Jul 11, 2023
Backrooms Society - Mickbi
Fixed bought Blueprints duplicating and removing your already learned recipes. If your recipes are duplicated, they will unfurtunately stay that way for now, unless you scrap your local save. It should only be visual.

Tweaked sanity drain and how often wretches attack through walls on 2.6, you should now be able to avoid it if you are careful.
Jul 11, 2023
Warhammer 40,000: Darktide - Hedge


Rejects!

Here are the notes for Hotfix 1.1.12 that just went live on Steam and will be out shortly on the Microsoft Store.

Hotfix 1.1.12
  • Fixed a crash that could sometimes occur when launching the game.
  • Fix for Bulwarks not staggering correctly if shot while opening their shield.
  • Shredder Autopistol (Shrineguard Cerulean) from Commodore's Vestures now has correct colour.
Jul 11, 2023
Cryptid - INFLUX Game Studio
Hello everyone,

While designing the game, we were planning to leave you in a forest and discover different endings to finish the game, but we made things a little too complicated. With this update we made with the feedback we received from you, we made Cryptid a more understandable and fun game.

-What's new-

-Buildings in the compass will now be displayed directly at game start. The cave and crash site will not be visible.

-Cryptid is no longer affected by light.

-When you use the flash feature we added to the flashlight against him, he will escape directly. The flash feature will drain your battery.

-More items have been added around. You won't have to wander far to find a gas can.

-Cryptid will no longer escape with single bullet damage. You have to hit it a few times. Also, the more damage you do to him, the more he will attack. If you don't attack, maybe he will see you as a friend.

-You have to hold down the right mouse button to aim the weapon.

-The endings were not completed for some reason. fixed.

-Added effects to valves in the factory.

-Changed the character inside the van.

-Added effects to power poles.

-Fixed dimming issue when camera is placed.

-Trap bugs fixed.

-Added ambient sounds.

-Added power station sounds.

-Footsteps sounds effects volume reduced.

-A few more bugs were fixed and improvements were made.

Thank you for your suggestions ːsteammockingː
Jul 11, 2023
百煉登神 Immortal Tales of Rebirth - andylee886
0.658 version update
-Strengthen the strike sense of Fist and HiddenWeapon skills.
-Added batch refining function.
-Fixed the Lag problem of character panel.
Master of Magic - Cherry
The game is still in development, some skills/traits are subject to change

Morique's enigmatic nature stems from the fact that she shares her body with a formidable demon. The true nature of their relationship remains a subject of speculation. Some believe it to be a symbiotic alliance, where both entities find common ground, while others fear it to be a parasitic infestation, with Morique at the mercy of her demonic counterpart.


I have mastered the infernal and We are now more powerful then any, one Wizard, can hope to be!

Unlike many other Wizards vying for supremacy, Morique's ambitions extend beyond controlling her inner demon. With mastery over Death and Chaos at her fingertips, she is determined to establish her ultimate dominance over all other wizards, particularly her demon rival, Tauron.

Rumors abound about Morique's relationship with Tauron, with whispers suggesting that they are partners or even her wife. However, while Tauron seeks to maintain his human form and control over his demonic instincts, Morique's dark elven heritage drives her toward darker desires, plunging her deeper into the madness of Chaos and Death.



Magic and Traits

The newest trait, the Demonologist, allows Morique to start the game with a unit of a Lesser Shadow Demon under her command. Additionally, she will have access to a unique spell called "Summon Shadow Demon" as well as the "Possession" spell.



Magic Books:
Chaos
Death

Traits
Demonologist
Myrran refugee
Conjurer


Wishlist now
https://store.steampowered.com/app/2482370/Master_of_Magic_Rise_of_the_Soultrapped/

The arrival of Morique the Possessed is set to shake the foundations of the magical world on August 28th. Brace for the chaos, harness the power of death, and embark on a journey that will redefine the meaning of dominance in the realm of magic.








Esperia ~ Uprising of the Scarlet Witch ~ - Elriandir
Version 1.2 is here!

Be ready because there are a lot of things to cover!
For old players, please stick to the end as the last part might be important for you!

