Darfall - Wrymn
Greetings everyone, we are excited to announce the upcoming release of the Prologue for Darfall, a brand new and free addition to the game that will be available before the Early Access release.

WISHLIST now, as it helps us immensely and that way you won't miss the Prologue release.
https://store.steampowered.com/app/2306730/Darfall_Prologue/

Prologue City
The Prologue city will act as a prelude to the undead invasion of the Aganor continent, introducing the basics of the game's lore.



In this new map, the biome colors will be different compared to the green of the grasslands currently shown in the demo. You may see a snippet bellow.



New Hero - Axemaster
We are also introducing a new hero, the Axemaster, a warrior-type unit that wears heavy armor and is effective against elites. More details about the Axemaster will be covered in upcoming devblogs.





Several new additions in this free update include
  • demonic portals now spawn in the map. On the last day, an invasion emerges from one of the portals set to destroy your city.
  • unit upgrades! Now all your units and their ranks stay relevant, as you can upgrade you units into more stronger variants. For example, your Archer can be upgraded into Gunman.
  • reworked ability book featuring all 6 abilities for your hero. Pick the 3 that best suites your strategy and play-style



Make sure you don't forget to WISHLIST the Prologue itself on Steam in order to be notified of the release of this version. It's important to stay on top of updates and new releases, so you can have the best possible experience with the game.

Stay tuned for the next devblogs, where we will present you the Axemaster, Archmage and 3rd mystery hero in more detail.

Lukas and Martin from beyond the darkness of Darfall.
Apr 21, 2023
Final Factory - slims
Selection Changes

The old selection box was not very accurate in showing exactly what structures would be included in a given copy operation. A new selection box was implemented to improve the usability of selection operations.

  • Selection box is now a 3D cube in the world
  • Selection box now conforms precisely to the grid

Balance Changes

  • Base enemy camp density reduced by 50%, this should greatly reduce how many enemies initially spawn when exploring the map
  • Defense Platforms will now only issue orders to units in its attack range, so that it won't notify units that are coming from the navigation network

Hotfixes

  • Fixed a bug where the on-hover information panel was not displaying
  • Fixed a bug where tooltips were not positioned correctly when using different UI scales
Apr 21, 2023
Eresys - dragonisgames
DAY 1 PATCH 0.5.5 BUG FIXES AND TWEAKS


GAMEPLAY TWEAKS

-Slight Increased lantern damage
-Made burning monster effect fade in faster and get slightly bigger.
-Slight rebalance to monster's health
-Tweaks to monster health regeneration
-Slight tweak to monster focus

-Removed the Shadow (caped monster) teleport ability (Temporary change, needs rebalance or rework to improve clarity)
-Reduced time needed for the Lurker (light monster) to leave you alone once it spots you

-Added a few more pages around the map, completing the book should be slightly easier now!

GAMEPLAY FIXES
Important bugs have been fixed regarding player death and some small fixes that could affect the visuals:

-Fixed a bug where you would respawn if the player carrying your head died, and your head will be placed on top of his
-Fixed being able to pick up pages or interact once you died
-Fixed Monster focusing you while you died, it will now begin to investigate the area after killing you
-Tweaks and adjusted how AI vision selects a target to focus

-Fixed potential mask visual bug when respawning
-Fixed a possible visual bug regarding cultist aspect change when unlocking aspects/masks

COLLISION FIXES

-Fixed floating relics in temple, if you jumped on them sometimes you would get launched in the air
-Underground house collision temporary fix, for now blocked off entrance from the top to ensure nobody falls through the gaps in between the house and ground, in the future we will add proper walkway and entrance from the top of the house
-Improved and increased collision for various safe zones
-Fixed Voidwalker (tentacle creatures) trying to attack you trough walls
-Other small collision tweaks and fixes

This is about it for this patch, as we wanted it to release it as soon as possible since some of the issues addressed were quite major, you can expect another patch in a few days, in which, among other things, we will fix various collision and visual bugs that have been reported by the community!
Thank you all, and we hope you have fun playing the game!

This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch being version 0.5.5
Apr 21, 2023
Fire & Maneuver - VhunTerD
- AI deployment is now more varied and random, artillery won't deploy in bunches
- Malakoff fort now has colliders so troops look like they are on top of the fort instead of sinking inside
- Added an exit sound effect when closing the armory
- Merit gain from scenario battles is fixed
- Missionary Ridge scenario spawns corrected
- More charging improvements with the AI
- General campaign bug fixes
- General AI bug fixes
- Matchmaking fixes, ranked mode fixed
- DLC Shogunate Faction added
- DLC Imperial Faction added
- DLC Japanese music added
- DLC Japanese maps added
- DLC Japanese campaigns added
- DLC Japanese scenarios added
All Quiet Roads - Gwenanne
A recent situation between the makers of Mini Metro and Mini Motorways has been resolved amicably.

https://steamcommunity.com/app/1127500/discussions/0/3819657908520563393/
Graviteam Tactics: Mius-Front - Goblin949


The German command attached great importance to holding Tikhvin, in order to maintain the positions of 39AC for the spring offensive, and to maintain control over the railway line along which the German troops were supplied. Specifically the Tikhvin area was held by units of 12TD. To the south, along the road to Raplya, were the defense sectors of the 18MID and 8TD units.
In the Tikhvin area, the defense was occupied by the Soviet 4A, which held the front along the Volkhov-Tikhvin railway, screening Tikhvin from the north, east and south. 27CD, following order of 4A, reached r.Syas and r.Volozhba with its units with the task of cutting the Tikhvin-Raplya, Tikhvin-Rugui roads with a strike on Klinets-Rugui. Neighbor on the right - 60MRR (60TD) is moving in the direction of Gorodishche with forward units.

