The Mageseeker: A League of Legends Story™ - RiotBean
What type of game is The Mageseeker?
The game is an indie 2D Hi-Bit Pixel, action RPG.

Where does this game take place?
The Mageseeker: A League of Legends Story is a 2D Pixel, action RPG in Demacia.

What regions will the game be available in?
We are aiming to release the game worldwide.

What platforms will the game be on?
The Mageseeker: A League of Legends Story will be available on Playstation, Xbox, Nintendo Switch and PC (Steam, Epic, GOG).

Will the game be available for Mac OS?
We’re exploring all platforms but as of right now, the game currently isn’t planned to be released on Mac at the same time as console and PC.

Will there be multiplayer? Can I play with my friends?
The Mageseeker: A League of Legends Story is a single player, 2D pixel hack & slash RPG and will not be available to play on multiplayer.

Will there be a tutorial?
The Mageseeker has tutorials throughout the game. Players will be able to reference these tutorials from the menu at any point.

What champions are in the game?
Players will be able to explore Demacia as Sylas, an escaped mage who joins a band of rebels in the deep forest. Check out our website for more details on the supporting cast: Lux, Garen, Morgana, Jarvan IV, and Shyvana.

Why is this a Riot Forge game?
Riot Forge is a publishing label within Riot Games that complements Riot’s internally developed games. Our focus is to work with experienced studios outside of Riot Games to create bespoke “completable” games set in the League of Legends universe.

How much will the game cost? Is it Free to Play?
Riot Forge games are not free to play. Riot Forge makes premium completable, narrative driven games, as opposed to “live services” type games, which include free to play games.

The Mageseeker will be $29.99 for the Standard Edition, $39.99 for the Digital Deluxe, and $169.99 for the Collectors Edition.

Is The Mageseeker available to play on next-gen consoles like PS5 and Xbox Series X|S?
Yes, The Mageseeker will be available to play on next-gen consoles.

Will there be a mobile version of The Mageseeker?
Currently, The Mageseeker is not available on mobile.

Why did Riot Forge pick Digital Sun?
Digital Sun is a multi-game studio on a mission to create games that are worth playing, and have fun while doing so. Previously, they shipped: Moonlighter, an action RPG with rogue-like elements about Will, an adventurous shopkeeper who secretly dreams of becoming a hero. Digital Sun excels in bringing their games to life through their determined characters and beautiful artwork - the choice to collaborate with them was easy. We’re super excited to be working with them!

How do we know that these partners will treat the IP correctly?
One of Riot's strengths is the depth we have created within the League of Legends Universe and the Riot Forge team is here to support our developers and ensure they understand all aspects of the world. Our feedback ensures we create authentic League of Legends games together.
Home Wars - Insane Dreamers
As I have already told you, since I have to finish the DEMO of Mercenaries of the Kingdom by the beginning of May to participate in the Steam Next Fest in June, all the game updates (HW, AOU, GDB) will be postponed until mid-May, so as to avoid my harakiri on this chair :D

In version 1.033, there should be a further improvement in the optimization of the navigation or targeting system (I have to check the worse code) and then I wanted to try to set up a new way to start the program since many of the new users say they have problems.


I want to remind you to check out Age of Undead, my latest C&C3 style RTS.
Age of Undead is a huge game: 3 factions (Army, Infected, Survivors), tons of units, and different ways to take to the battlefield, some of which are new for an RTS, like the possibility to play as close air support.
There is also a turn-based campaign, quite an original feature for RTS-style games.

Unfortunately, even if the evaluation is very positive, due to some of my initial marketing errors (which I didn't know existed), AOU was heavily penalized in terms of visibility, but in my humble opinion (and many of you) it is a little hidden gem ... then, of course, tastes are tastes.

Since we are now a small but close-knit community, the next time we talk, I want to ask you a personal question about the world of toy soldiers, and I'll tell you my experience <3

If you have an extra minute available, I remind you of my future project: Mercenaries of the Kingdom!
It would be great if you could take a look at it and, if you like it, add it to your wishlist.

I love you, and I can't wait to tell you about my experience in the world of toy soldiers!
See you soon!





Hunt: Showdown 1896 - Cry_Ari


Pick up the 'Fear the Reaper' DLC for up to 61% OFF for a limited time.

