Limbus Company - ProjectMoon

May 15, 2023
街 Playtest - SEED
修复了拿不到厢房钥匙的BUG
Conqueror's Blade - Kaeden
In this article, we’ll be discussing upcoming features that will arrive in the new Season. However, the content only details the thoughts during the development stage. Please refer to the live version when available for specific details. 

With over 100 Units released to date in Conqueror’s Blade, more strategies are readily available for players than ever before, but this also makes some Units unviable in the current meta.

We've rolled out plenty of balance changes in the past year, and this has brought the underused Halberdier Sergeants and Dagger-Axe Lancers into an overall more comfortable place. Naturally, this is but a drop in the ocean as there are still plenty of underused Units that gather dust in their respective barracks.

We've therefore been looking for a new way to resolve this. Hopefully, this new feature will give you all something new to work toward.

Unit Mastery

We'll be releasing the Unit Mastery system in a June update. Now, let's delve deeper into what Mastery brings, how to unlock it and how it becomes available.

What is Mastery?

Unit Mastery is a brand-new Unit growth system. A Unit's Mastery gradually unlocks as you level it up, enabling you to increase its attributes and alter its skills or mechanics. This system will bring new possibilities for all Units. Who knows, maybe Silver Era Units with high Mastery might even be able to stand their own against Units of the Heroic Era!

Unlocking Mastery

First, if you select a Unit you've unlocked for which Mastery is available, you'll be met with a menu like this.



A Unit's Mastery unlocks in stages based on its level. The items you need to unlock Mastery can be found daily in specific PVE content and the Honor Shop (we'll describe this feature in greater detail at a later time). There are daily and monthly caps in place for each of the two acquisition methods. By completing this PVE content daily, you'll be able to unlock Mastery for up to three Units a month based on the level of that Unit. Choose to train your favourite Units further and empower them so that currently underperforming Units can stand on their own in battle.

How Mastery Becomes Available

Initially, Mastery will be available for 2-Star, 3-Star, and 4-Star Units, and we'll be adding Mastery for around five Units each month. We'll most likely spread Mastery evenly among the three Unit tiers. We'll be announcing which Units will be the first to get Mastery in a few days!

What's more, to reduce the attribute difference between older Units and newer and Seasonal Units, we'll be raising the level cap of 2-Star and 3-Star Units in the Unit Tree and Season Challenges to level 18, and that of 4-Star Units to level 24.

Promotions

With Promotions, we enabled some Units to be promoted into new Units. However, based on feedback from the Legacy of Fire and Scourge of Winter Seasons, as well as our own observations, the Promotion system is difficult to understand and just doesn't feel great overall. And so, we'll discontinue adding new Promotions.

We've kept an eye on Promotions throughout the Seasons, and have come to the conclusion that they don't fit Conqueror's Blade. We'll therefore be removing Promotions within June, and simultaneously changing how promoted Units are acquired.

Units affected by this:
  • Symmachean Stalwarts
  • Symmachean Paladins
  • Landsknechts
  • Armiger Lancers
  • Liao's Rangers
We'll be making the following changes to the affected Units:
  • You will now be able to create these Units directly without relying on the base Unit.
  • As for their Season challenges, the first Stage reward which allows you to create the base Unit remains unchanged. Later rewards to promote said Unit will be replaced with rewards that enable you to unlock the other Unit too. So, by completing the quests you won't have to promote the Unit, but get it directly. For example, Yeomen which could be promoted into Armigier Lancers will now give Yeomen in the first Stage Reward and the later reward that originally promoted them to Armiger Lancers will now grant Armiger Lancers directly.
  • Promoted Units and their original version can be used together.
With the removal of Unit Promotions, these Units must now be created individually and will therefore not gain any of the original Unit's levels or Veterancy points. If you're planning on promoting a max-level base Unit to get a high-level promoted Unit, we advise you to do that before the update launches.

We'll continue to explore further possibilities for Units. If you have any feedback regarding Units or Mastery, tell us on Discord.
Conqueror's Blade - Conqueror‘s Blade Community
#Discussions_QuoteBlock_Author
Before you read: the content only journals the thoughts during the developing stage. Please refer to the live version for specific details.

Hey everyone!

