Gloria Victis: Medieval MMORPG - KomaGV
Hello community!

Today we are presenting to you a new reinforcement system and a new crafting system. With today’s update, we are slightly increasing the durability of all items, also tools from tier 1 to 4 from now on will have the same higher base durability. On top of that, we are introducing a new Skin set – Armoured Landsknecht with a new weapon skin for Lordly Haven Halberd, we are changing the base price for all reinforcements, and from today, Meteoric Reinforcement with Renovation Kits requires less Meteoric Iron. Today we are introducing a New guild Technology – Karleonian Craftsman that is increasing the value of restored durability by NPC Vendors and today we are introducing Transport Wagons that can be used to transport building resources. And as every week, we’re implementing a bunch of fixes for multiple systems.


The screenshot’s authors will be awarded. DarkShin, Rambs and [TBP] ConradCross – Contact Koma#4247 via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Banshi
https://www.youtube.com/watch?v=Z7dBDm7prCc
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.1.8

Transport Wagons
We’re glad that our recent building changes have been received so well. But we want to make it even more funnier by implementing the most common feedback about it - Transport Wagons!

– Transport Wagons that can be used to transport resources have been added.
– A player can spawn one cart by talking with an NPC called the Siege Engineer that stands around each barracks.
– Transport carts are capable of transporting 5 Building Mortar, 7 Building stones and 9 Building wood at the same time.
– Added minimap icon to Siege Quartermaster to make it easier to find him
– Wagon will despawn automatically after 5 minutes of lack of inactivity
– Each interaction with Wagon is restarting that timer, which means each material add or collection is counted as an interaction.
– Resources from destroyed wagons are not disappearing instantly and they are still pickable for a few minutes.



Durability Changes
– The base durability of all weapons, armours and tools in all tiers was slightly increased, by about 10%. Also, tools in tiers 1 to 4 have the same base durability and with new durability it is equal to 900 base durability. Previously each tier of tool had different durability values. It has been equalized because there are fewer options to restore item durability. Additionally, to make durability changes nicer for players, we increased base % of durability restore and added new guild technology.

New guild Technology – Karleonian Craftsman
– Karleonian Craftsman technology makes repairing items at NPC Vendors much more effective.
– With each level in the Karleonian Craftsman technology, all NPC Vendors will restore more item durability.
– The base amount of durability that Vendors restore has been increased. Previously, they restored 50% of the lost durability. Now they restore 65%. With level 10 Karleonan Craftsman tech, Vendors restore 92% of the item’s durability

New Reinforcement System
The following changes are being made to Reinforcement kits. The crafters have bonuses for reinforcing items, so they will still be the ones who will supply the market with the best items just in a slightly different way than before.

– Failing does not destroy the item.
– If the reinforcement attempt fails on an item of +4 or higher quality, the item loses one 1 quality level.
– If the Reinforcement attempt fails on an item between +0 and +3, the item does not lose a quality level.
– Successful reinforcement does not repair the item’s durability.
– The Renovation Kit restores base durability as it did before but from now on, they restore different values of base durability based on the Renovation Kit tier and each tier is restoring more of base durability than previously.
– Common Renovation Kit restores 20% of base durability (Previously 20%)
– Decent Renovation Kit restores 25% of base durability (Previously 20%)
– Master Renovation Kit restores 35% of base durability (Previously 20%)
– Changed the chances of a successful and unsuccessful renovation and from now on, the chances for successful renovation are higher.
– Meteoric Iron Reinforcement prevents an item from losing a quality level on a failed reinforcement.
– Meteoric Iron Reinforcement no longer restores item durability.
– From now on the reinforcing window will tell you about what impacts the chance for successful reinforcing.



Reminder and Explanation of how renovation works
If you use Common Renovation Kit and the attempt will be successful, then that renovation attempt will result in adding 20% of the base durability to the current durability of an item. For example, if we have 3000/3000 item with 4500 base durability, after successful renovation it will have 3000 + 20% * 4500, so 3900/3900(4500). With an additional successful renovation, the item will reach its base durability, so it will be 4500/4500(4500).

Chances for success
– Reinforcement difficulty is now based on QUALITY rather than TIER. Previously it was easier to reinforce items of lower tier and now the difficulty is bound to the quality of the item instead of his tier. This change will make upgrading low-tier items more expensive and harder to gain a stat difference between other tiers. This change is to ensure that players will not run around in cheap and poor +6 quality items, and will start wearing better items because it will be more profitable for them financially.
– The chance of success for reinforcing is the same for all item tiers. For example, reinforcing a Tier 2 weapon to +5 has the same chance of success as reinforcing a Tier 5 weapon to +5. Previously it was much easier to reinforce the tier 2 item.
– It is harder to reinforce an item from +0 to +3 than it was previously. This should make crafting higher quality items more valuable to begin with because lower quality reinforcements are more likely to fail.

