.修复对穿戴在身上的装备进行鉴定或进行词条操作时,神兵榜的评分不会刷新的问题;
30.修复九华山副本房间中确认覆盖进度时,队友点击已同意,队长仍显示待确认的问题;
31.修复九华山副本房间中,队长请离队员功能异常的问题;
32.修复天道院等级显示与实际不符的问题;
33.修复消耗千行咒进行远距离传送时,已消耗千行咒后会提示数量不足的问题;
34.修复原地复活实际消耗和显示不正确的问题,现在会显示消耗较多的铜币;
35.修复技能【虎跃龙行·木】技能描述与实际不符的问题;
36.修复技能【恨地无环·冰】技能描述有误的问题;
37.修复个人洞府维护数值显示不正确的问题;
38.修复宗族族长改名后,在门派页面中仍显示为修改之前名称的问题;
39.修复在红袖坊中更改发型时,角色的发型无任何变化,且卸下已装备发型时,不会恢复默认发型的问题;
40.修复竞拍界面中,已达到炼气阶段仍会提示处于新手体验模式的问题;
41.修复竞拍时掉线或其他情况导致游戏崩溃,重新上线后无法正常参与竞拍的问题;
42.修复领取升仙丹时,成功领取但不会显示获得道具tips的问题;
43.修复角色死亡后,退出游戏重新上线后原地复活消耗显示不正确的问题;
44.修复角色死亡后,可以通过下线上线原地复活的问题;
45.修复技能【混元华清·水】不受其他治疗效果增幅的问题;
46.修复技能【明王镇狱】嘲讽偶发不生效的问题;

【停服维护补偿】
维护补偿:(绑定)铜币*8888
补偿将在开服后通过邮件发放,请注意查收!
感谢各位道友的支持,请大家关注我们接下来每周的优化修复,以及五月份将于买断版一起放出的资料片,希望能带给大家更好的体验!
=================================================================
【联系我们】
蜀山社区:在游戏内点击“联系官方”按钮,输入手机号进行绑定,然后下载fanbook应用即可加入官方fanbook社群在里面直接联系我们
官方Q群:733747412
《蜀山:初章》重楼工作室
2023年4月18日
Apr 17, 2023
Fabledom - Grenaa games
- Fixed issue where last patch caused bakery and pigsty to stop working.
- Fixed issue with Wind caused by last patch.
Golf Club Architect Playtest - Bait
Dear Golfers,

Golf Club Architect is entering an exciting phase of development, and I feel like now is a good time to start writing frequent news updates. As a team, we want to be completely transparent with you about what we're working on now and our plans for the future. I doubt future logs will be quite as verbose as this but I'm making up for lost time with this one!

Firstly, we'd like to thank everyone who has joined our playtest so far, and especially those who have taken the time to collate constructive feedback for us in our Discord group. Every bug report is taken seriously, and each feature idea is discussed internally.

How did we get here?
Secondly, we wanted to give a brief history of how this game came to be.

I was at a company offsite four years ago, and as an experiment, I decided to see how easy it would be to simulate the flight of a golf ball in Unity. I wanted to figure out how the Magnus effect works, as this is key to a golf ball's flight having that upward rising path.



Unfortunately, I don't have any screenshots of how that looked, but that logic hasn't actually changed that much over the years.



From there, I started playing with course design, and of course, I had Sid Meier's Sim Golf in mind, as that was one of my favorite games 20 years ago. Early implementations of the game were grid-based like Sim Golf, but I very quickly realized that this limited us with what we could do. Although it was easier to paint the surfaces for your course, you couldn't really make it very detailed. It was technically simpler but too creatively limited.

This is how the game looked three years ago:


Moving away from a grid-based approach was very challenging. Over the last three years, we've had only two engineers on the project. Between us, we have achieved an awful lot. Some of the biggest challenges have been:

  • Fast loading and saving, as well as game initialization. The game has many subsystems, and initialization order and dependencies are critical.
  • Loading and saving reliably.
  • Real-time terrain editing. It was very difficult to have the terrain editable while players play the course. Editing the terrain has ramifications for physics and navigation.
  • Golfer behavior. The first question of "how does a golfer plot a path from tee to green" took many iterations to get to this point.
  • UI creation and design.
  • Content creation such as UI art, 3D models, and animation.

This is how the game looked a year ago:


Where are we now?
We've entered Golf Club Architect into the Steam Sportsfest event, which kicks off on May 15th. We're both excited and nervous about this. The worst-case scenario is that we don't see much of an uptake in players, in which case we remain on our present course. The best-case scenario is that we see a large uptick in players and have to rethink our priorities to suit any input they may have.

Both scenarios are great.

On the technical side, we still have a lot of work to do. We're currently working on reimplementing the navigation system, as the current solution produces too many scenarios of golfers getting stuck. Also, the game logic has had to have protection against corner cases for the pathfinding, which makes things messy and hard to maintain.

We are also beginning a simple website that will show a roadmap of where we intend to go.

Where are we going?
We hope to go big, but we're not going to rush it. Making a game like this takes time, and we have an awful lot of features that we want to squeeze in. My current feeling on how this will come together in the short term is as follows:

  • Steam Sportsfest - we'll do everything we can to get the game in shape with its current feature set for Sportsfest. It's important that we don't take too many risks on new features at this time because we want stability.
  • Early Access - Unless a lot of important issues arise as a result of Sportsfest, we're likely to go Early Access in May or June. The current thinking is that we'll ask $20 for the game, with all of it going back into the game in some form or another. I want to get more art and audio work done, and this costs money.
  • Once in early access, we'll be working on a series of much larger updates, each of which will introduce a significant feature as well as whatever bug fixes we deem necessary.