Now we have over 100 units in the game. It brings more strategies in the game, but also makes some units not on-trend those days. A possible reason for this is that the skills of those are no longer unique and we can make better plans without those. Also, the iterating patches make those just behind the meta.

We've rolled out plenty of balance changes in the past year, and this has brought the underused Halberdier Sergeants and Dagger-Axe Lancers into an overall more comfortable place. Naturally, this is but a drop in the ocean as there are still plenty of underused units that gather dust.

We've therefore been looking for a new way to resolve this. Hopefully, this new way will help resolve this issue and give you all something new to work toward as well.

Unit Mastery

We'll be releasing our latest Unit Mastery system in a June update.
Now, let's delve deeper into what mastery brings, how to unlock it and how it becomes available.
What is Mastery?

Unit mastery is a brand-new unit growth system available alongside what's already there. A unit's mastery gradually unlocks as you level it up, enabling you to increase its attributes and alter its skills or mechanics. This system will bring new possibilities for all units, and who knows, Silver Era units with high mastery might even be able to stand their own against units of the Heroic Era.

Unlocking Mastery
First, if you select a unit you've unlocked for which mastery is available, you'll be met with a menu like this.




(WIP)

A unit's mastery unlocks in stages based on its level. The items you need to unlock mastery can be found daily in specific PVE content and the Honor Shop (we'll describe this feature in greater detail at a later time). There are daily and monthly caps in place for each of the two acquisition methods. By completing the specific PVE content daily, you'll be able to unlock mastery for 1-3 units a month based on the level of that unit. Choose to train your favorite units further, and empower them so that currently underperforming units can stand their own in battle.

How Mastery Becomes Available

Initially, mastery will be available for tiers 2-4 units, and we'll be adding mastery for around 5 units each month. We'll most likely spread mastery evenly among the three unit tiers. We'll be announcing which units will be the first to get mastery in a few days!

#Discussions_QuoteBlock_Author
What's more, to reduce the attribute difference between older units and newer and seasonal units, we'll be raising the level cap of tier 2 and 3 units in the Unit Tree and Season Challenges to level 18, and that of tier 4 units to level 24.

Promotions

With promotions we enabled some units to be promoted into new units. However, based on feedback from the Legacy of Fire and Snowstorm seasons, as well as our own observations, the promotion system is difficult to understand and just doesn't feel very great overall. And so, we'll discontinue adding new promotions.

We've kept an eye on promotions throughout the seasons, and have come to the conclusion that they don't fit Conqueror's Blade. We'll therefore be removing promotions with the June update, and simultaneously changing how promoted units are acquired.
Units affected by this:
○Symmachean Stalwarts
○Symmachean Paladins
○Alp Halberdiers
○Armiger Lancers
○Liao's Rangers

We'll be making the following changes to the affected units:
○You will now be able to create these units directly without relying on the base unit.
○As for their season challenges, the first Unlock Order reward to create the base unit remains unchanged. Later rewards to promote said unit will however be replaced with rewards that enable you to unlock the other unit too. So, by completing the quests you won't have to promote the unit but get it directly.
○Promoted units and their original version can be used together.

Note: With the removal of unit promotions, these units must now be created individually and will therefore not gain any of the original unit's levels. If you're planning on promoting a max-level base unit to get a high-level promoted unit, we advise you to do that before the update launches.

We'll continue to explore further possibilities for units. If you have any feedback whatsoever regarding units or mastery, feel free to get in contact or post in our communities.

Thank you all for your continued support of Conqueror's Blade!
OMSI 2: Steam Edition - Dana
https://store.steampowered.com/app/1232070/OMSI_2_AddOn_Studio_Polygon_400_MMC_Pack/

  • Added updated hof files from Renown
  • Added new Westcountry 3.03 hof
  • Remove annoying brake hiss on Scania variants
  • Fix incorrect status light colour on London Wayfarer
  • Fix poor performance whilst using London variants
  • Fix engine bay door being undraggable on some variants
  • Fix engine running hot on Scania variants
  • Fix aggressive pullaway and sound tearing on Scania variants
  • Fix Hanover displays looking distorted from a distance
Metavoidal - Yellow Lab Games
It’s been a while! We only ever want to send out updates when they have something to say, and boy does this one have substance!

