Your Chronicle - Kazuma
- [ Fix ] Resource Duplication bug

I'm afraid of bugs;(
Naval Action - Ink
Captains,

Two loot events will run from daily maintenance on May 19th until daily maintenance on May 22th:

Where is my shipment?
  • All traders carry increased numbers of crafting resources and rare woods.
Martinique Event
  • Martinique 5 modules are available in the Admiralty, they can be exchanged for Broad Pennants that occasionally drop from 5th rates and higher
  • Broad pennant will drop from military NPC ships
Hotfix May 19th
  • Fixed incorrect calculations for certain perk points and perkpoint.
    • Captains who were affected by this bugs had some of their perk selections reset.
    • Thanks to Captain DemoNxLegioN for spotting this bug.
  • Fixed a bug that prevented the Rotterdam's yards to improve ship's turn. Yards improve Rotterdam's turn now.
Make sure to check your perks once you are in the game
*Spotlight image from Captain AD-28 from the September 2021 screenshot competition.
Retro Golden Age - Livingstone I Presume - Zerouno Games
Zerouno Games has updated Retro Golden Age - Livingstone I Presume to version 1.0.2 with a fix for unresponsive and synchronised achievements in the game.
Destroy The Monoliths - Radiant Sloth
Hello everyone!

It has been two weeks since the Destroy The Monoliths Playtest is now available! First, I want to thank all players who gave it a try. I received very interesting feedback and was able to make some changes for the next versions.

Speaking of which, I am finalizing version 0.6 and the Playtest will be updated soon (before the end of this month), so stay tuned! v0.6 is focused on adding more game content, and also enriches the map generation to include random pre-existing structures like treasures or shrines. I hope this will make the exploration aspect of the game more interesting and give additional strategical possibilities to players.


A treasure! This is a brand new map type too!

Meanwhile, people have started playing Destroy The Monoliths on YouTube! That's awesome! I am always very excited to watch people play and have fun with the game (it also helps me a lot to see how players engage with the mechanics and gives me ideas to refine how things work).

I would like to remind you that the Playtest is available for everyone, you can request access on the store page (access is immediate) so please do give Destroy The monoliths a try! If you would like to know a bit more about the game and see how it plays, I recommend watching this very cool gameplay video from the YT channel Bman Plays Indies!



Thanks for reading this post, and see you soon for the next Playtest update!

-Radiant Sloth
VIDEOVERSE - Kinmoku
Hello everyone! I just wanted to give you all a quick update about VIDEOVERSE's development.

Firstly, you may have noticed the updated screenshots on the store page. There are some new additions, showing the avatar creator and silly community drawings, plus the themes have been updated with their own unique graphics. I've also added GIFs to the description, showing more of the drawings and Emmett's favourite game, Feudal Fantasy.



Feudal Fantasy is the Kinmoku Shark’s most popular JRPG, where Emmett meets other players in its exclusive Videoverse community. It's a clear nod to Final Fantasy, which was the game that lead me to making video games today! VIDEOVERSE is a story about inspiration, dreams and love…and, for me, that all started in the fan forums and chat rooms of my favourite video games!



VIDEOVERSE itself is about to enter beta testing, meaning it's getting very close to release. However, the release date is still TBD as I want to ensure there are no bugs or glitches when the game launches, so you can all experience the game as it's intended to be.

In the meantime, VIDEOVERSE will be at tomorrow's Indie Live Expo event! You can watch it live on Youtube May 20th 7pm (JST) / 12pm (CEST). Also, the next demo of VIDEOVERSE will soon be going live, too. Please keep an eye out for it in the next few weeks.

I thank you all for your patience and support as I finish this project that I started over three years ago. I cannot wait for you all to play it!
Community Announcements - zhaoyuhan.zyh
Greetings, Travelers! We're delighted to be welcoming you back again! We cordially invite you to be the first to experience our game once again!

We shared an unforgettable adventure together in Adenthia just four months ago. The heroic deeds of our Travelers have spread far and wide throughout Adenthia's denizens, and the development team alike! With this latest version, many of your suggestions and criticisms have been taken on board and we've made changes and improvements. Thanks to your help, we are making a better world, so once more we extend to you our heartfelt thanks!