Get:
👻 Claeg Grey ‘The Reaper’
🔫 Quietus - Specter 1882 Compact
🔫 Memento Mori - Winfield M1876 Centennial
⛏ The Scythe - Throwing Axe

Hurry and get it now!
https://store.steampowered.com/app/2133640/Hunt_Showdown__Fear_The_Reaper/

Also available in the Hunt: Showdown Gold Edition. Featuring Fear the Reaper, The Prodigal Daughter, and 6 more unique DLCs.
https://store.steampowered.com/bundle/18769/Hunt_Showdown__Gold_Edition/

Is Fear the Reaper not enough for you?
Complete your collection with the Hunt: Showdown Collectors Edition. Featuring the Base Game as well as every DLC released to date!
https://store.steampowered.com/bundle/12841/Hunt_Showdown__Collectors_Edition/

Already own the game and looking to fill out your DLC collection? We've got you covered! The bundle discounts also apply if you already own some of the DLCs included in the offer. So, head on over to our store to take advantage of these savings and get your hands on those Legendary’s you have always wanted in your collection!
Tempest Rising - Home
We know you love music, and we love giving you music.

Listen to "By our Blood" by Adam Skorupa

Predecessor - Omeda Kari


Patch releasing 12.00 GMT April 18th, 2023.

This update will result in a period of downtime (likely a few hours) due to size and content of the patch. This may change, so keep an eye on our social channels for the latest. We thank you for your patience and ongoing support.







Phase makes her appearance!



The Psychic Stray, Phase, is the newest Support Hero joining the Predecessor line up! Her telekinetic talents allow her to psychically connect with her allies, all while skillfully manipulating the battlefield in her team’s favour!


ABILITIES:

Essence Catalyst
Effect: After Phase finishes casting an ability, she gains 20-37% attack speed, 10 (10%) magic damage on hit and 5 mana on successful basic attacks for 3 seconds.

Pulse Bolt [LMB]
Effect: Ranged basic attack dealing physical damage.

Psychic Flare [Q]
CD: 13/12/11/10/9
Cost: 60/65/70/75/80
Effect: Blast a flare of psychic energy around Phase and her Linked ally, dealing 75/115/155/195/235 (70%) magic damage. Enemies take 20% damage from a second flare.

Targets hit that are also facing the flare are blinded for 1/1.1/1.2/1.3/1.4s.

Energy Lance [E]
CD: 20/18.5/17/15.5/14
Cost: 80/90/100/110/120
Effect: Channels a beam of pure energy dealing 40/60/80/100/120 (40%) magical damage over 2.5s. Each instance of damage applies a stacking 4% slow that lasts 0.8s.

Upon reaching 8 stacks the target is rooted for 1.25s. The next instance of damage (excluding Energy Lance) will deal 40/60/80/100/120 (40%) magic damage to the target.

Telekinetic Link [RMB]
Pull CD: 24/22/20/18/16
Pull Cost: 50
Effect: Applies a Link to targeted Ally granting them 2/4/6/8/10 physical power while linked.If reactivated, Phase will Pull the Linked target towards her.

The link will be broken if the target goes out of range or if Phase gets hit by Silence or hard CC, excluding root.

Hyperflux [R]
CD: 120/105/90
Cost: 100
Effect: Phase overcharges herself and her Linked Ally, granting both 60/90/120% attack speed, 110/115/120% movement speed, and 10/15/20% Omnivamp for 8s.






Season 1 Rewards

The first season of Predecessor has officially ended, which means it’s time to collect your end-of-season rewards. Your Player Level when the patch goes live will determine the rewards you'll receive as follows:

◆ Player level 10 = Countess EA Season 1 Icon
◆ Player level 20 = Purple Hex Countess skin
◆ Player level 30 = Kira EA Season 1 Icon
◆ Player level 40 = Occult Kira Skin
◆ Player level 50+ = 300 Platinum per 10 Levels



With the start of Season 2, your Player Level will be reset. We'll release more information about Season 2 soon, including the much anticipated roadmap, so stay tuned for more.


Competitive Nights

We’re excited to introduce Competitive Nights to Predecessor! Starting April 27th we’ll be opening up the Competitive Nights queue for 3 hours every Thursday evening for Europe and NA East regions. To participate, players will need to form a party of 5 and go head-to-head against the most skilled teams in the game.