You may remember that our last game update went live right before our first appearance at a local gaming event back in December. Since then we’ve planned, toiled and grinded to bring all of the player feedback we’ve received into the game. Thanks to all the players at rAge, and our 4 week stint on playtesting platform, G.Round, we had quite a bit to look at!

So, without further ado, may we present to you the Metavoidal Remix update!



THE REMIX UPDATE (Download it here: https://yellowlabgames.itch.io/metavoidal)
Time to dust off those Walkmans & start collecting tracks, because we have a new playable Metavoidal update! You've seen the work we've been putting in behind the scenes, but now it's time to see it for yourself.

  • Unlock new permanent perks
  • Beat the crowd back with a new ranged attack
  • Collect tracks & create your own metal fighting playlist
  • Better lighting, new & better enemies
  • No more flasks & other items, only your handy (and throwable) drumsticks

We're going full-steam into a new direction with Metavoidal, so if you're interested in what that looks like go play our game! We'd appreciate any & all feedback to help make our next update even more polished. That said...

Here are the known issues in BUILD 0.3.23:

  • Occasional layering and lighting artefacts.
  • Performance could be better.
  • The 1st stage of biome 1 is too slow, and his health bar UI is a bit confusing.
  • Needs a better tutorial!
  • Please note that a lot of things in the game are bound to change before the final is released, so if you have any suggestions we'd love to hear them!

Here's the links to all our stuff, where you can find us and send us those thoughts! Or just sit back and enjoy the game without the pressure of reporting back. - https://msha.ke/yellowlabgames
KARDS - The WW2 Card Game - Elin


Get ready for some more KARDS Open action as it returns in June with the KARDS Open XVI!

SIGN UP NOW - QUALIFIER A
SIGN UP NOW - QUALIFIER B

The last KARDS Open had a diverse and competitive pool of players, with Head, TB273, Vinny and Tiger making it to the top 4. After an intense battle, Vinny defeated Tiger and claimed victory in the KARDS Open XV. You can catch up on all the action from the top 4 in the last Open tournament on the KARDS YouTube Channel:

https://www.youtube.com/watch?v=wkWaBJGe7_g

The KARDS Open XVI features the same format as the KARDS Open XV. It will be the last KARDS Open planned for the year, as we shift our focus more towards the OCC and community tournament support. Read more about changes to esports in the latter half of the year here: KARDS Esports Update.

In this upcoming Open tournament, players will have two chances to make it into the top 16 through one of two Swiss Qualifiers held on June 3rd and June 11th.

Read on for a detailed breakdown of the different tournament stages.

STAGE ONE
Starting Saturday, June 3rd, with the Swiss Qualifiers, you will compete in a best of 3 free-for-all deck format. This means that you can bring any deck you want and play it as many times as you’d like. No deck submissions and no deck restrictions! If you make the Top 8 in this stage, you will advance to stage two.

The second chance Qualifier will be held on Sunday, June 11th. This Swiss bracket is open to any player who has not already made the top cuts. You can maximize your chances of making the top 16 by playing in both qualifiers.

STAGE TWO
If you finish in the Top 8 from either of the stage one weekends, you will be qualified for the next stage. On Saturday, June 24th, you will compete in the single elimination best of 5 series. This stage does not require deck submission and deck lists remain closed. However, you must win with decks from different main nations. For example, if you win with a Japan deck, you cannot bring that deck again or any Japan main deck - you’ll have to switch to a different main nation for the next match. If you lose with a Japan deck, you can bring Japan again, even a different Japan deck.

STAGE THREE

If you’ve made it to the Top 4 on June 24th, you’ve made it to stage three! These final games are played and broadcast LIVE on the KARDS Twitch Channel on June 25th. For this stage of the tournament, you will be required to submit four decks. Deck lists for this stage of the tournament are open. Games are best of 5 series with one ban in conquest format.