Meteoric Reinforcement and Renovation Kit
In today's update, we are changing the needed Meteoric Iron to make the Meteoric Reinforcement and Meteoric Renovation Kit. The previous required amounts of needed Meteoric Iron were too high and because of that, Meteoric tools were Elit and were not usable as frequently as we want.

– Meteoric Iron reinforcement requires 50 Meteoric Iron (Previously 100 Meteoric Iron)
– Common Renovation kit requires 5 Meteoric Iron (Previously 5 Meteoric Iron)
– Decent Renovation kit requires 15 Meteoric Iron (Previously 25 Meteoric Iron)
– Master Renovation kit requires 60 Meteoric Iron (Previously 100 Meteoric Iron)

Reinforcement price changes
We are changing the prices for reinforcement kits and the most important price change is touching Common Reinforcement kits. They were too cheap and players with high crafting levels by using them were able to reinforce items to a very high quality at very low cost.

– Common reinforcement costs 5 silver (Previously 10 iron)
– Decent reinforcement costs 15 silver (Previously 10 silver)
– Master reinforcement costs 50 silver (Previously 1 gold)



Crafting changes
Changes to the quality of crafted items produced by hand versus using workshops. Crafters will keep a high income from selling items because their crafting level and skill will have a big impact on the quality of crafted items. Which with reinforcement kits prices update will let them bypass quite expensive reinforcing.
– Items crafted by hand will always have +0 quality.
– Items crafted at workshops have a possibility for +0 to +3 quality results. The chance of crafting +3 quality depends on the personal crafting level, Workshop level, and any Crafting Chance modifiers.
– As of today, crafting a +1/+2/+3 item is as difficult as crafting a +4/+5/+6 item before today's update. This is to increase the importance of high-level crafting.

Tweaks in resource gathering
– Based on our data since the last update, the yield of some resources has been increased.
– Wood and mining resources will respawn faster.

Herbs
– Herbs have been repositioned on the world map to more suitable and logical places.
– The number of herbs in the loot zone has been increased.



Quality of life
– Improvements have been made related to ping compensation of kicking mechanics.
– Wooden billets can be used to craft Hersir’s, Veles’ and Soldier’s weapons. Previously, it required using coal.
– Siege weapon spawning has been improved so that they do not float as much when spawned. Now they will fall more fluidly to their position and snap to the ground better.

Skin – Armoured Landsknecht Set
– The Armoured Landsknecht Set has a medium helmet and gloves, with heavy chest, legs, boots and shoulders. It is based on the Midland style so it requires Karleonian, Knight’s or Guardsman’s equipment.
– The Armoured Landsknecht Weapon Set includes skin for the Lordly Haven Halberd



Fixes
– Fixed the chest drop at The Griffin’s company.
– Fixed the storehouse drop from the chest at Aquitania.
– Fixed the recipe for the Fish Soup. The ingredients didn’t fit in the recipe UI.
– Fixed invisible colliders at Hordun Temple that could lead to blocking siege machines.
– Fixed some bridges at locations (Skogar, Dimar) that could block siege machines.
– Fixed exploitable windows at Abbey where attackers could kill guards through them.
– Fixed skins for throwing rocks.
– Fixed stone keeps. NPC could walk through closed doors, walls and columns.
– Fixed quest board event Farming Aid for Midland and Ismir nation.
– Fixed the visibility of feet on Karleonian Chainmail Leg Armor.
– Fixed displaying the crafting chance of an item.
– Fixed the position of coal that was stuck in a wooden structure and it was not possible to gather it.

Announcement
We have an important announcement to make regarding the start of the new Glory Season. Last week, we have announced, that the new season will be starting on the 15th of June (Thursday this week). However, we have decided to postpone it till the next week. This means that the new Glory Season will start on the 22nd of June, and 21st of June will be the last day of the season.

We want each season to be started with the introduction of new and interesting mechanics, like the upcoming Guild Ownership over National Castles. We believe, that an additional week of development will help us polish the new system and start the new season together with delivering this key feature.

This means that the planned New Beginning server merges will take place together with the end of the Glory Season (22nd of June). On the 22nd of June, the following servers will be merged together:
– Wolfield and Wolfield 2 will be merged into Wolfield
– Holmridge and Holmridge 2 will be merged into Holmridge
Adventures of Ben: Rabbit Run - Solomon
Dear travelers, we are pleased to announce that we have updated the inventory icons in the game, for a more pleasant game on widescreen monitors.
Wild Terra Online - guniball


In a month, or rather on July 20, 2023, the first season of the rating in the game will end. All players will be able to get rewards for their achievements in the General, PvE and PvP rankings. More details on awards, standings and prizes will be posted next week. Follow the news.