All players will start each week with the same matchmaking score, so it's a great opportunity to see how high you can climb on the leaderboard before the week is out. Grab four friends and get ready to compete in the ultimate test of skill and teamwork!


Replay System [BETA]

This week we’ve added the first iteration of the much awaited Replay and Spectator feature. With this feature you can now watch back recent matches as well as matches your friends have played. The goal is to empower the community to create more content and support community-run events.

Currently the Replay keybinds are not displayed in-game but will be in the future. For now you can find them listed below for both Keyboard & Mouse, and Gamepad.





This is just the first implementation so we understand that it might still need some polish. Please do share your feedback to help us make this feature as useful as possible.


Public API

We're excited to announce that V.0.6 will see the official release of our Public API, which has been developed with the support and collaboration of several community partners. The API provides community developers with the necessary tools to create new applications and features that support, expand and enrich both Predecessor and the wider community.

Starting tomorrow these initial community partners will have live access to the Public API, which will become more broadly available for other developers in the coming days. Look out for a separate blog post for specific details on how you can gain access and use this functionality for your own tools and events!

As always our team would like to extend a massive 'thank you' to the community members who helped us deliver this feature. We're excited to see how it's used!


Community Event - The Hunt
We're pleased to announce that a special Profile Icon featuring Kira - the winner of our first community event, The Hunt - has been added to the game. All players will receive this reward upon logging in.



Thank you all for taking part in this event. As with everything during Early Access, we look forward to expanding and improving on community events in the future and we hope you'll take part in the next one!


NEW SKINS

Another update means more new skins! The following new looks are available now in the store:

◆ Opaline The Fey [Common]
◆ Shadow Lynx Phase [Common]
◆ Grand Oracle Sevarog [Common]



Be sure to check them out and let us know what you think!


OTHER IMPROVEMENTS
◆ Changed Sparrows portrait to help her stand out from the rest of the cast.
◆ Improved map collision.
◆ Improved the way that targeted abilities snap to targets.
◆ Recommended items now include Tonics. These items will now be suggested when at full build.
◆ Improved some visual effects on Sparrow’s bow.
◆ Toned down some visual effects on some heroes when closer to the camera.
◆ Adjusted animations for Belica’s Seismic Assault and Kira’s Mercy.
◆ Various map improvements.






General Changes/Fixes:

Critical Strike Damage:
Carries specifically have a tendency to dish out too much raw damage in the later stages of the game once they have their Crit builds online, so we’re hitting the damage multiplier of Critical Strikes. While this won’t entirely resolve TTK feeling too fast for many players as it is purely a Crit-centric change, this is the first step of many towards redistributing damage away from basic attack potency and elevating damage windows through other means.

◆ Base Critical Strike Damage decreased from 165% to 160%.


Basic Attack Scaling adjustments:
We’re redefining the way Basic Attacks scale with Bonus Physical Power for many Heroes. In essence, all Heroes have a Basic Attack scaling which increases their Basic Attack damage as they acquire more Physical Power as any other ability might, but until now this information was not clearly visible to players.

While we already use this mechanic in several places as a balancing lever for many classes such as Mages to reduce their effectiveness when committing to Physical Power builds (encouraging them to stay within the general confines of their archetype, leaving them unaffected when built conventionally), we believe there is a greater opportunity to provide differentiation between Heroes and their Basic Attacks through these scalings. Likewise, we want to provide greater transparency regarding this mechanic, so the updated Basic Attack scalings will now be reflected in the ability tooltips so that players can see the impact these ratios have on their Hero, and therefore make more informed itemisation decisions in-game.

The end result of the Critical Strikes Damage and Basic Attack Ratio adjustments is that Heroes and Classes who invest in Physical Power and/or Crit will see a general reduction in their Basic Attack damage output as the game progresses, better pulling them in line with our TTK goals.

Balance adjustments via Ability tuning have been granted to many Heroes that are heavily impacted by these changes in a bid to better define their trading loops and general play patterns, with the intent of rewarding smart ability usage and playing to each Heroes strengths further as opposed to relying on raw Basic Attack damage to run down an opponent.


◆ Basic Attack Scalings have been adjusted for various Heroes (those affected listed below).
◆ Ability Descriptions for all Heroes now state their Base Basic Attack Damage and Basic Attack Damage from Scaling.




Slice [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.