New Difficulty mode - Randomized



A new difficulty mode has been introduced, if you play a new game in this difficulty, all the enemies will have a random class, equipment and skills (except for key characters). This means you can face a dragon while trying to rout some bandits, or discover that the head of the group of stealthy assassin suddenly became an armored knight with the Seduction skill.

This mode, by definition, isn't really balanced, but I find it quite fun to play! It's probably a good option if you want to replay the game (or who knows, even stream it!).

If it's well received, we may add a mode randomizing the player units as well in the future.

UI and Graphic changes



New Unit Menu and Deploy menu
-The old menu that was taking the entire screen has been replaced by a menu displayed on the two sides of the screen. It's more beautiful, and more practical. Usable weapons and the bonus from relationships are also all visible in the menu, you don't need to switch pages to see them.
-These changes apply to deploy menu as well, the menu now includes Battle stats and Relations (absent before)
-Character portraits have been replaced by full illustrations on the menus.

New Battle preview
-We have a new battle preview that is displayed on the side of the screen to free the map. It also includes skills and current states.



New character arts
-New art for Governor Melphis and the basic Mediana/Rebel Soldiers. They have been implemented in the story.
-New 'shadow' arts have been assigned to all units on the map, to fill the new menus.

Map changes
-The famous black bars have been replaced by a background. I hope you like it.
-Unit menu and terrain information is now fixed outside of the map.
-Units area of attack don't go outside of the battle window anymore.

Gameplay changes

Weapon ranks
-The weapon rank system has been removed.
This was a hard choice, but I noticed the weapon rank system was slowing down the game a bit (by roughly half a second on enemy phase, usually not noticable but visible on map with high number of enemies) and it also had a very small impact on the gameplay, actually. The use of powerful item is already controlled by durability, and rare/high rank equipment are introduced gradually as the story progresses anyway so there is no real need to add another layer of control here.
It could also be a bit frustrating with some unit starting at low rank like Sara with E-rank in magic or Elphin with E-rank in charms.
The colors on weapon icon are still there, as they are a good way to judge the rarity/power of a weapon.
Items that boost weapon ranks are not sold anymore, if you have one already, it has been changed to an item that gives you a skill linked to that weapon type instead.

Necromancy
-Nina's Necromancy skill has been reworked, it works on all maps now, and you can choose where you deploy the skeleton around her.

Steal
-Objects stolen by the enemies can now be taken back by defeating them
-Artifacts cannot be stolen anymore! This allowed for a big gold exploit where you could steal all the artifacts the enemies had and sell them.
-A new command « Steal Gold » has been introduced for Marie. She needs to be equipped with the Steal skill and it can be used two times per map. Also, the player gets gold in the base on Chapter 10 and 17 now, and initial amount has been increased by 500.
-Steal is not dependent on speed anymore (if a thief was faster than Marie he could steal an object and she was unable to take it back, for instance. Now she can).

Other fixes
-Corrected performance issues in Ch11-11x and 18. Chapter 11 was especially bad, I'm surprised no one reported it. It took over 3 seconds to load enemy's movements (partly because of weapon ranks, the neutral faction, the sheer number of enemies and calculating enemy's AoE magic). It's a bit over 1 second now.
-Artifacts are now different from items, that means the 'Silence' state (from the 'Mutism' orb magic) will only prevents magic and artifacts use (it prevented item use before).
-A bug where two « Artifacts » command appear has been solved.

As always if you see any bug or weird behaviour from the game, don't hesitate to post it in the community! I would be glad if you can leave a review on the store too! The demo will be updated later today to match all these changes.

With best witches,

PS: FOR OLD PLAYERS (before June) :
If you have a save that was done inside of a map (ex: at turn 10, turn 5 etc...) the map is already loaded with old parameters. This means that the new UI cannot be put outside of map boundaries during this chapter.
Since this major update change the Unit menu, you will be unable to see detailed battle stats and items when you right click on a unit on said map (they're still accessible via item menu, however. Battle preview is fine, too).
It only last during this map, but it can be inconvenient, so if you want, you have the possibility to switch to the old UI by using what Steam call a game branch, to finish the chapter, and then come back to the main branch. I will put an article in the community to explain this, you can then switch back to the new version whenever you want by changing branch again.
This concerns all the saves done during a map prior to May 31st. Normal saves at the base, end of chapters or deploy menu are not concerned.
Predecessor - Nibori


It’s time to load up, Champions!