Other changes in the game:
- Balance of loot in Ritual Circle, Draemeter and Royal Treasures. Added a chance to receive Thosorium Ingots.
- A broken merchant's wagon. Increased the chance to get more valuable loot and added a new type of loot - Melee Weapons.
- Added new improvements for the pickaxe for mining ore - 5 pcs. (This can be found in various treasures).
- A new resource has been added to the castle taxes - Clay.
- Decreased stamina cost when attacking with axe, sword and heavy weapons.
- Added a new unique bonus "Rage X% - a chance that an additional 10 damage will be dealt when hit."
- Added a new type of heavy and light armor with unique tags and bonuses - Ritual thosorium armor (you can find it in the Ritual circle).
- Added master's marks to the battle sling.
- Rotation of loot in locked chests, mounts and cloaks have been replaced with new ones.
- Fixed typos in quest locales.
- Optimized graphics for item icons.
NINJA KIDZ: TIME MASTERS - SelectaPlay


Great news for Ninja Kidz fans!
During the Steam Next Fest, taking place from June 19-26, you can enjoy a demo of Ninja Kidz: Time Masters. Immerse yourself in this exciting 2.5D action game where you will embody the Ninja Kidz to rescue the masters kidnapped by the evil Dr. Disaster in different historical eras. Explore different eras, defeat your enemies and enjoy local co-op mode for up to 4 players. Don't miss the chance to try this incredible adventure!

Ninja Kidz: Time Masters offers you a colorful artistic design inspired by the Ninja Kidz themselves, with a cartoon style. Choose from 4 playable characters, each with unique special moves and techniques Face challenging epic battles and defeat bosses. In addition, the game features 3 game modes, including a story mode where you can travel back in time, complete fun levels and unlock extra content.



If you are a Ninja Kidz fan and are excited about Ninja Kidz: Time Masters, don't wait any longer! You can pre-order the physical edition now on Amazon, Gamestop, Target, Walmart, Bestbuy and Videogamesplus, also add it to your wish list on Steam, Nintendo Switch, Xbox and PlayStation!. Don't miss the opportunity to dive into this exciting adventure full of action and fun.

Get ready to save the world together with the Ninja Kidz! The game will be available next September 29th!

https://store.steampowered.com/app/2287000/NINJA_KIDZ_TIME_MASTERS/
Shadowbane - A-loveshadowbane
Dear players, everyone:


In order to ensure the stability of the game operation and improve the game experience, Shadowbane's server [Gram] will perform routine maintenance on June 15 16:00-18:00 Pacific Time (8:00-10:00, June 16 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.


[Wonderful Activity]
From 20:00 on June 15 to 20:00 on June 18, Pacific Time (from 12:00 on June 16 to 12:00 on June 19 Beijing Time), this week's limited-time event will be opened. For specific content, please follow the in-game mall!



Shadowbane game project team June 15, 2023
Jun 15, 2023
Silent Sector - RakeInGrass
- Lowered prices of all weapon and ship blueprints
- A few small changes

1.5 (8)
- Fixed bug with floppy disk (Cubes quest line).
- Rattlebaby weapons have a 20 percent chance of igniting the target.
- The Blob projectiles are 20 percent faster.
My Time at Sandrock - 样
Howdy Builders,

We received an overwhelming response to our last Q&A session and we're thrilled to see your engagement. We have found additional questions and concerns, particularly regarding the NPCs. In this post, we will focus on addressing these NPC-related inquiries and discussing the design intricacies. Let's go check them out!