Crunch [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Cross Crunch [Passive]
◆ Physical Power Scaling increased from 10% to 15%.
◆ Magical Power Scaling increased from 10% to 15%.



Pistol Shot [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Gag Grenade [Q]
◆ Radius decreased from 350 to 300.

Rad Rounds [E]
◆ Cooldown decreased from 14 to 14/13/12/11/10.
◆ First Shot Damage decreased from 40/60/80/100/120 to 40/55/70/85/100.

Old Rusty [RMB]
◆ Cooldown changed from 9/8.5/8/7.5/7 to 10/9/8/7/6.
◆ Mana Cost decreased from 60/65/70/75/80 to 60.

Shrapnel Cannon [R]
◆ Base Damage increased from 175/300/425 to 200/325/450.
◆ Physical Armor Shred Duration decreased from 8s to 4s.
◆ Self Knockback Distance decreased from 1000 units to 800 units.



[General]
◆ Base Mana Growth increased from 50 to 55.

Sweep [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Guardian Shield [Q]
◆ Mana Cost decreased from 60 to 50.



Cosmic Rift [Q]
◆ Magical Power Scaling decreased from 70% to 65%.

Void Breach [RMB]
◆ Magical Power Scaling increased from 55% to 60%.



[General]
◆ Base Mana Growth increased from 40 to 50.

Chop [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Double Pain [RMB]
◆ Total Physical Power Scaling increased from 110% to 120%.



R2000 Missile [Q]
◆ Magical Power Scaling decreased from 75% to 70%.



Slash [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.



Hack [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 80%.

Unleash [Q]
◆ Scaling increased from 35% to 40%.
◆ Cleave increased from 50% to 70%.

Ambush [RMB]
◆ Base Damage increased from 50/75/100/125/150 to 60/85/110/135/160.



Bolt [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Dusk [Q]
◆ Damage type changed from Magical to Physical.
◆ Added 30/35/40/45/50 Base Damage to.
◆ Damage per Additional Stack decreased from 16/22/28/34/40 to 10/15/20/25/30.
◆ Scaling Per Stack increased from 20% to 25%.
◆ Max Damage changed from 96/132/168/204/240 to 90/125/160/195/230.

Shadow Glide [E]
◆ Lockout Window decreased.

Mercy [RMB]
◆ Lockout Window decreased.



Void Drone [E]
◆ Gold on Destroy decreased from 20 to 10.



Single Fire [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.

Static Trap [Q]
◆ Root Duration decreased from 1.25s to 1s.
◆ Radius decreased from 150 to 135.

Stimpack [E]
◆ Slow Immunity Removed.

Buckshot Damage [RMB]
◆ Falloff Range decreased from 60% to 50%.
◆ Damage increased 75/112.5/150/162.5/200 to 75/110/145/180/215.
◆ Total Physical Power Scaling decreased from 112.5%/125%/137.5%/150%/162.5% to 110%/120%/130%/140%/150%.
◆ Cooldown decreased from 14/13/12/11/10 to 13/12/11/10/9.



Wallop [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.



Swipe [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.



Bounty Hunter [Passive]
◆ Base Kill Gold gain decreased from 50 to 25.
◆ Bonus Physical power decreased from 6.5-15% to 5.75-10%.

Obliterate [Q]
◆ Base Damage decreased from 50/70/90/110/130 to 40/60/80/100/120.
◆ Range decreased from 1750 to 1550.

Hellfire Rounds [RMB]
◆ Critical Strike Multiplier changed from 140/147/154/161/168/175% to 145/150/155/160/165/170%.



[General]
◆ Base Health Regeneration decreased from 1.4 to 1.
◆ Base Mana increased from 280 to 320.
◆ Base Mana Growth increased from 40 to 50.
◆ Base Mana Regeneration decreased from 2 to 1.6.

[Passive]
◆ Riot Shield Scaling increased from 12% to 15%.

Whip [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.

Electrocute [E]
◆ Mana decreased from 60/70/80/90/100 to 60/65/70/75/80.
◆ Now deals 20% additional damage to Monsters.



Crush [LMB]
◆ Bonus Physical Power Scaling decreased from 70% to 60%.

Siphon [Q]
◆ Minion Healing decreased from 10% to 5%.



Biting Melody [Passive]
◆ Now applies a stack of Track on the Empowered Basic Attack.

