Reign of Guilds - Vatslav Verzhbitsky
Dear friends,

Before we start, we want to thank all the participants for their bug reports and feedback.

All in all, we received over 100 unique bug reports, the most critical of which were immediately addressed by our team during the tests.
Hosting the testing session, fixing bugs, and adding new content proved to be even harder than just preparing for the test. That’s why, during PT #4, we’ll concentrate on bug fixing.

From the technical perspective:
We think that the tests have been successful. As a result of the work we did after them, we were able to improve server stability, fix some rare crashes that were caused by cheating players, and address a number of other issues that were related to the visual part of the game.

Speaking of the performance issues, they were caused by our attempts to seek out certain bugs during the second half of the tests. We were experimenting with collisions, increasing the number of AIs, adding new mechanics, and excessive logging. Some of those might have caused the issues with performance.

Reports and questions (by popularity and seriousness):

Manual and guides
  • (EA) there were many questions and bug reports related to players not being able to grasp some of the game’s mechanics; for that reason we are currently working on a game “wiki” that would look like an in-game journal;
  • (EA) encountering some mechanics for the first time (in case this is the first character and “hints” option is turned on) will bring up a pop-up notification clicking on which will open a corresponding “wiki” page;

Quests
  • (?!) they were the biggest troublemaker being responsible for most bug reports, because they prevented player from joining Vocations, getting additive abilities, and were also vulnerable to being abused (even unintentional);
  • (PT#4) this mechanics leaves us no choice except to completely refactor it, changing the architecture and rejecting the idea of storing the quests in the DB;

Vocations
  • (?!) aside from quests, the biggest cause of issues were Vocations. They brought so many problems that we even had to refrain from implementing additive abilities;
  • (?!) unfortunately, PT #3 only offered a superficial view of Vocations, due to insufficient attribute and stat bonuses;
  • (PT #4) we’ll pay through attention to the number of additive abilities, so that every profession would have several of them;

Character progression
  • (?!) noticeable slowdown of character progression with leveling PvE abuses;
  • (PT #3) decrease the amount of XP gained from training dummies, amount of XP gained from bosses was also cut down;
  • (PT #3, Patch #4) average character DPS was increased by 30-50% by the means of more dramatic stat growth between the items of levels 1, 2, and 3.;
  • (PT #4) amount of XP gained from receiving damage in PvE was decreased considerably;
  • (PT #4) reaching level 10.10 on a twink character should take no more than 30 mins, while for levels 16.15/15.16 it is around 2 hours;
  • (PT #4) we will add powders that give a tech buff, that causes the XP gained for one attribute to be transferred to another attribute with a small penalty;
  • (?!) insufficient XP bonus for being in party and “progression conflict” causes by party members leveling different stats;
  • (PT #4) redistribution of attributes points within one growth direction will be done using Tabula Rasa, while between different growth directions it’ll be accomplished with the use of the abovementioned powders;

Content
  • (?!) visual lack of new content on the continent in comparison with Rivulet Island;
  • Rivulet Island was added before PT #1 and was filled with existing biomes in order to introduce the players to the mechanics that Dwarrhan would offer in a safe and friendly environment;
  • (PT #4) we will add more kill, fetch, and collect quests;
  • (EA) more additions to the quest system: RNG for rewards and objectives, more variations of rewards, repeatability, etc.;
  • (EA) we will add caches/treasure chest found during exploration with a system of keys that grant access to them;

Economy
  • (?!) player activity was poorly rewarded and the ratio between the prices of goods and NPC service prices was dumb;
  • (PT #4) dramatic overhaul of all kinds of prices, including a noticeable change in the growth of prices for items of different levels;
  • (PT #4) greater quest rewards and stricter DQB rules in Dwarrhan;

AI
  • (?!) abuse of named mobs (bosses);
  • (PT #4) as part of the necessary spawner refactor, there will also be more detailed customization of areas for navigation within each spawner;
  • (PT #4) changing craters;
  • (PT #4) adding partial/full immunity to various weapons/elements;