Over these past four months, the development team has been blazing away, aiming to make Dragonheir even more unique, and Adenthia has changed dramatically along with it. We're aware these might be disruptive, so we wanted to share these changes and adjustments with you ahead of time.

1. Heroes and Combat
We've added 50 brand new heroes, but not all of them will feature in CBT2 for now. As of CBT2, we have over 110 heroes, hopefully offering our Travelers even greater freedom of choice. For the time being, our CBT2 version hero bases include: Summon, Dauntless, Rally, Wild, Poison, and Frost. "Burn" and "Electric Shock" heroes will be gradually introduced in later Seasons, so you'll not find them in CBT2.
Adjustment rationale: Previously, Fire element had two bases ("Wild" and "Burn") and Lightning element as well ("Dauntless" and "Electric Shock"). Because heroes of the same element could possess two different bases, assembling teams of heroes sharing the same bases proved difficult. Thus, to make obtaining heroes with bases that synergize well together more convenient for everyone, we have condensed down the hero pool for Fire and Lightning heroes. But don't fret! The heroes cut for now will return in OBT or later Seasons.
We have also buffed some rare and epic heroes, and there are also heroes with versatile bases capable of both supporting and defensive roles. Travelers should have no trouble building a complete combat-ready team able to handle most situations!

In CBT2 Adenthia, Elemental Affinity changes radically with the influence of plane rotation: Affinities between Ice and Poison, Fire and Radiance, Necrosis and Lightning are higher than ever before! Teaming up heroes of the paired elements will lead to welcome surprises on the battlefield.
Adjustment rationale: We're always striving to offer you fulfilling strategy options and a wide variety of builds. We're keen on offering you fresh experiences with each Beta, so CBT2 will feature brand new Elemental Affinity effects. Notably, the rules of Elemental Affinity will change with each new Season. It's our hope that the regular rotation of Elemental Affinities will create a richer experience for everyone, as well as justify the value of each hero.

Every hero's design has been perfected, adding their population, class, and alignment, providing them with full background stories. Should they become companions, they'll engage in chatter with you at Camp and in the sandbox, with some heroes expressing their thoughts on the journey so far (thanks to the players who made this recommendation in the last Beta).
Adjustment rationale: We want the hero companions that players engage to be genuine, living denizens of Adenthia, each with their own unique histories. To give Travelers a better grasp of companions' stories and to understand the customs of Adenthia through them, we've added the aforementioned content with the intention of offering a more immersive experience.

We've added a new hero attribute called "Enlightenment". It provides a new dimension to hero development by adding bonuses to non-critical damage and to some Healing/Shield effects.
Adjustment rationale: This is aimed for achieving the pursuit of hero attributes a more fruitful one, whilst also offering players varied attributes on different heroes. No more bland focus on Attack and Crit! By adding "Enlightenment", we hope to offer players new focus on hero development and a more fruitful, rewarding development experience overall.

2. Dungeons and gameplay
We've revamped and iterated the EXP Dungeon, something that will significantly improve Travelers' battles against Goblins! After CBT2 concludes, the EXP Dungeon won't be a Tower Defense anymore, instead being a Horde mode featuring continuously refreshing waves of monsters.
Adjustment rationale: Tower Defense is classic, fun-filled gameplay, characterized by strong strategy and playability. However, considering that EXP Dungeons need to be farmed a great many times, Tower Defense gameplay would become incredibly tedious. Plus, the need for manual play and concentration would be a huge source of stress in the long term. For this reason, we've changed the EXP Dungeon gameplay into one that requires less manual effort and is easily automated.
That's not to say Tower Defense is vanishing! You'll find Tower Defense all over the place in every corner of the sandbox, in stronghold conflicts and all kinds of places Travelers won't expect! When facing these stages, adventurers must be prepared! Carefully and effectively deploy before battle, use precise actions and rational team composition to tackle every challenge.