Table of Content
  1. How many NPCs can be romanced in the full version of the game? What considerations were made for the non-romanceable NPCs?
  2. Why do I have to break up with certain NPCs I'm already in a romantic relationship with to experience their exclusive storylines after the Early Access update?
  3. How does the development team decide on the popular characters? What are the differences in their storyline arrangements?
  4. Why can't we add all NPCs from Portia to Sandrock and have them together?
Q1: How many NPCs can be romanced in the full version of the game? What considerations were made for the non-romanceable NPCs?
In the full version, you'll have the chance to romance a total of 21 NPCs (Find the image below). When we designed these characters, we divided them into two categories: the residents who call Sandrock their home and the travelers passing through. Our aim was to make each NPC feel real, with their own lives and dreams. That's why some NPCs, like Avery, are actually visitors from other towns. Even though they appear in Sandrock, they have their own permanent residences elsewhere, making romance off the table. And then there's Haru, a fascinating character you'll get to know better in the final story update. He's a determined young man with personal aspirations, so pursuing a romantic relationship with him is not a good timing at the moment.
But, here's a little something to look forward to! In the future story update, you'll witness some exciting moments in Sandrock. We're talking about NPCs from other cities paying a visit to our beloved town. Remember that twin-tailed idol girl you've seen on the street posters? Well, she is Ernest's younger sister, bringing her own flair to Sandrock. And guess what? Mayor Gale from Portia will also grace us with his presence, along with a few other familiar faces from Portia. They won't be available for romance in Sandrock, but they sure spice up the My Time universe, don't they? It's like a colorful tapestry, where each town has its own vibe, yet they're all connected through the Alliance of Free Cities. We hope you'll enjoy the dynamic interactions and understand the reasons behind these design choices in the game.



Q2: Why do I have to break up with certain NPCs I'm already in a romantic relationship with to experience their exclusive storylines after the Early Access update?
First of all, we're really sorry for any inconvenience our Early Access players may have experienced with this issue. We totally get how frustrating it can be to have to break up just to experience the exclusive NPC storylines. We would like to share our reasoning with you: during the early access phase, our writers had to create quests under tight deadlines. We initially unlocked all the interactions with NPCs because we knew that players would want to befriend multiple characters during early access. However, this caused some issues as we started adding more storyline and sidequests for each NPC with each update. Some players received quests from NPCs they already had a deep relationship with, without any context. And those who had a romantic relationship with an NPC were not able to unlock their side quest due to the development progress of their romantic relationship with NPC and the relation to the newly addedd side quests.
This design choice resulted in some NPC storylines not smoothly connecting with the previous content.
That's why we had to implement the requirement of breaking up and starting a new relationship in order to experience certain NPC's exclusive storylines. This way players will have the chance to even better know their partner before their relationship blooms. We completely understand that this situation is not ideal, and we acknowledge that finding a perfect solution during the early access stage can be very challenging.
However, please know that we're actively working on addressing this issue. The impact is limited to the NPC confession storyline, while other romance-related quests can still be experienced as usual. Plus, in the full version, we'll make further adjustments to the favorability system and quests to ensure that NPC reactions and their relationship levels are better aligned. Our goal is to make the game experience smoother, allowing players to fully enjoy the romantic stories with NPCs.

Q3: How does the development team decide on the popular characters? What are the differences in their storyline arrangements?
When we're designing characters for the game, our main focus is on figuring out which ones players will love the most. Usually, we rely on our past experiences to make these choices. For example, when we first started developing Portia, we handpicked NPCs like Gust, Ginger, Emily, and Mint because we had a strong feeling that they would be fan favorites. But, sometimes the popularity of the characters we choose doesn't exactly match what players expect.
Initially, we thought Ernest from Sandrock would get a lot of love, but it didn't quite turn out that way. On the other side we thought characters like Logan, Dr. Fang, Owen, and Qi would be super popular male NPCs. From the female characters Mi-an was one of our top picks. We wanted her to be a guiding light and an awesome companion, just like Emily in Portia. Another character that we knew would be a hit is Nia. She has this background as a childhood friend, which appeals to both male and female players. And of course, there's Amirah, who's got those stunning looks that are hard to resist. Now, Catori was a bit of a unsure for us because she's a character type we've never tried before. But our goal was to bring life to Sandrock by introducing characters with diverse personalities and backgrounds. And you know what? The results of multiple surveys and player votes matched up pretty well with our initial vision of popular characters.
Now let's talk about how we handle storylines for these characters. When it comes to the main storyline, we make sure that each character's involvement and role make sense. For example, members of the Civil Corps join players on dungeon quests, and the mayor and church members get involved in city development. We want each character to have a purpose and not do things that don't fit their role.
But when it comes to side storylines, we take popularity into account. Characters who already have significant roles in the main storyline might have fewer individual side stories. After all, their main storyline already gives players a good sense of their character development. Take Elsie as an example. At first, players might find her mischievous, but as the story progresses, she goes through some noticeable growth and even steps up to help others. Since her growth is already covered in the main storyline, her individual side storyline takes a bit of a backseat.
Oh, and when we design these NPC characters, we consider a bunch of other factors. Portia has this fairy tale-like atmosphere, so we try to create characters that fit that relaxed and friendly vibe. But as to the Sandrock, we want to add a touch of mystery and excitement to the game, so some characters might have conflicting personalities.
By creating such a diverse cast of characters, our hope is that players will form emotional connections with them. We want you to discover the unique qualities and traits of each character, going from initial dislike to gradually growing fond of them. These emotional transformations really make the game come alive and bring that extra level of enjoyment.