Magic
  • (?!) the casual physics of magic had a significant impact on its relevance, especially in terms of characteristics (they were underestimated);
  • (PT #3, Patch #4) fundamental changes were made to the approach in order to collect feedback on it. The main direction is to increase damage and complicate physics;
  • (PT #4) adding strong "shooters" for earth/fire/water, similar to the air's Big Shock powder and AOE magic for all elements;
  • (EA) revision towards increasing passive HP / MP regen depending on the satiety of the character, which should reduce the number of actions of players, especially in slow PvE;

Melee weapon
  • (?!) the first received feedback and statistics showed the need for rebalancing and a certain simplification in the management of some types of weapons;
  • (?!) the second, but more significant problem is the discomfort due to the need for the client to wait for information from the server to play VFX / SFX tricks, which creates a clunkiness when having ping, above average;
  • (PT #3, Patch #4) weapon control was simplified, the bonus in characteristics for less comfortable types of weapons was increased;
  • (PT #4) this problem will be solved by PT #4 with the help of prediction;

Ranged weapons
  • (?!) casuality of physics;
  • (PT #3, Patch #4) as part of the testing, cardinal changes were made - a slowdown in speed and a decrease in flatness;
  • (EA) adding different types of expendable ammunition (bolts) for the crossbow, affecting physics / damage;

Duping, abusing and farming talers in the tutorial level, etc.
  • (?!) all currently known dupe paths have 2 directions: the ability to access a character until it is removed from the world, and differences in the approach to saving homogeneous data types in the database (quests) in different mechanics;
  • (PT #4) the “online” status for characters will not allow access to them until they are deleted from the world and saved to the database;
  • (PT #4) saving of bankers, questgivers will take place absolutely synchronously with the saving of the character's inventory in the database with additional checks;
  • (PT #4) 1st character will receive 100% of the starting money, the second – 50%, the third will get 25%, and 4th+ characters receive 0 talers at the start;
  • (PT #4) We also include here the situation with the characters who were duping recipes (the record is 600+ items). The inventory will be sent to the client in several packages, depending on the number of items on the character;
  • (EA) the “online” status for the account will not allow you to re-enter it using simple actions with Steam on this account;

Inventory
  • (?!) clunkiness in all possible ways;
  • (PT #4) it will be revised: the inventory weight of items and its correspondence to the crafted weight, the number of slots in recipe books/token boxes and pouches will be increased (the main restrictions will be shifted to its carrying capacity);
  • (PT #4) changed the approach to the numbers in stacks;

UI/UX
  • (PT #3, Patch #4) the approach to UI / UX in the context of the main hood (the main screen in the first person) was changed;
  • (PT #4) Rejection of nameplates/HP bars over characters/AI with the ability to enable “classic mode” in the settings;
  • (PT #4) work with inventory:
  • (EA) refactoring the player notification system using VFXs;


All of the above does not concern the content that we have been planning to add for PT #4. It is simply our summary gathered from the feedback and bug reports from the participants of PT #3

We intend to host PT #4 in the first ten days of June. Given the short amount of time remaining, we will focus our efforts on addressing the issues mentioned above rather than adding the content planned previously.

ROG’oms Up!
Hero Realms - classicsmiley
Improvements:
-Purchase Gems with real money
-Purchase extra character slots with Gems
-Purchase respec tokens with Gems
-Use respec tokens to re-pick hero upgrades

Bug fixes:
-Orc Riot co-op mission fixed

See our Discord server for information on new card rules.
Aerofly FS 4 Flight Simulator - ipacs aerofly
Dear Aerofly FS users,

After lots of testing our beta version now moves forward to the release version.

You can now enjoy the new features such as:
  • Going back in time from the replay or after a crash
  • New consistent camera view positions across the entire fleet of aircraft
  • New camera categories: cockpit, passenger, external aircraft-fixed, external world-fixed views
  • New helicopter missions
  • Improvements and bug fixes for B737, B747, B777, B787

For the full change-log please visit our previous announcement https://store.steampowered.com/news/app/1995890/view/3729587091638687544
DDR: The Beginning - belik121
IDEA
We started to think about making a new game when we were still finishing the first one. At that time we strongly decided that indie development was our thing, because we understood that we could make ANY game we wanted. But as always, bringing a game to its release - is quite a challenge.