We have updated and upgraded most of the Elemental Ascension Dungeons and Equipment Dungeons. Everything in the Dungeons, from the Boss appearance to the gameplay mechanics, has been comprehensively overhauled. We hope the upgraded audio-visual effects and gameplay mechanics will breathe new life into your Dungeons! Since Elemental Dungeons are equipped with mechanics that buff and resist one element, Travelers will need to be diligent! Ensure you develop diverse teams ready to handle stages of different elements.
Adjustment rationale: We want Dragonheir to offer a richly rewarding environment for trial and error that encourages Travelers to place emphasis on horizontal character development, focusing on the characteristics of hero skills, Elemental Affinities, and bases.
Changes to the Elemental Ascension Dungeons are intended to improve the current Dungeon experience. They'll also help prepare for richer gameplay and test environments to come in future!
Furthermore, adjustments to Equipment Dungeons and Rune Dungeons, as well as tweaks to Dungeon Boss skill mechanics, are in place to ensure all our Travelers understand: Each Dragonheir hero has their own unique value against different opponents. The fun of synergizing skills, Elemental Affinities and bases is what we truly aim to offer to all Travelers. Adventure and Strategy are Dragonheir's only tags. In the upcoming CBT2 Season, there is neither a sole answer to strength or weakness, nor will there be for each upcoming Season.
All of us on the development team have been extremely hands on, playing Dragonheir ourselves and testing whether our design is delivering the fun we expect it to. I'll take this chance to drop a sneaky hint! There are a few epic heroes (not legendary!) that are key to overcoming tough nuts like the Blood Prince and Deadly Harpy! As for who, you can find out for yourself, and tell us all about it, in CBT2!

3. Rewards & Seasons
We've added our new Season gameplay to CBT2, the rules for which will be posted separately in official communities.
Compared with CBT1's 30-day duration, this Season will last approximately three months. Accordingly, the pace of in-game reward distribution will also be drastically altered:
The probability of summoning legendary heroes with Heliolite Dice (Advanced Hero Summoning item) will be increased to 3%. Additionally, a legendary hero will be guaranteed in 35 draws. As a result, Heliolite Dice will become more valuable, and thus much rarer.
Heliolite Dice offered by Main Quests and the Book of Adventure will be markedly reduced. Only a small quantity will be available from Main Quests. However, Travelers can obtain a wealth of Wyrmarrow from various quests and dailies! Wyrmarrow can be used to purchase Heliolite Dice in the Shop.
Once the Season concludes, you will receive a veritable bounty of rewards in accordance with your performance. All those goodies will make next Season even more enjoyable!
The quantity of Starlight Dice (Basic Hero Summoning item) available has been significantly increased. Through using Starlight Dice to summon many epic heroes, Travelers will be well-positioned to handle most Dungeons.
We have removed the Day-7 and Day-14 legendary hero login rewards. Instead, Travelers will now receive epic heroes on Day 3.
To ensure a better experience for our CBT2 players, we will issue these website pre-registration rewards in advance: Gold, Dice, legendary heroes, etc. can be obtained by fulfilling certain criteria.
Adjustment rationale:
CBT2 is a Season beta whose data will not be erased. All heroes acquired will be permanently retained. Compared to the CBT1 impermanent test, we've cut down on the rewards a little to ensure greater longevity and enjoyment of the game.
Of course, we hope that players will take full advantage of the longer three-month test duration to really sink your teeth into the build experience! We don't want login rewards to influence players' choices (during the CBT1 test, almost all players mainly developed the rewarded legendary heroes). Rather, we want players to enjoy varied, creative team composition strategies.
In replacing many rewards with the common Wyrmarrow currency, we hope to give Travelers more freedom of choice — They can choose whether to use them to purchase Skill Scrolls and enhance existing heroes or exchange them for summoning items to acquire more heroes.
We've significantly increased the quantity of Starlight Dice. With this, we hope you'll acquire more epic heroes and strive for more complete, versatile elemental builds and team compositions to provide an engaging, fruitful experience. (When compared to CBT1, in which many teams were heavily dependent on legendary heroes, making the experience threshold too high).