  • Three operations of 8-10 turns for each of the parties in November, 1941.
  • Precisely recreated area of over 90 sq. km: forest plains with harsh terrain and small settlements.
  • Historical organizational structure of units at the time of the offensive.

https://store.steampowered.com/app/1943790/Graviteam_Tactics_Counter_Blow/
Ara: History Untold - Ara: History Untold
This week the Ara: History Untold Team would like to continue to highlight the progress we've made to the game's visuals. Our latest feat has been creating cloud shadows that roll over the various landscapes, adding a new layer of depth to our living world.

We took a simple approach to implementing this, wherein we take the XY World position of the Pixel and use that to generate tiling UVs for a cloud map. That cloud map then modulates the actual shadow value of the directional lights, allowing ambient light and ambient specular to still have impact.

The results are impressive, with the shadows creating more variation across the expansive landscapes. Don't just take our word for it, see the changes for yourself in the captures below.


A spliced view of what the savannah biome looks like without (left) and with cloud shadows (right).


A full view of what the savannah biome looks like without cloud shadows.


A full view of what the savannah biome looks like with the cloud shadows. Sunlight is more vibrant and shadows bring out variety in the terrain.
《蜀山:初章》网络版 - Inmotiongame
各位道友好:
官方已完成第九次更新,现已开启服务器,大家可进入游戏正常体验!

【更新内容】
1、新增主线任务引导标记将在主界面上实时显示,并根据视角移动
2、新增阴阳八卦牌自动复活功能
3、调整九华山副本3号BOSS技能,降低了魂体链接与黑水区域的减速效果
4、调整九华山副本1号BOSS技能,略微提高分摊伤害技能的强度
5、调整九华山BOSS黑水放技能的效果
6、调整元婴期猪精的位置
7、修复九华山副本可进入次数限制,现在所有的难度每周可进入次数都只有一次
8、修复九华山副本的进度覆盖有概率出现不完全覆盖的异常情况
9、修复九华山噩梦难度元婴境界1号boss的技能效果会伤害到boss自身的问题
10、修复九华山副本,第二个boss前置小怪可能卡在地下无法击杀的问题
11、修复九华山副本第三关和尚没有聊天泡泡的问题
12、修复【虎跃龙行】等可使敌方强制位移的技能,无法对拥有霸体的玩家生效的问题
13、修复技能【剑气纵横·水】减速BUFF会叠加减速至0的问题
14、修复道符功法【道海玄微】在仁心状态下防御加成效果异常的问题
15、修复技能【虎跃龙行·水】,带来的移速BUFF修改为不可叠加
16、修复关闭八卦牌后无法使用普攻的问题
17、修复神兵榜分数刷新的问题
18、修复守卫山门实际开启时间与显示不一致的问题
19、修复称号显示错误的问题
20、修复任务信息打开后任务内容被其他UI遮挡的问题
21、修复诸天征伐中可御宝飞行的问题
22、修复今日活动-诸天征伐开启时间显示问题
23、修复神兵榜未发放称号奖励的问题
24、修复在一定距离和范围内,可能丢失目标玩家名字信息的问题
25、优化今日活动面板的显示,展示活动开启时间将更加精确
26、优化玩家头顶名称颜色,现在将更加清晰的表现玩家间的关系
27、优化门派界面进入宗族按钮的显示,现在将更加清晰的指引
28、优化创角界面答题流程中,“下一步”按钮的显示
29、优化红袖坊-百业页面,不再显示人物模型
30、优化新手引导阶段获得法宝后,提升带来的战斗体验
31、优化主线任务展示,在右侧栏中将进行高亮显示
32、优化游戏指南,关闭后玩家可在右上角【天机阁】中查看更加详细的说明
33、优化竞拍时返还铜币的流程,现在竞拍时如有其他玩家出价比自己更高,将返还玩家已出价的铜币
34、优化解锁新技能时的UI表现

【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22日
Nevergrind Online - Nevergrind Online
383: Early Access 0.17.14 - April 21, 2023 4:35 PM EST
• Mobs in higher difficulties now attack faster.
• Buffed mob damage about 20%.
• Bank and inventory upgrade costs have been increased.
• Single player mode now features a /players command which allows you to change the difficulty as though the game has a full party. Entering /players 5 will enable full party difficulty.
• When you reset the game in single player mode, you will now see the main menu instead of seeing your online characters. This was an unintended bug.
I Wanna Maker - YoYo
Hey all,

We're excited to bring you a very special feature update!



This time around we're adding multiple unique rooms per level!
This allows makers to add up to 15 rooms to a level, and connect them together with room warps. This should greatly open up the limits of what's possible to put into a single level! You can access rooms at the bottom of the Level Info tab.

To go with the rooms feature, we're also adding a new Keycard object, which is a collectible that persists between saves.
This should make it easier to save progress/state between different rooms.

This update also adds persistent saves when playing levels, which gives the ability to leave a level and come back at any time to continue your progress.
No need to worry about losing progress from leaving a long or challenging level! This works for both challenges and normal online levels. Note that speedrun times won't be shared if you resume a persistent save, though.

Hope you all enjoy the update, and we're excited to see what levels you all make with multiple rooms!

- The Elephant Crew

Changelog:
  • Multiple unique rooms per level
  • Persistent level saves - when you leave a level and come back, it loads your previous save
  • New keycard object - collectible that persists when you save (includes an event for grabbing)
  • Add copy/pasting objects to the clipboard with ctrl+c/v
  • Add a few new level visuals
  • Add a few new songs
  • Misc bug fixes
...