#Discussions_QuoteBlock_Author
Lead game developer: I vividly remember us trying to come up with a new game while sitting in a bar.
Unfortunately the bar wasn’t the lucky spot for us and really worthy of our time idea just wasn't coming to our minds yet.

But inspiration came a couple of months later, when I watched an animated film called ‘The Little Prince’ by Method Animation. It was based on one of my favorite books written by Antoine de Saint-Exupéry. At first it seemed to be just a children's story, but as you rewatch a cartoon and re-read the book you can see so much more and reflect on all the deep issues that are written between the lines. At that time I believe we had found our theme, and started building our new game idea around it.

It was decided originally that the game would be based on ‘caracter’s (player’s) imagination’, as it was in the book. So the world would come alive as the character thought or dreamed about it and gaming mechanics would get that idea across. The whole world could be a castle with knights, kings and dragons.

That was a time when the first concept arts were created and having them really helped us to move forward to work on the plot.



PLOT

As at that time our team only consisted of me and the 3D artist, it was quite a challenge for us to come up with a satisfying plot for the game. Another challenge is that a script for a book and the script for a game are two very different things. After wasting too much time trying our best we understood that we needed someone to finish the writing that we began. Luckily we found a writer on Youtube who really helped us refine our ideas and complete the story.

BUT /surprize, surprize/ we were overwhelmed with our own ambition and finally accepted that it would take us years to implement all of these mechanics. At this point we decided to keep only the core message of the game and focus on that.

CHARACTERS

No one can tell for sure what, how and how many times had been changed. At some point secondary characters were morphs! Of course they didn’t make it to the final version of the game.


The plot went through evolution for sure, but the main character remained the same boy we started this adventure with. At the same time the world he was placed in became darker and more dangerous.


We wanted our main character to stand out among others so we added various details to his appearance. Toy mate finally became a teddy bear and the mysterious dark arm started to chase our characters.


SMALL STEPS

We started to participate in various indie competitions while we were still working on the game. You can’t imagine how happy we were when we won “the best game on UE4”. After that we applied for the UE Mega Grant. Can you imagine our emotions back then? How pleasing it was to get this letter from Epic Games =)

Later Daydream: Forgotten Sorrow received the BEST UNREAL ENGINE GAME and the sponsored XSOLLA’S CHOICE awards at Indie Cup W’21. At this point we found our publisher Ravenage Games and we are happy that the world can finally enjoy a special journey that Daydream: Forgotten Sorrow is.

We hope our not so easy path will be interesting and inspiring to gamers and other developers.

Add the game to the wishlist to celebrate the release day with us!

https://store.steampowered.com/app/1542110/Daydream_Forgotten_Sorrow/
About the game
Daydream: Forgotten Sorrow stars a boy named Griffin as he embarks on a journey to face his fears alongside his teddy bear companion Birly. As Griffin learns to confront haunting memories amidst floating castles and enchanted forests, he’ll come to discover the mystery of this newfound world.

Key Features
  • A touching story made for everyone
  • Command an adorable teddy bear companion
  • Intelligent puzzles
  • A charming and mysterious universe
  • Unbridled (and sometimes scary!) fantasy fun
Find Daydream: Forgotten Sorrow on social media:

Twitter
Discord
Reddit
Instagram

Thank you! 🧸
Daydream: Forgotten Sorrow - belik121
IDEA
We started to think about making a new game when we were still finishing the first one. At that time we strongly decided that indie development was our thing, because we understood that we could make ANY game we wanted. But as always, bringing a game to its release - is quite a challenge.

#Discussions_QuoteBlock_Author
Lead game developer: I vividly remember us trying to come up with a new game while sitting in a bar.
Unfortunately the bar wasn’t the lucky spot for us and really worthy of our time idea just wasn't coming to our minds yet.

But inspiration came a couple of months later, when I watched an animated film called ‘The Little Prince’ by Method Animation. It was based on one of my favorite books written by Antoine de Saint-Exupéry. At first it seemed to be just a children's story, but as you rewatch a cartoon and re-read the book you can see so much more and reflect on all the deep issues that are written between the lines. At that time I believe we had found our theme, and started building our new game idea around it.