For all questions about participating in the Open and all things related to KARDS tournaments, please join the KARDS eSports Discord: https://discord.gg/288DQexmng


FORMAT & SCHEDULE

Swiss Qualifiers
  • Compete in one or both qualifier Swiss bracket weekends.
  • Top 8 from each weekend bracket moves on to Top Cuts weekend
  • Closed deck lists with no deck restrictions! Play whatever you want, whenever you want!
Best of Three Matchups
  • Swiss Bracket with 212 player maximum (8 Swiss rounds)
  • Swiss Qualifier Bracket A June 3rd @ 13:00 GMT
  • Swiss Qualifier Bracket B June 11th @ 16:00 GMT
Top Cuts Weekend
  • Top 16
    • Deck lists are closed
    • Best of 5 series
    • Must win with different decks from different main nations
    • Top 16 Bracket June 24th @ 13:00 GMT
  • Top 4
    • Deck lists are open
    • Best of 5 series with 1 ban in Conquest format
    • DECK LIST SUBMISSION DEADLINE: June 24th @ 23:59 GMT
    • Top 4 Bracket & Live Stream: June 25th @ 13:00 GMT
Prizes
The KARDS Open has a prize pool of 1500 USD that is split the following way:
  • 1st: 600 USD
  • 2nd: 450 USD
  • 3rd: 250 USD
  • 4th: 200 USD
  • 5th - 8th: 500 Diamonds and 2000 Gold
  • 9th - 16th: 200 Diamonds and 1000 Gold
  • 17th - 32nd: 1000 Gold

Sign ups are open now!
Qualifier A: https://challonge.com/tournaments/signup/Y6PAnA5EZo#/signup/fln4p4f4e7

Qualifier B: https://challonge.com/tournaments/signup/bA3sthUA8L#/signup/wpynnp287mf
May 15, 2023
EarthX - Denis
Happy May!

EarthX went through two years of active development, during which we released exciting updates that generated a lot of hype among our community. As the game evolved, I started producing trailers for each update, which proved to be a time-consuming and energy-draining task.

Today, I would like to highlight all the major updates and some of the best trailers - I hope you enjoy them!

Before we start, I'd like to remind you that there is a final trailer available for you to watch and share. A lot of work has gone into it and I am very proud of it. Tell me what you think!


0.0.55 - 0.1.15
Back in 2019, on New Year's Eve, I was home sick from high school with nothing to do. So, I opened up Unity and decided to make a simple animation of a rocket launch to post on social media. To my surprise, it got about 500 likes and tons of positive feedback, even though it wasn't that great. That's when I was motivated to create a little demo game, just for fun, during my two-week break from school.

Back then, EarthX looked like this:
https://www.youtube.com/watch?v=RWJ-38Eg06M

Quali Era (March - June 2019)

0.1.7 - 0.2.4
After the release of the 0.1.15 update, something exciting and unexpected happened that motivated me to continue working on EarthX. These updates were crucial to the overall development of the game, as I used them to learn proper game mechanics.

Although most of the features I added during this time are now long gone, they were still significant, including contracts, rocket explosions, the simple building system, clouds and loans. This was also the time when Adrian started helping me with marketing, but I'll talk more about that in another post :D

Back then, EarthX looked like this:
https://www.youtube.com/watch?v=agJKldGZMqw

Van Era (July - September 2019)

0.2.5
In the 0.2.5 update, I mainly focused on bug fixing and creating a launch trailer (many thanks to Roman for his help! Check out his game - DevLife).

I also added a Flat Earth mode where every rocket you launched would explode on the dome. While some players understood that it was a joke, others gave me negative reviews because their rockets kept exploding. So I removed it in a patch.

As soon as I clicked the "Release in Early Access" button, I realised that the default game language was set to Polish. I quickly worked on a hotfix, and it was so stressful!

Despite this mishap, I enjoyed the Early Access launch and got a much better response than I expected. It gave me even more motivation to keep working on the game.

First real trailer of EarthX:
https://www.youtube.com/watch?v=_0k0-Sz8hZo

0.2.6 - 0.2.8
After releasing EarthX on Steam in Early Access, I faced many challenges. There were numerous bugs and limited content, and I felt immense pressure from reviews and videos on YouTube. I knew that the current graphics and UI wouldn't support expansion of the game, so I focused on overhauling the UI in the 0.2.6 update. From there, I wanted to improve the game's economy and research systems with the 0.2.7 update. However, I also wanted to address concerns that the game was boring, so I added AI and improved Earth's visuals.

Although these updates were crucial to the future of EarthX, I admit that my execution was not perfect and my inexperience was evident.

Back then, EarthX looked like this:
https://youtu.be/3LzVIgdm-WY

Golden Era (January - December 2020)

0.2.9 - 0.3.0
Two key factors have been instrumental in making EarthX the game it is today. The first was the fact that the team had a lot more time to work on the game in 2020 due to the pandemic, which allowed us to release several significant updates.