Cutting Edge [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.



Bow Shot [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.



Battering Barrier [Passive]
◆ Shield Duration decreased from 5s to 3.5s.

Punch Bonus [LMB]
◆ Physical Power Scaling decreased from 100% to 90%.



Harvest Nettles [E]
◆ Mana Cost decreased from 80 to 60.





Vision:
Sentry:
◆ Duration decreased from 15 to 12s.


Crests:
Consort/Guardian/Keeper/Warden Crest:
◆ Passive Gold per Charge decreased from 25 to 20.
◆ Evolve Gold Required decreased from 300 to 240.

Brutallax:
◆ Physical Power decreased from 25 to 20.
◆ Health increased from 125 to 200.
◆ Purifying Rage Attack Speed Removed.

Eviscerator:
◆ Rending Strikes Scaling decreased from 18% to 15%.

Liberator:
◆ Lifesteal decreased from 8% to 5%.
◆ Purifying Guard Shield Level Scaling removed.

Pacifier:
◆ Adrenalize bonus damage can no longer Critically Strike.
◆ Bonus Power Scaling increased from 20% to 25%.

Witchstalker:
◆ Physical Penetration increased from 4 to 6.
◆ Omnivamp decreased from 6% to 4%.



T1:
Codex:
◆ Magical Power decreased from 15 to 12.



T2:
Ironwood Warbow:
◆ Physical Power decreased from 25 to 20.
◆ Attack Speed increased from 10 to 15.
◆ Zap Base Damage decreased from 20 to 15.

Ruthless Broadsword:
◆ Cost decreased from 1400 to 1300.
◆ Physical Power increased from 20 to 25.
◆ Removed Ability Haste.



Carry:
Absolution:
◆ Cost decreased from 3300 to 3150.
◆ Bravery Damage Mitigation decreased from 25% to 20%.
◆ Determined Passive Removed.

Breach:
◆ Cost increased from 2900 to 3000.

Demolisher:
◆ Cost increased from 2900 to 3000.

Lightning Hawk:
◆ Physical Power decreased from 50 to 45.
◆ Chilling Zap Scaling decreased from 75% to 50%.
◆ Chilling Zap Slow Magnitude decreased from 30% to 25%.

Kingsbane:
◆ Chaos Damage type changed from Magical to Physical.
◆ Chaos Base Damage decreased from 15 to 10.
◆ Chaos Scaling increased from 10% to 15%.
◆ Order Base Healing decreased from 15 to 10.

Resolution:
◆ Physical Power decreased from 45 to 40.

Sky Splitter:
◆ Attack Speed increased from 30 to 35.
◆ Rend Damage decreased from 3% to 2.5%.

Viper:
◆ Ability Haste Removed.

Tainted Rounds:
◆ Wicked Strikes Physical Power Scaling changed from (+12% Total Physical Power) to (+15% Bonus Physical Power).
◆ Wicked Strikes Critical Strike Chance Scaling decreased from 25% to 20%.

Terminus:
◆ Endless Passive Removed - No longer grants a Shield on Takedown.

Vanquisher:
◆ Physical Power decreased from 50 to 45.
◆ Physical Penetration increased from 10 to 12.



Assassin:
Deathstalker:
◆ Cost Decreased from 3100 to 3000.
◆ Physical Power increased from 40 to 45.
◆ Ability Haste decreased from 20 to 10.



Fighter:
◆ Health increased from 250 to 300.
◆ Recipe changed from Ruthless Broadsword+Sabre+Vitality Beads to Ruthless Broadsword+Violet Brooch+Vitality Beads.

Draconum:
◆ Physical Armor increased from 35 to 40.
◆ Surge changed from Dealing and Receiving any damage from any source to dealing damage with Basic Attacks and Abilities to Enemy Heroes or Monsters.
◆ Surge Duration changed from until Out of Combat to 5s.



Mage:
Tainted Sceptre:
◆ Blight Duration increased from 3s to 4s.



Jungle:
Cyan Buff:
◆ XP Growth per minute decreased from 20 to 15.

Gold Buff:
◆ Health Growth decreased from 90 to 70.
◆ Gold Growth per minute decreased from 8 to 4. (Max Gold decreased from 200 to 140.)