It was decided originally that the game would be based on ‘caracter’s (player’s) imagination’, as it was in the book. So the world would come alive as the character thought or dreamed about it and gaming mechanics would get that idea across. The whole world could be a castle with knights, kings and dragons.

That was a time when the first concept arts were created and having them really helped us to move forward to work on the plot.


PLOT

As at that time our team only consisted of me and the 3D artist, it was quite a challenge for us to come up with a satisfying plot for the game. Another challenge is that a script for a book and the script for a game are two very different things. After wasting too much time trying our best we understood that we needed someone to finish the writing that we began. Luckily we found a writer on Youtube who really helped us refine our ideas and complete the story.

BUT /surprize, surprize/ we were overwhelmed with our own ambition and finally accepted that it would take us years to implement all of these mechanics. At this point we decided to keep only the core message of the game and focus on that.

CHARACTERS

No one can tell for sure what, how and how many times had been changed. At some point secondary characters were morphs! Of course they didn’t make it to the final version of the game.


The plot went through evolution for sure, but the main character remained the same boy we started this adventure with. At the same time the world he was placed in became darker and more dangerous.


We wanted our main character to stand out among others so we added various details to his appearance. Toy mate finally became a teddy bear and the mysterious dark arm started to chase our characters.


SMALL STEPS

We started to participate in various indie competitions while we were still working on the game. You can’t imagine how happy we were when we won “the best game on UE4”. After that we applied for the UE Mega Grant. Can you imagine our emotions back then? How pleasing it was to get this letter from Epic Games =)

Later Daydream: Forgotten Sorrow received the BEST UNREAL ENGINE GAME and the sponsored XSOLLA’S CHOICE awards at Indie Cup W’21. At this point we found our publisher Ravenage Games and we are happy that the world can finally enjoy a special journey that Daydream: Forgotten Sorrow is.

We hope our not so easy path will be interesting and inspiring to gamers and other developers.

Add the game to the wishlist to celebrate the release day with us!

https://store.steampowered.com/app/1542110/Daydream_Forgotten_Sorrow/
About the game
Daydream: Forgotten Sorrow stars a boy named Griffin as he embarks on a journey to face his fears alongside his teddy bear companion Birly. As Griffin learns to confront haunting memories amidst floating castles and enchanted forests, he’ll come to discover the mystery of this newfound world.

Key Features
  • A touching story made for everyone
  • Command an adorable teddy bear companion
  • Intelligent puzzles
  • A charming and mysterious universe
  • Unbridled (and sometimes scary!) fantasy fun
Find Daydream: Forgotten Sorrow on social media:

Twitter
Discord
Reddit
Instagram

Thank you! 🧸







May 24, 2023
Roxy Raccoon's Pinball Panic - Roxy
Dear pinball fans,


It is with a heavy heart that I must say that development of the game is on temporary hiatus. I faced a major health scare earlier this week and have been in the hospital ever since. I have no estimate on when I may be getting better or when I might be released.

That being said, this game has become my greatest passion in life and I have multiple features and content in various stages in development. I by no means plan to end development of the game but things will be quiet from my end for the time being. I plan on getting back into things once I've been released.


Thanks for your understanding and stay tuned!
May 24, 2023
Space Trash Scavenger Playtest - pH_101
-enable shadows
Cloud Chasers - Journey of Hope - arbiterin
Dear Cloud Chasers fans

Do you like base building games? Are you into World War II aviation and history? Then our new game project may be something for you: GROUND OF ACES, the World War II base building game.





Total War: NAPOLEON – Definitive Edition - CA_Yuey


We've released a game patch for Total War: NAPOLEON which includes,

💥 Fix for cannon firing noises not playing.
🖥️ Fixed game crashing when running on CPUs with more than 32 logical processors.

Thanks for your reports and ongoing patience!
《蜀山:初章》网络版 - Inmotiongame
各位道友好:
官方计划于5月25日24:00-5月26日06:00进行第十三次更新。本次更新为网络版首个免费大型资料片“南方魔教”更新,更新内容较多,更新时间可能顺延,请各位道友耐心等待。本次更新为停服更新,请各位道友相互转告,在此期间给您带来的不便,敬请谅解。
买断版目前还有部分内容还在优化中,我们预计买断版将在6月1日更新,请买断版道友耐心等待。
为您提供良好的游戏环境,一直是我们致力的目标,非常感谢您继续支持重楼工作室!