Roadmap
To give you a teaser for what we want to add feature-wise, this is a very crude, non-prioritized order:
  • Tools - We want to create new tools and improve our existing ones. They're very basic at the moment.
  • Environment - Weather, wind simulation, water simulation.
  • Guidance - Golfopedia, tutorials.
  • General AI - There are lots of nuances to golf we don't support yet, such as playing in groups.
  • Terrain improvements - Improve the visuals, curved paths, more bridges, foliage, decorations, buildings.
  • Practice facilities - Driving range, putting greens.
  • Analysis - Analysis mode showing tracers and more, allowing you to discover where players are going wrong on your course.
  • Sound - Flesh out the sound, including course ambiance.
  • Hosting events like tournaments.
  • Scenario mode.
  • Career mode.

... and much, much more.

There really is too much to list here; we have hundreds of tasks in our backlog, and this list will continue to grow. We're really excited to see what comes of this game. We think it has real potential, and again, we thank you for sticking with us and please spread the word!

Happy golfing!
Rise and Fall - davewhiffen
Hey everyone!

We'll be playing Rise and Fall with players all day this week at LevelUp in Toronto!

LevelUp is a yearly Student Showcase in Toronto, Canada.

Tickets are free to the public.

Tickets can be purchased here (for free)

We originally had planned to showcase Rise and Fall at LevelUp back in 2020,

So finally getting to present at the first year back in person is exciting.


CorpoBots - Grizzly
Level Up Showcase
Celebrate with us as we showcase our Capstone Project, this is an exciting moment that Vroomba-nate has been looking forward to since September 2022! Our booth will have a station to play our game, as well as free merch and a drawing area so you can show everyone at Level Up Showcase how amazing your bot was in our epically hectic battle party game!

Come Vote For The People's Choice
If you like our game (which we all know you will!) You get the chance to vote for your choice of best game at Level Up Showcase... Which may be our game, may not (probably will be) either way don't forget to vote!
Mabinogi - Arciellia


The maintenance has been completed at 1:05 PM PDT. Thanks for your patience.

Mabinogi will have an unscheduled maintenance on April 17th. During this time, the game will be unavailable. Maintenance is expected to begin at 12:00 PM PDT and last approximately 1.5 hours.

Please note that the estimated length of time for each maintenance is subject to change without notification.

-Time-

Monday, April 17th

Pacific (PDT, UTC -7): 12:00 - 1:30 PM
Eastern (EDT, UTC -4): 3:00 - 4:30 PM
Paris (CEST, UTC+2): 9:00 - 10:30 PM

To address the following:
  • Server Restart and further investigation of the long login load times and lag.
We apologize for any inconvenience this has caused.

- The Mabinogi Team
Smack Studio - alecdutch99
We've released some new updates for the character editor!

Updates to the Add Sprites pane:
  • You can now zoom in and scroll to work with large sprite sheets
  • We've added a new "One click import" mode so that you don't need to manually select every sprite, and it even lines your sprites up for you automagically. It's much, much faster to use!


New actions:
  • The new Scale parameter on Set Character Stats will resize your character at runtime (which can be used for some cool status effects and transformations)
  • New action for projectiles: Accelerate Toward Owning Player (for creating boomerangs, etc). To set this up, open your projectile's Events, implement the "On Update" event, and then add the action to that event like in the example below.


Update to animation rig rendering:
There's now a button to enable/disable the outline, depending on your sprite's art style


Bug fixes
  • Loading screen issues: white line seen at the bottom of the screen
  • Clicking around the prompt when opening the editor can cause a crash
  • Just before landing if you use ultra, all players may stay frozen in place after you land
  • Previous character flickers onscreen briefly when loading a new character
  • The floor is sometimes visible in 2D camera mode, obstructing the view
  • Editor notifications remained open indefinitely if active when you entered Test Play
  • The color picker fails and remains unusable after using it to select a color from the animation rig
  • Crash: indexing error for effect layer material in rare scenario
  • Character properties can't be set using actions: WalkSpeed, etc
  • It's possible to skip the "ReturnToIdle" if there are extra animations after the action
  • Inifinite loop can be caused if you GoToAndPlay the current frame
  • Action finder pane remains visible after actions pane is closed, which can cause a crash
  • The "Camera Mode" menu is always on top of everything else and can obscure other UI
  • The 3 tick boxes for the Camera visual settings were missing
  • In animation rig, copy back to front does not work, only copy front to back does.
  • Setting paint size to 2 actually sets it to 3
  • Rare crash when undo triggered after deleting timelines
Other small updates
  • Removed limits stopping the import of very large animation spritesheets
  • Allow baking only the selected animation rig frames, rather than the entire animation
  • Added hover text for timeline buttons
  • Added hover text to spritesheet UI visuals
  • Updates made using Set Character Stats are now permanent until you call Revert Character Stats To Default (the action that was previously called Set Temporary Character Properties has been renamed to Set Character Stats.)
Interference: Dead Air - jaredbohlken
Hey, everyone!

We're excited to announce the release of Rosefinch's 80s-inspired original soundtrack to Interference: Dead Air, now available wherever you get your music!

Additionally, Rosefinch was kind enough to put together a Deluxe Edition, only available on Steam! This edition includes select segues from everyone's favorite radio DJ, as well as a handful of exclusive bonus tracks. You can purchase this separately or as a bundle with the game.

A massive "thank you" is in order to Joseph Skager and Patrick Nelson from Rosefinch for the work they put into making this release happen. This soundtrack sees an all new master of the tracks found in the game, which have been painstakingly constructed for your listening pleasure. Rock on!

https://store.steampowered.com/app/2293940/Interference_Dead_Air_Soundtrack_Deluxe_Edition/

https://store.steampowered.com/bundle/31776/Interference_Dead_Air_Soundtrack_Edition/

...