◆ Fixed a Bug where Prophecy’s Hasty passive was incorrectly stating 75% scaling instead of 60%.
◆ Fixed a Bug where Basilisk was incorrectly granting 350 max health instead of its intended amount.
◆ Fixed a Bug causing vision to break after disconnecting.
◆ Fixed a Bug causing players to be unable to reconnect.
◆ Fixed a Bug causing Revenant to be pulled out of the nether realm leaving the target trapped inside.
◆ Fixed a bug causing Augmentation's Overclocked Passive to work improperly.
◆ Fixed Rogue and Magician Crest to correctly stack with Kira’s Mercy.
◆ Fixed Kira’s Mercy to always correctly refund half the cooldown when hitting a target.
◆ Fixed the Shift modifier bind blocking re-binding to Shift.
◆ Fixed Crunch’s Re-Crunch not triggering Augmentation’s Overclocked passive.
◆ Fixed a Bug causing Hunt to not show its evolution in the Items Tab.
◆ Fixed an issue where Scalding Scepter and Caustica descriptions were not displaying the Magical Penetration as % Magical Penetration.
◆ Tonics on Core Items + Middle Recommended slot once player has full Tier 3 items.
◆ Fixed an issue where Feng Mao’s Earth Shatter bonus Movement Speed was being applied to Tectonic Mallet’s Power Conversion passive.
◆◆ This Movement Speed is intended to improve the feel of the ability and does not count towards conventional Movement Speed.
◆ Fixed a rare bug that sometimes caused Basic Attacks to incorrectly trigger with no player input.
Apr 18, 2023
Dance of Cards - frogofhearts
Version 1.1.0 is out

Changelog:
[New Feature]
An Extra menu has been added to Settings with toggles for Prestige Victory and Card Reveal

[New Feature]
Prestige Victory - If there is only one opponent left in the game and you have a significant chip lead, you can declare a Prestige Victory should you win a hand. In this case, your opponent is conceded and eliminated from the game. This option is set to On by default.
[New Option]
Card Reveal - If you want to save yourself from suffering the mental damage of realizing you just folded your Full House to a bunch of nothing, you can toggle the card reveal so that the cards are only shown when two or more players actually go to a showdown at the end of the hand. This option is set to Always show by default.

[Character Adjust]
Appetite, Quentyn's passive, has been reworked to increase TP recovery after each use of Talent (capped at 3). When TP recovery reaches 3, Quentyn receives a new status effect No Appetite, which will reset his TP recovery back to zero in the next hand.

---

Have fun!
Void: Edge of Existence - DalaGG
Hey all, Small Update date for today,

Notifications:
- Healing Notify: This will Display the Health Generated when you use "Dark Gambit" [5]

This should give the player some insight on how much healing they are providing for themselves.

Dark Gambit gains it's Healing with the amount of Points you place into the Base Dark Gambit located on the Skill Up

the minimum amount of healing provided by default is 10 but can be higher depending on how much you place into said skill.

Have an Awesome Day,
Dala(Jon)

Deadside - Loaf


Hello Deadsiders!

On April 18th, at 04:00PM GMT / 09:00am PDT, we will begin to release version 0.5.0!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.



The release of version 0.5.0 to the live servers will require a wipe. All items, bases, safezone storage and player inventories will need to be reset for the update to function correctly on release.
Version 0.5.0 is one of the largest updates Deadside has seen in its lifetime, not only in sheer volume of content, but in technological complexity as well. For those who haven’t been following our WIP posts leading up to this point, let's take a look into what you will experience in this update:

Boats



This is the largest feature of version 0.5.0, and by far the most complex. These boats will periodically spawn around the map, offering quick transport for players across the water. The boats will spawn with varying amounts of fuel, so extra fuel may be needed for long distance travel. Boats will take damage when shot, or when colliding with objects, so a blowtorch can be used to make repairs. They seat up to 5 people in total, allowing you to move your entire squad around the map at once.

Vehicles have been in demand ever since Deadside first went into Early Access, and we are very happy to finally have a working vehicle in game. We had to re-write parts of Unreal 4’s net driver, and do a bunch of optimization on both the client and server end in order to get these boats working smoothly. But that optimization doesn’t just apply to the boats, the entire game should be a lot smoother, even on a completely full server.

We are not finished working on the boats, we would like to make further improvements. Mainly to their netcode, but possibly other areas as well. In the meantime, enjoy speeding around the water!