【5月25日新服公告】
官方计划于5月26日12:00开启新服6服“巫山夜雨”。具体开服时间因为资料片的更新可能顺延,请各位道友关注开服通知。届时欢迎各位道友前来体验。


【“南方魔教”资料片本次更新内容】
新职业-蛊引:本次更新我们新增了蜀山初章第五个职业-蛊引职业。该职业拥有强大的减益及辅助能力,独有的蛊灵玩法以及新装备-灵笛,欢迎各位道友体验。
由于新职业涉及到全新的技能及功法,以及宠物的AI机制,内容较为复杂。版本更新后我们将持续关注,一旦出现新职业相关问题我们将随时优化。同时也欢迎各位道友反馈遇到的新职业相关问题。
新生活职业-炼兵:新开放炼兵玩法,各位道友可通过收集材料与打造书,使用炼兵功能制作独属武器装备。
新生活职业-炼器:新开放炼兵玩法,各位道友可通过收集材料与打造书,使用炼兵功能制作独属防具装备。
新增后续主线任务:主题为五台血影,讲述道友们离开峨眉,为阻止仙门征伐,卷入魔界入侵的经历。具体故事内容请道友们更新后自行体验。
新版本、新内容。欢迎新各位道友前来体验,也请多多提出宝贵意见!

【“南方魔教”资料片后续内容预告】
由于资料片整体内容较多,而原本计划放出的九华山副本二期,更是需要进行大量副本流程和怪物AI的测试,因此我们将其安排到本次更新后的下一个星期上线,保证届时能给到大家流畅的副本体验。预计更新时间为6月1日,实际以官方更新公告为准。

【本次更新其他细节优化】
1.新增职业蛊引,同步开放蛊引职业的技能与功法获取;
2.同步开放宗族祠堂中炼兵与炼器配方的兑换,后续将新增生活职业配方的专属玩法与地图;
3.新增炼兵、炼器的生活职业导师NPC,位于蜀王府门前大广场处;
4.提高击败小怪获取的上限内修为;因很多玩家反馈日常需要频繁在打怪和打坐之间来回切换操作,浪费了大量精力。我们听取了玩家意见,增加击败小怪后获得修为增加。减少各位道友枯燥打坐时间;
5.新增玩家与掉落之间的距离判断,用于遏制吸掉落物的外挂;
6.新增高级阴阳八卦牌可开启自动拾取功能;
7.新增据点地图中,族长可选择不同色块表示自己宗族占领的据点,每日可更改一次;
8.大幅缩减宗族位面中采集物的刷新时间;
9.优化变强之路的显示;
10.优化聚海商会极品装备的判断条件,减少非极品装备被判断成极品装备的情况;
11.优化聚海商会物品指导价,实时显示在出售界面;
12.优化宗族占领据点较多时的据点排列显示;
13.修复在周一的0点至4点之间进行新增词条次数会计入下一轮的问题;
14.修复积分商城倒计时结束后,仍能打开的问题;
15.修复采集物没有光束的问题;
16.修复聚海商会很多“已过期装备”,不会下架和消失的问题;
17.修复点击解散宗族按钮无反应的问题;
18.修复传送的光圈消失的问题;
19.修复个人洞府打坐室穿模的问题;
20.新增神兵榜中将展示各个部位武器的排名,目前暂时仅总榜排行拥有称号奖励,我们将在后续为各个分榜霸榜玩家增加称号奖励;
21.修复上限内修为已满无法获取继续的情况下,提示“修为已满”,但追赶机制额外修为进度仍在消耗的问题;

【停服维护补偿】
维护补偿:(绑定)铜币*20000
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,以及未来的更新计划。希望能带给大家更好的体验!
=================================================================
【联系我们】
联系官方解决BUG:请进入蜀山社区,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
与道友交流修仙心得:进入官方Q群733747412
《蜀山:初章》重楼工作室
2023年5月24日
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