In addition to the aforementioned content, we've added a host of other features:
We have reset and optimized the game's opening chapters: The overall Chaos Universum experience and the staging of subsequent chapters: The storyline and gameplay in the Forest and Plains regions have been totally overhauled.
We've also added plenty of new gameplay features: Added 2 NPC-related systems (Challenge and Relationship), new team PVE mode (two Travelers fight alongside each other), new time-limited real-time PVP mode, friendly sparring, Alliance, Alliance war, Seasons, and more! Stay tuned to community news for more details!
Travelers, we look forward to joining you in Adenthia once again for CBT2!
May 19, 2023
Farmer's Life - bartiss
Feeding item problems were fixed.
Issues with some of the savegame files failing to load are fixed.
You can destroy fences without errors now.

Milfvania Ep. 1 - ag.negrea00
I'm currently working on the details before the release. Making sure menus are ok, fading music properly, camera angles and ironing out bugs.
I could barely find some screenshots where the girls are not naked.

Swirl W@tch - sleeper_games
-Zone SRM drop scaling is now based on mission phase and scales faster.
-Later mission phases now have increasing chances to spawn a resupply canister in a vault.
-Lost cargo loot score increased (20-->40).
-Reduced srm dropped from prisoners.
-Time scoring is more lenient now (<5m/map for max, up to 5m-15m/map for reduced score).
-Releasing boarded objects is now faster during reflex mode.
-Objective target ships are now excluded from being certain specialist versions.
-Wildlife gets scared of the player ship at greater distance now.
-Structure collision sounds no longer count against no contact bonus.
-Fixed a problem preventing minefields from spawning.
-Fixed guards that detected player exiting alert phase with 100% spot progress, leading to instant re-detection.
-Fixed a problem with a specific laser fence in zone 6.
-Fixed a problem with binding sprint key.
-Fixed an occasional empty text enty when displayed when completing comms key objective.
-Fixed wrecks not getting board-tagged if they are created from an already boarded vessel.
-Fixed boarding wreckages triggering boarding intro text.
-Fixed early game box refinery objective not awarding objective completion score.
-Fixed intel objective not completing on ship extraction.
-Fixed relay ship objective marker not changing correctly on alert connection shutdown.
-Fixed SRM heist objective not being completable by prying crates under lock-down.

1.039 (Hot Launch)
-Fixed a recent problem causing objectives to display wrong evac quadrants.
-Fixed tutorial 8 not removing objective markers on reset.
-Fixed some minor tutorial issues.
Aquatico - Builder_of_Worlds
Hello Sea Mayors,

As many of you already came to expect, another weekend is approaching, and we have yet another update ready for you.

For this occasion we’ve dived into list of improvements and suggestions that originated from our discussions with players. Next two updates will mostly contain your own suggestions, but few things are little bit more work so they will wait another week or so.



Anyways, back to today’s content – one of the biggest changes is relocating of your citizens. As your underwater colony expands and you create new workplaces, there is a need for people to change places of residence and have them live closer to their jobs. System that controlled this already existed, but based on you feedback it was insufficient. For that reason, relocation system has been reworked and this process will now be faster and more precise. It will allow your production chains to work more efficiently and adapt to any change better.



Another frequently asked change was the display of main resources on the main game screen. With changes made today, resources displayed on main HUD are grouped into categories, similar to how various “tools” items are shown under tools section. If you hover your mouse over each resource, you’ll see not only that specific resource, but several other that are similar or belong to the same frequently used category. Basically, every resource that you’ll need often (whether they are some resources needed for construction of building upgrades), will now be displayed on the main screen and there is no need to constantly open depot manifests to look for the current status of each individual resource.

From other update elements, few bugs with expedition system have been resolved and we’ve continued the optimization work on numerous building models.

CHANGELOG

  • REVAMPED: Relocation of citizens – your people will now move between houses and places of residence in dependence of where they work, cutting travel time and making worker efficiency better
  • TWEAKED: Tidal turbines will now accurately display movement in accordance to tide movements
  • IMPROVED: Frequently used resources are now displayed in groups on the main HUD making it easier to find and track them constantly
  • FIXED: Expedition world map and local colony view are now properly separated avoiding errors in selections and navigation
  • FIXED: Error where expedition mission objective wanted to remove too many batteries from stock is now corrected
  • FIXED: A number of text errors corrected
  • OPTIMIZED: Several additional object models optimized for better performance

Hope you’ll like the changes, and we’re off to second part of community suggested tweaks. That update you can expect in just over a week time!

Have a nice weekend!
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