The V0.9 Game Update is just around the corner, bringing with it our most Dashing new Hero yet, alongside some substantial improvements to our in-game chat moderation systems, as well as equally substantial changes to our in-game audio mixing!

At the risk of taking our sights off of TwinBlast for a moment, our Sound Team have been firing on all cylinders - making momentous improvements to the way that audio is optimised and delivered during matches. We’ll let Bartosz go into more detail a little later into this blog, but the team’s recent work on the sound front really builds on Predecessor’s immersion.

The other big thing to talk about in V0.9 is arguably one of our biggest pushes to address in-game toxicity to date.

As is all the rage right now, we’re working with an incredibly efficient and effective (and industry-leading) artificial intelligence tool to fully automate the moderation process for in-game messaging. But what does this mean specifically? Read on for more, and keep an eye out for a dedicated blog on Tackling Toxicity, coming early next week.

And lastly of course there’s our gun-toting new action Hero, TwinBlast! There’s no use waffling on about him here though, so let’s blast right into it!

- Kari, Senior Community Manager



TwinBlast is locked and loaded!
Blast into battle with the gunslinging extraordinaire, TwinBlast, the latest Hero to join the Predecessor roster!



Evasive, explosive and dashing in more ways than one, TwinBlast is second to none when it comes to gunplay!


Watch TwinBlast In Action!
Before we Rocket Dash into more details, why not watch what TwinBlast has to offer in our latest ability overview video!

Click the Video below to be blown away by some TwinBlast action!



ABILITIES:
Gunslinger [Passive]:
Using an Ability will cause TwinBlast's next 2 basic attacks (within 5s) to benefit from 40% increased Total Attack Speed.

Double Shot [LMB]:
Ranged basic attack that fires two projectiles, each dealing 24 (+50% Bonus Physical Power) physical damage and applying on-hit effects at 50% effectiveness.

Vaporize [Q]:
Cooldown: 10/9/8/7/6
Cost: 40
Effect: TwinBlast charges and fires two super-heated piercing projectiles in the target’s direction with each dealing 40/60/80/100/120 (+40% Bonus Physical Power)(+60% Magical Power) physical damage and applying on-hit effects to all targets hit at 60% effectiveness.

Rocket Dash [E]:
Cooldown: 20/19/18/17/16
Cost: 40/35/30/25/20
Passive: When TwinBlast deals damage to an enemy Hero with a Basic Attack or Ability, Rocket Dash’s cooldown is decreased by 0.5s.
Effect: TwinBlast dashes.

Vortex Grenade [RMB]:
Cooldown: 7/6.5/6/5.5/5
Cost: 20
Effect: Launch a grenade in target direction that explodes upon contact with an Enemy Target, dealing 20/35/50/65/80 (+100% Total Physical Power) physical damage in a small area and Slowing by 15% for 0.75s.

Max Charges: 2.

Ventilate [R]:
Cooldown: 120/100/80
Cost: 100
Effect: Transform your guns into fully automatic machine guns, unleashing a barrage of 25 (+6% Attack Speed) bullets over 3s, dealing 12/20/38 damage per bullet (+20% Bonus Physical Power)(+15% Magical Power), for a total of 300/500/700 (+500% Bonus Physical Power)(+375% Magical Power) at 25 bullets.





New Skin - Shadow Ops TwinBlast
It’s a bit of a shot in the dark, but are you a fan of the covert-operative look? You know, the sneaky sneaky, crawling through vents type thing? Well if you are - have we got the skin for you!



No mission is impossible for the new Shadow Ops Skin [rare] for TwinBlast, available in V0.9 in the store!



Improved Chat Moderation
It’s time to talk about one of the hottest topics we see right now. No it’s not the British summertime causing some of our computers to melt, it’s in-game chat messages.