Map Expansion



With the addition of boats, we have added two new Islands, one to the north east of the map, and one to the north west. In the north east is a large military base, and a fuel depot. This Island can be accessed by bridge, but it is very dangerous. The island is mostly intended for base building, and completely surrounded by water, for those who wish to stay separated from the rest of the map.


Food & Water



0.5.0 will include water wells, and water bottles. Water wells will be spread out everywhere around the map, providing players an accessible source of water. They are most often found in towns, but they can sometimes be in other locations. You can use these water bottles, or your canteen, to collect water from these wells.

This update will also include branches, a new item that you can collect from bushes by using your knife. You can craft and fuel a campfire with these branches, meaning you will no longer need an axe in your primary slot to make fire. This makes it easier to cook nearly anywhere on the map.


Economic Changes



The last major feature of 0.5.0, is a rework of the in game economy. This includes the return of high tier items in the safezone, while also raising the value of the in game currency. This also includes a rework of every PvE event reward, the zoning and spawning of loot in the world, and the relative prices of every item in the game. With this rework, it will give less skilled players access to high tier items in the safezone, and also provide more ways for you to spend your in-game currency. If you would like more details on this economic re-work, and the reasoning behind the changes, then our recent Insider Preview video should answer your questions.


Audio

The in game audio has been greatly improved in this update, adding completely new ambient noises to give the map more variety. There have been many old sound effects for intractable items, like doors, that have been remade and improved. And finally, the sounds of bullets have been improved, adding varied impacts to different surfaces, as well as the supersonic snap of a bullet as it travels past your character.


Convoy Event



The Convoy Event has been reworked, the Convoy patrol now has its own unique AI, with the amount of AI increased to 15 total in the patrol. One of the patrol members will be a sniper, this will be replacing the Ghillie VSD boss, which will no longer spawn. The machine gun boss has new equipment, now with varying levels of armor, and different rifles. The boss's damage and awareness has been slightly reduced, making the event a little more fair with the increased difficulty of the rest of the patrol. The Case reward has been improved, now dropping 5 items in total


Other Changes



There have been many more improvements and fixes to the game, too much to cover one by one, but there are a few important changes which we will quickly mention here:
  • Added blood decals when hitting a player or AI near a surface. Most commonly seen when shooting a character near a wall, leaving blood on that wall to let you know your shot connected
  • AI Vision has been improved, now their vision will be obstructed by bushes more often, allowing players to use them as concealment
  • You can now store one weapon in an Assault Bag, two in a Typhoon Bag, and three in a Stalker bag
  • Fixed the infamous “item unavailable” bug when looting bodies that have rolled down a hill or fallen from buildings
  • Increased the recoil of the AR4, Fasam, MG36, BB-19, and P900, reduced recoil of Skar, RPK-mod
  • Added an “Earplugs” feature, which allows you to muffle the master audio by pressing Y
There are many more changes and fixes in the full patch notes, if you want all the details you can read those patch notes here.


Work has begun on the next update, we will show some previews when the time is right. Enjoy 0.5.0!



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Mercury Fallen - Nitrous Butterfly
Howdy Folks!

I’m super excited to announce the release of the Open Market update. This update has a whole bunch of stuff including performance optimizations, additional POIs, new object placement animations, a brand new trading system and, of course, some bug fixes. Thank you for all the great feedback and bug reports during the experimental branch.


Surface Trading

New research has been added to unlock the trade platform. The trade platform is a surface structure, that once constructed, will allow passing ships to stop by. The trade platform will provide information on when the next trader will arrive. You can have multiple trade platforms, but you must launch a communications satellite for each trade platform you want to have.



Every trader is part of a faction. You can improve your reputation with these factions by selling a trader their favorite items. Favorite items are marked with a star in the traders list of items they are selling. Increasing your reputation will do the following:

  • Increase the number of items a trader is willing to purchase from you
  • Increase the number of items a trader has available
  • Improve the sell/buy prices

A new new section has been added to the in game guide for more information.

Object Placement Animations

New animations have been added when moving, rotating and placing objects. Why? Cause it looks neat.

Planetary Lore
Several new POI locations have been added to the planet map. These new locations provide discovery data containing information regarding the downfall of the race that once habited the planet.

These new POI locations will automatically get added to any existing save game so there is no need to start over to be able to access them.