Q4: Why can't we add all NPCs from Portia to Sandrock and have them together?
This is actually a challenge due to the way the game's code is structured and the amount of work involved. Portia and Sandrock have completely different underlying structures and their codes just don't play nice together, making it technically difficult to make them coexist.
On top of that, the art style in Sandrock has been revamped with a new rendering process, giving it a fresh and improved look. So, if we were to bring Portia into Sandrock, we'd have to recreate all the art assets from scratch, including the character models and textures, and that's a whole lot of work which we can't afford.


Besides, the design vibes of Sandrock and Portia are like night and day. Sandrock has this cool Western theme going on, while Portia has that fairy tale-like charm.
Also, let's not forget about the 3D modelings themselves. The ones in Sandrock are super detailed, with an average of 10,000 polygons for characters, whereas Portia's models usually have around 5,000 polygons. That means the characters in Sandrock have way more intricate details and almost double the polygon count.


And the architecture is different! Sandrock boasts these Western-style buildings with more polygons and finer model details. The building models in Sandrock have over 10,000 polygons, and they use different models to really highlight all those architectural details. Plus, thanks to some fancy technique called Physically Based Rendering (PBR), the lighting and reflections in Sandrock can show off the textures of materials like metal, leather, and fabric. In Portia, they go for a hand-painted texture style, which can't quite achieve the same level of detailed texture as in Sandrock.



So when we add up all these technical and artistic differences between Sandrock and Portia, like the underlying code, art style, model details, and texture rendering, it's a real challenge to directly connect the two places into one game. With that being said, you will still have the opportunity to meet not only new faces in Sandrock, but also some familiar ones from Portia. As we revealed earlier in the article, Mayor Gale and a few other Portians will make an appearance in your journey.

We hope these answers have addressed your questions. If you have any further concerns or if there's anything else you'd like to know about the game, please feel free to ask more in the comments, our Steam forum, or join our Discord community! Additionally, make sure to check out our latest post for more information. https://store.steampowered.com/news/app/1084600/view/3695813264938762747?l=english for more
We wish you an incredible journey filled with joy and unforgettable experiences in the vast world of Sandrock. Together, let's continue to make Sandrock even better.

https://store.steampowered.com/news/app/1084600/view/3695813264931598464?l=english

Catch up with us around the web for more Sandrock information:
Subscribe to Youtube
Join our Discord
Sandrock Instagram
Sandrock Twitter
Sandrock Facebook
Sandrock Official Website


GameGuru Classic - Lee Bamber [DEV]
We all need exciting music and audio for our game creations and we're really pleased to announce our collaboration with the very talented audio artist, YcarusRedCore, has now been converted for use with GameGuru Classic!

This excellent audio booster pack, previously only available for GameGuru MAX, has now been released for GameGuru Classic and offers over 190 custom-made loopable music tracks, sounds, jingles, voice, and atmospheric effects, covering a wide range of genres for your game design needs. Each effect and track has been designed with game development in mind, and custom-made with a focus on first-person gaming.

Included in this DLC you'll find:

  • Over 30 Voices effects
  • More than 100 Sci-Fi and modern effects
  • 26 Looping Sci-Fi and Modern audio tracks
  • Over 40 Horror effects
So, whatever your audio needs, we're sure this pack will boost your collection!
Trailmakers - alexirons92


Bork bork

A dev left their pc unsupervised so i play trailmakers now bork. Gotta make my character first.

Bork bork

Also my friends still needs a home so if you can adopt one that would be borktastic.
we are very limited supply: https://shop.makeship.com/3qruL70 bork and also time limited. So limited.
Black Academy - CatDoors


Let's create a cute and curious game!
Hello, this is CatDoors.


First of all, we sincerely apologize for the unfortunate news.

With the official release of Black Academy, the level of illustration exposure has been updated.

Based on our goal to develop the game with the highest level of exposure in Korea, we created illustrations and went through the update rating review process.

However, we have received feedback from the Game Rating Committee stating that "the illustrations are excessively provocative."

Therefore, we have been requested to revert the illustrations with increased exposure back to the Early Access version, and we plan to proceed with the update.

(The related update is scheduled to take place on June 16, 2023.)

However, through future reevaluation, we will update the illustrations to be as appealing as possible.





Black Academy Twitter
Black Academy Discord


※ You can also check the latest development updates on our official Discord or Twitter.
※ If you have any feedback or opinions about the game, please feel free to let us know via DM at any time.

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