It’s no secret that in-game chat messages haven’t exactly always been hitting the quality bar we were hoping to see under our current moderation system.

We’re pleased to reveal that as of V0.9 we’re getting with the times and deploying the latest in totally-not-evil AI technology to help shore up our in-game message defences.

Specifically this AI tool has been extensively trained to detect hostile, insulting or discriminatory language and automagically apply appropriate sanctions, scaling from temporary chat bans right the way up to the permanent removal of in-game chat privileges, with repeat offences leading to increasingly harsher results.

Obviously there’s a lot more to be said here, so please look forward to a blog post explicitly covering the ways in which we’re Tackling Toxicity on Monday.



Sound Improvements:
We don’t normally hand the mic over to other teams in the fortnightly patch notes, but considering we wouldn’t have a mic if it wasn’t for the Sound Team we thought we’d make an exception! Take it away, Bartosz!

"Not only have we added new sounds for TwinBlast, the Core and Minions, but we're also dedicated to improving the audio mix for an even better experience.

In a recent update we made a change by assigning each Hero to a listener switch. This means that as a local player, you'll now enjoy fully spatialized enemies and allies, greatly enhancing the overall clarity of the action and making navigation through the world of Predecessor a breeze. We want to empower you to make the most informed decisions after all!

Furthermore, we're working on improving the balance of the audio mix and adding a limiter to ensure that audio doesn't clip during intense moments.

We are also addressing the crash issues you might have been experiencing by optimising our audio and limiting the number of sounds that can play simultaneously. Unfortunately the crash is ultimately caused by the Unreal Engine's editor but rest assured, we're on top of it!

We genuinely hope you enjoy these changes, and we would love to hear your thoughts. Please feel free to share your feedback with us. Thank you for being an amazing part of our community!"

- Bartosz, Lead Sound Designer








Crunch’s level 6 power spike is extremely strong as it effectively unlocks the rest of his kit via new ReCrunch combos. To help mitigate the raw strength of this spike, we’re reducing the amount of healing he gains at that moment to ensure opponents have a fair chance of matching his aggression.

ReCrunch [R]:
◆ Base healing decreased from 30/85/140 to 20/80/140.





Khaimera’s Unleash ability allows for some heavy synergy with on-hit itemisation due to how frequently he can proc their effects during his Q window. Due to these interactions, the rest of his kit must always be tuned with on-hit purchases such as Sky Splitter in mind. To help alleviate this balance bottleneck we’re adding an on-hit modifier to his Unleash resulting in them dealing 25% less damage while his Q is active, thereby allowing us to better balance Khaimera both now and in the future, and redistribute some of that lost potential into his kit in other ways.

Unleash [Q]:
◆ Added 75% On-Hit Modifier.
◆ Total Physical Power Scaling increased from 40% to 45%.

Ambush [RMB]:
◆ Bonus Physical Power Scaling increased from 75% to 85%.





The Shadow Huntress has been running rampant as of late, heavily outshining other Carries across the board. To remedy this we’re dropping down some of the raw damage Kira has available in her kit via her Vengeance Passive and Mercy, as well as ensuring there is an appropriate mana cost to her to her trades.

On the flip side though, alongside some QoL changes to Mercy, we’ve now granted Kira’s Ultimate the ability to proc on-hit effects such as Sky Splitter and Ashbringer (at a reduced value) to better open up “on-hit Kira” as a legitimate playstyle and have re-tuned her Ultimate with these build differences in mind.


Vengeance [Passive]:
◆ Bonus damage per stack decreased from 2% to 1.5%.

Shadow Glide [E]:
◆ Range decreased from 600 to 525.
◆ Mana Cost increased from 50 to 60.
◆ Cooldown increased from 18/17/16/15/14 to 20/18.5/17/15.5/14.

Mercy [RMB]:
◆ Base Damage changed from 10/25/40/55/70 to 20/30/40/50/60.
◆ Total Physical Power Scaling decreased from 80%/85%/90%/95%/100% to 80%/82.5%/85%/87.5%/90%.
◆ Bonus Minions/Monster Damage changed from 10/25/40/55/70 to 20/30/40/50/60.
◆ Mana Cost changed from 40 to 38/41/44/47/50.
◆ Range increased from 1400 to 1450.
◆ Projectile Speed increased from 15000 to 23500.