The second was rykllan and SPATE. rykllan's contributions, including vehicle models, buildings and even CEO characters, were crucial to the development of the game, and her support in decision making was extremely valuable at the time.

SPATE's spacey music for the trailers was also an important addition and helped build the community we have today. This allowed us to stay motivated and rework the game so that it actually made sense and was somewhat enjoyable.

Trailer and Teaser, both using music by SPATE:
https://youtu.be/DeKT6F0B-VY
https://youtu.be/Ppy9Wfr1Gso

BONUS:
There is an unreleased version of this trailer. I loved the idea so much that I decided to scrap it at the time. I wasn't skilled enough to do it the way I wanted. But the idea came back for the final trailer!


0.3.1
The Mars update was highly anticipated. Players could now land on Mars, set up colonies and even terraform the planet! We also introduced new Mars buildings such as Hotels, Greenhouses, Resource Factories and Solar Panels. Terraforming Mars became the endgame goal of EarthX, and the update also included new ships, payloads and missions.

I also added LinkLink, inspired by Starlink in real life. I was going to call it Earthlink or Netlink, but Tygoo, one of our community members, came up with the name LinkLink and we all loved it! It's fun, easy to remember and fits the vibe we were going for.

Trailer and Teaser, both using music by SPATE:
https://www.youtube.com/watch?v=3SyWpOoUuaw
https://youtu.be/CcMjd4Mch_M

0.3.2 - 0.3.2.5
The Boca Chica update overhauled research and added new prototyping mechanics, as well as droneships, an overhauled refurbishment system and vehicle finance data.

The Dust update added new features such as Sandstorms, LinkLinks on Mars, Refuelling on Mars, new Mars buildings, and improvements to Static Fire, Milestones, game end screen, multi-window camera system, and Mars Nuke improvements.

Trailer and Teaser, both using music by SPATE:
https://www.youtube.com/watch?v=Zunpc4mEs5w
https://www.youtube.com/watch?v=GnA17pFXDn0

The End (January - November 2021)

0.3.3 - 0.9.0
The Kalm update brought long-awaited improvements such as an improved contract system, automation and the addition of managers. Launchpads were revamped, allowing players to build their own, and new rocket models and recognisable missions were added.

The Moon Update was the final content update before the full release of the game, introducing the ability to visit and build on the Moon, new spaceship and Mega Launchpad models, and a revamped special offer system.

As EarthX approached the final stages of development, progress on the models slowed considerably due to rykllan's personal circumstances. I was lucky enough to have Lucas step in and help me finish the game with his good modelling skills. He created important models for the 0.9.0 update, as well as some for the 0.3.3 update. I am very grateful for his contributions.

Trailer and Teaser, both using music by SPATE:
https://www.youtube.com/watch?v=kGIZqRpQm-M
https://www.youtube.com/watch?v=6fqpulQpnR0

Unfortunately, I had to stop working on EarthX after the 0.9.0 update due to personal reasons. I was so close to releasing the full version of the game in August last year, but some unexpected events came up that required my attention.

One last thing - 2 years ago I made a music video showing all the progress of EarthX from the very beginning to the 0.3.2 update. It's a very interesting watch IMO!

We would like to thank each and every one of you who supported us during the Early Access period. It was truly an unforgettable experience, all the updates and stories. <3

Stay tuned for another article next week!

Denis & EarthX Team
Path to Warband - ForeShineTech
Hello everyone!

"Path To Warband" is now on sale with a 10% discount for the first release.

This is a new and original card game, and we hope it can bring players a fresh experience!

Any feedback is welcomed. Join us in Discord!
Portal Dungeon - DuskDogStudio
Bug fixes and updates
  • Slightly increased the collision range of Berserker's normal attack.
  • Adjusted the correct duration of Berserker skill 2.
  • Fixed the problem that some character skills would be interrupted after using [Health Potion].
  • Fixed that when Berserker triggers [Hat of Echoes], the resulting clone does not display the corresponding skin.
  • Fixed Berserker skin 1's normal attack not triggering item effects correctly.
  • Fixed the problem that the appearance of the Berserker skill 4 does not change back after returning to the village after death.
...