Performance Tweaks
The inventory list on the main HUD was a big performance drain, especially once you have a lot of different types of items. A couple of different changes/fixes to this should now greatly improve over all game performance.



When placing down walls there is a check per wall to see if a new room has been created. This caused a bit of a lag spike when dragging out and placing several walls. While the room check still occurs, it has been spread out over multiple frames instead of all at once. This greatly improves performance when dragging out and placing a bunch of walls.

Other Changes & Fixes
The Open Market update has a bunch of changes and fixes. The more notable fix is related to objects not showing has consuming power when they are moved or placed on top of existing power conduits. There was also an issue where objects would randomly not be connected to the right power network when moved.

Some machines don’t consume power until they are in use, such as crafting stations. The tooltip shown when hovering over the power meter, on the main toolbar at the bottom, has been updated to show current consumption and potential consumption information.

To avoid confusion the HUD inventory list no longer lists items that can’t be reached by colonists. This is also reflected in objects that require items as they will no longer show items as being available if they can’t actually be reached.

Patreon
A huge thank you to the patreon subscribers who help to support development of Mercury Fallen as well as future projects that I work on. As the solo developer of Mercury Fallen it’s amazing to see your support and feedback. For as little as $1 a month you too can be an awesome supporter of Mercury Fallen. There are some great rewards for higher subscription tiers so be sure to check it out.

30% Off
To celebrate the release of the Open Market Update, Mercury Fallen will be 30% off until April 24th. It’s a great time to get a copy of Mercury Fallen as we get closer to the final release.

Support & Follow Mercury Fallen Development On
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Release Notes

New
  • Added new Trade Platform research
  • Added new Trade Platform surface building
  • Can now buy/sell items via a trader at the trade platform
  • Added Trading section to game guide
  • Added tier 3 equipment items. These items cannot be crafted, but can be purchased from a trader.
  • New visuals and animations when placing objects for construction
  • Added sound effect for invalid object placement

Changes
  • Updated the look of various equipment item icons for better consistency between tiers
  • Updated some equipment recipe requirements for more consistency between equipment recipes
  • HUD inventory list no longer includes items that colonists can’t reach
  • Improved performance of how inventory data is processed
  • Improved performance related to how the user interface is rendered
  • Minor update to the look of the number input fields
  • Changed construction material requirements for launch platform
  • Hardened Structure resin research now requires the discovery of hematite and not sand
  • Spawning items via the debug menu no longer spawns them next to the elevator. After pressing the amount to spawn you must click on the ground/floor where you want the items to appear.
  • Updated game intro text screen text and button to use updated visuals. Button also now says continue instead of skip.
  • Power meter tooltip now includes info regarding total potential power consumed as well as current power consumed
  • Resolution setting drop down no longer includes many lower resolution options

Fixes
  • Fixed: Only one item results in loot table when using item type even if num rounds is greater than one
  • Fixed: Unreachable deconstruction targets generating internal error
  • Fixed: Able to equip multiple storage expanders to a vehicle
  • Fixed: Able to equip multiple storage expansions on buildings
  • Fixed: Extra space in transformer building equipment name
  • Fixed: Water trap effective area highlight not updated during object placement if you rotate the water trap without moving it.
  • Fixed: Vehicles in invalid tiles when loading a save game in some instances
  • Fixed: Expedition vehicle not showing waiting for passengers/waiting for items info state in vehicle list item.
  • Fixed: Objects not showing as consuming power if placed on top of existing power conduits in some instances
  • Fixed: Objects not disconnecting or reconnecting to power networks when moved in some instances
  • Fixed: Lag spike when placing several walls at once
  • Fixed: Current seed count not shown when selecting seeds, spores or eggs for planting
  • Fixed: Missing missing language data for some map POIs
  • Fixed: Planet map build menu list can be scrolled horizontally
Apr 18, 2023
Burning Vengeance - Imbace
-Soundtweak in Intro video

-Fixed an issue where the sniper sometimes does no damage to tutorial target.
-Fixed the drones death further.
-Fixed some collisions in the tutorial.

-Disabled another Debug Function.

-Changed a few models in the tutorial.
-Changed stats of the lasergun.

-Minor tweaks to increase performance.

Thank you for very much for playing!

All the best from the

Monkey Labour Force
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