Purge [R]:
◆ Base Damage increased from 90/180/270 to 180/270/360.
◆ Total Physical Power Scaling decreased from 490% to 330%.
◆ Critical Strike Modifier increased from 80% to 100%.
◆ Can now trigger On-Hit effects at 30% value.





Murdock has been struggling to keep pace ever since the ol’ V0.8 nerfs. We’re pulling back on them slightly to try and hit a better middleground.

General:
◆ Attack Speed Growth increased from 2.2 to 2.4.

Shots Fired [Passive]:
◆ Cooldown decreased from 12s - 6.9s (-0.3 per level) to 12.8s - 6s (-0.4 per level).





Phase’s ability to pump out heals in the lane provides too much safety, especially when combined with the ability to yoink her Carry out of danger. To provide more room for punishment, we’re dropping down the raw healing potential of Phase’s Passive and shifting it into scaling to ensure Phase must itemise on the squishy side to benefit from larger heals, while also making the proportional mana cost of using her Pull a more significant cost when it is forced by her opponents.

General:
◆ Base Mana decreased from 400 to 340.

Essence Catalyst [Passive]:
◆ Healing decreased from 16-135 (+7 per level) to 10-112 (+6 per level).
◆ Magical Power Scaling increased from 10% to 25%.

Energy Lance [E]:
◆ Mana cost decreased from 80/90/100/110/120 to 70/75/80/85/90.

Hyper Flux [R]:
◆ Movement Speed increased from 125% to 130%.





The previous round of nerfs to Sevarog helped alleviate the potency of his Q spam in the mid-game fights, but resulted in him feeling a little too vulnerable when farming up. By granting his Siphon a little extra kick in the early game, Sevarog should have a better time matching trades and reliably stacking up to find a happier middle-ground in strength.

Siphon [Q]:
◆ Physical Power Growth increased from 2.4 to 2.8.
◆ Base Damage increased from 30/50/70/90/110 to 40/65/90/115/140.
◆ Total Physical Power Scaling decreased from 70% to 60%.






The Fey’s ability to default to passive play in lane by maxing out her wave clear can lead to uninteractive loops where she throws an Untamed Growth and nukes the wave without much room for recourse. To better encourage her to interact with her opponent (and further unleash the boxing machine we all know she is, deep down) we’re redistributing some strength away from Untamed Growth and into her Harvest Nettles ability.

General:
◆ Movement Speed decreased from 665 to 660.

Harvest Nettles:
◆ Damage amplification increased from 18% to 20%.

Untamed Growth:
◆ Base Damage decreased from 130/190/250/310/370 to 120/175/230/285/340.





Crests:
Epoch:
A quick mana bump to leave our Mages feeling less parched for mana.
‎ ‎ ‎ ‎ ◆ Mana increased from 150 to 200.

Time-Flux Band:
Same as Epoch - more mana!
‎ ‎ ‎ ‎ ◆ Mana increased from 150 to 200.


Saphir’s Mantle:

Saphir’s has proven a little too dominant and overshadows Razorback in many cases due to its raw health increase. Given how it’s a strong scaling health option, we’re opting to nudge down its temporary health gain so that it’s less of a catch-all choice.
‎ ‎ ‎ ‎ ◆ Atlas Health Gain decreased from 20% to 18%.



Assassin:
Infernum:
Infernum has seen more play across various Heroes since its mini-rework last patch (which is great), but it’s still proving a little too powerful and needs another quick hit to its damage output to bring it into greater parity.
‎ ‎ ‎ ‎ ◆ Cinder Base damage decreased from 20 to 15.
‎ ‎ ‎ ‎ ◆ Cinder Bonus Physical Power Scaling decreased from 110% to 100%.



Additional bug fixes may be added after the patch is live.
◆ Fixed a bug where Kingsbane’s damage passive “Chaos” does not work.
◆ Fixed a bug where Greystone’s Assault the Gates (RMB) animation would not execute correctly.
◆ Fixed a bug where Heroes could get stuck in a hole behind Orb Prime’s pit.
◆ Fixed a bug where waterwheel water VFX was not displaying correctly in the practice map.
◆ Fixed a bug where Deathstalker’s damage displayed as Mooncleaver in the death recap.
◆ Fixed a bug where activating auto buy when in-game and using it to buy a first item results in no undo functionality.
◆ Fixed a bug where item slots in the in-game shop menu appear blank and cannot be selected.
◆ Fixed a bug where the player’s camera could lockup when opening the shop upon death.
◆ Fixed a bug where Revenant would receive damage from Gideon’s Cosmic Tether after pulling another user into the Nether Realm.
◆ Fixed a bug where the Execute Skull for Feng Mao’s Earth Shatter (R) would fail to show.
◆ Fixed a bug where Heroes were able to avoid damage from Primal Fangtooth by using abilities that remove collision.
◆ Fixed a bug where Peppermint Kallari’s hat would show while in Camo.
◆ Fixed a bug with Auto-Open where users could get soft locked if they navigate out of base with the Crest screen present and confirm a purchase.
◆ Fixed a bug with the Loading Screen where it would only display two Hero Portraits.
◆ Fixed a bug where disconnecting and reconnecting on the Loading Screen will cause the user to softlock on the Camera Overview and will be unable to play in the session.
◆ Fixed a bug where it was possible to queue up for Practice Mode in a party.
◆ Fixed a bug where if a player was issued a ban, a duration notifier would fail to show and they could become soft-locked in queue.
◆ Fixed a bug causing the game to crash after Draft is complete.



That's all this week!

Let us know what you think of this update over on Twitter, the official Subreddit or our Discord server!
BOSS FIGHTERS - LeonoffGame
While Open Beta arrives in Q4 2023, you can start playing this summer with an Alpha Pass.

Choose from Free, Epic, Rare, and Legendary Passes.

Don't miss this exclusive opportunity to experience the thrill firsthand.

Get your Alpha Pass now! 👉 https://land.bossfighters.game



Kriegsfront Tactics - Mr. Kashuur


Salute, Pilots!
Enjoy the new and updated demo of Kriegsfront Tactics, exclusively available for the first time at Indie Arena Booth, Gamescom 2023!

We are honored to be chosen as one of the booth attendees for Indie Arena Booth at Gamescom 2023. The event will occur in Koelnmesse GmbH in Cologne, Germany, from August 23 until August 27, 2023. Kriegsfront Tactics is a tactical, mecha turn-based game that takes tribute from its predecessors with features that cater to modern needs. The game is still in constant development, and we are working hard to showcase to you the latest demo build that will reflect the actual game over time.

For the first time attending an onsite event in Germany, Kriegsfront Tactics will showcase a more polished demo that will premier at Gamescom 2023. The new demo will showcase more exciting mechanics and polished gameplay to what we will expect for the final game before we move forward to a different development stage.

Come and visit us at Indie Arena Booth on Koelnmesse, Hall 10.2, booth F010g - E019g, as some of our Toge crews will be present at Gamescom to greet you personally. Stay tuned to our announcements on our social media platforms to know more about the new demo update and our departure to Gamescom 2023!

The combat will not be limited to the jungle environment, we are preparing more situations for players to deal with. So bring your fellow mecha-loving friends and families to experience the new polished demo of Kriegsfront Tactics!

Follow and Wishlist Kriegsfront Tactics on Steam
https://store.steampowered.com/app/1561740/Kriegsfront_Tactics/

Stay safe, and godspeed, Pilots.

The Kriegsfront Team.

Follow our social media to know more!

Jul 11, 2023
Orc Massage - Torch Entertainment


  • Now Emma won't jump out of bed.
  • Now Emma's voice is a little louder.

  • Now Ava's wings can be touched.

  • Fixed Orc learned from mystery reel too early and Changed the initial end massage skill.
  • Fixed some translation issues.
  • Fixed some camera clipping problems.

Thank you for your feedback and help. We work on resolving all kinds problems in the game as soon as possible.
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