Some nice new bugs were introduced in the last update, but I managed to squish all of them fairly easily.
Enemies Attack through Floor
Somehow enemies no longer recognized being on a different floor and were able to attack the player from below. This was due to a change I made in the combat system. It should be resolved now...
Approve Key not Updating in Dialogue
The actual key was changed and worked correctly, but I had hard-coded the "y" into some dialogues.
Stunning Enemies too Easy
I updated the stun system, and made it happen (accidentally) every time you attack an enemy. Now it should work as before. Stunning effects are based on the type of weapon used.
Coin and Worm Pickup
Somehow, unlike every other item, coins and worms would only be picked up if you were facing them.
Digging Slopes
The player was somehow able to dig holes in a sloped area, but since they cannot be passed over, there was no way to pick up the stuff that was dug up.
THE LARGEST OFFICIAL TETRIS® TOURNAMENT ALL PLAYERS / ALL PLATFORMS / ALL SKILL LEVELS WELCOME
Tetris® Effect: Connected World Championship (TECWC) 2023 is here, and it’s BIGGER and BETTER than ever before!
Each multiplayer game mode from Tetris Effect: Connected will have its own stand-alone tournament: SCORE ATTACK, CLASSIC SCORE ATTACK, and ZONE BATTLE. Players from each will have a chance to win prizes and qualify for the TRI-EFFECT-A grand finale event, where they will test their skills in all three game modes and battle it out for the title of TECWC 2023 CHAMPION!
Want to join with friends? No problem! Players can also participate as a team of three in our CONNECTED VS. teams tournament!
The tournament is designed for players of all skill levels, from new to grand master — so please join us!
Do you have what it takes to be the next Tetris Effect: Connected world champion? Sign up now and find out!
Sim Sanders has ordered his gang of criminal athletes to guard the Stadium security zone against any and all intruders! To start off, Hal will face a bunch of Footballers–tough guys who will charge at Hal as soon as he enters their view! The quickest and easiest way to dispatch them would be to slide INTO them, rather than attack them with the chakram!
Then there’s the threat of the basketballers and dodgeballers–the former will throw large basketballs that bounce off surfaces, while the latter can throw energized dodgeballs that will rapidly ricochet off walls and the ground!
Next come the Hockeymen–skilled athletes who will lay pucks on any flat surface and hit them towards Hal! Jump over the pucks to get close up and attack them before they can launch another one!
Sports Ball Launcher
As Hal makes his way through the Stadium zone, he’ll come across a Sports Ball Launcher. These machines will charge up and fire out multiple types of sports balls as soon as Hal enters the room it’s stationed in!
An Obstacle Course of Death
Midway through the security zone, Hal will have to navigate through an obstacle course type of area that features all of the criminal athlete types, except for a Dodgeballer. Players will need to rely on their timing skills to slide away from hockey pucks, jump onto hanging pipelines, and evade a Basketballer’s attacks at the very end!
The Main Event: Facing the Jumbotron!
At the very end of the Stadium security zone, Hal will face the Jumbotron–Sim Sanders’ mechanized god that features multiple attacks that–like the obstacle course–will test players’ skills, and perhaps their patience, too…
Infiltrate the Stadium zone in Prison City–AVAILABLE NOW!
It's official: Celbugs is releasing on Steam on September 22nd - just 17 short days from now. Until then, keep your eyes peeled for more news and info dropping here. There's also a brand-spanking-new trailer out now, which you can watch below.
New update adds Player-driven Markets to allow to trade resources and ships between players.
Trading works by constructing Market Terminal ships that functions as endpoints to the Market. To trade a ship, for instance, it will have to enter a terminal to be on the market. After it is bought by another player, it will be transported to the designated terminal of that player, and the distance between the 2 terminals will determine the time that takes for the ship to be delivered. The Market Terminal will have to be researched on the Tech Tree before being constructed. The game now will have a new resource type: Credits, specifically for trading between players. It does not have a storage limit like other resources do and the way to obtain them is to sell resources and ships on the market. The initial amount of credits will be distributed through automatically generated market orders, that will be refreshed periodically. These market orders are bound to the solar system, so players can either control it directly or the player that controls it can place market orders to buy at a smaller cost from others to fulfill the automatic market orders and pocket the difference. It is also possible for players to arrange a system for sharing the solar system between multiple players, but that will probably be easier to do after the Alliances feature is added to the game. The update will also allow to start a new ship design from a previously saved one.
v0.5.0 Changelog: - Add Markets - Allow to start a new ship design from a previously saved preset - If trying to open an already open dialog, bring it to the front
Time to name our META QUEST 2 & LEGENDARY PASS giveaway lucky winners!🎉🎉🎉
Huge congrats to you, guys!!! Thank you for being a part of our community! ❤️
Stay tuned for more giveaways and updates – plenty more chances to win great prizes are coming! And thanks for your enthusiasm about the upcoming Stages 2 and 3 of the Tournament: they're almost here!👀
I am pleased to announce that the Beta for the 0.9 Update has now been released! Please find below information on how to access the Beta alongside the 0.9 Changelog.
Beta Information:
The 0.9 Beta is content complete with the exception of the Character Loadout system which will be temporarily disabled while I fix some bugs with the system. You may also experience additional bugs or balance issues during the Beta. I anticipate that the beta will run for around 2 weeks before 0.9 is fully released.
Save Data:
The Beta will make use of your current Save Data and any progress you make during the Beta will be carried forward to the full release. Due to this you will be unable to play the beta and then return to the live version of the game (0.8.0.5) with the same save file. If you intend to play the Beta I strongly recommend that you create a backup of your save data.
Save data can be found at: C:\Users\USERNAME\AppData\Local\Lootun
Alternatively you can create a backup of your save data in game by using the Export Save button and then importing your save data into a new save slot.
The Lootun Beta also introduces a number of new in game Achievements for the new content. Once 0.9 is fully released these Achievements will be added to Steam and any you have obtained in game will be automatically granted upon loading your save data.
Beta Access:
You can gain access to the Beta through Steam. To do so, locate Lootun in your library -> Right Click -> Properties… -> Betas -> Enter the code “LootunBetaTest” and select the “0.9 Beta Branch” option from the list.
The Dodge Chance Glossary entry now mentions the Dodge Cap.
The Game Mechanics -> Equipment Glossary entry now contains information about Dual Wielding.
Poison stacks now deal their damage over the full duration of the Poison. Poison Damage has been increased to accommodate this change.
New Content:
Added the new Endgame Raids system starting with 10 Raid encounters and 2 difficulty modes.
Raids can be accessed after completing an Agony Mission by upgrading the new Expedition Building.
Added the new Unique Item system starting with 10 Unique Items each with 8 passives.
Added 26 New Divine Items.
Added a new Endgame Craft.
Added a new Endgame Gem.
Balance:
Effects that deal Skill Damage now inherit the Damage and Mastery Bonuses of the Skill that triggered the effect.
Respecing Ascendancy Classes will now retain the Ascendancy Experience should you return the Ascendancy Class later.
Flask of Regeneration now has a base value of 1.5% (was 2%).
Curse of Slowness now grants 100% More Evasion Rating reduction.
Reduced the scaling intensity of the Curse of Slowness and Critical Defence area modifiers.
Faction Skills can now gain Mastery Levels.
The Reroll Nemesis Attributes craft now has a base cost of 500 Soul Orbs (was 1000).
The Randomise Nemesis Attribute Ranks craft now has a base cost of 4000 Rubies (was 10000).
Enchants:
Thrash can now be triggered by casting any Skill.
Sever / Incinerate / Glaciate / Occult and Bane now trigger when casting a Skill that deals the required Damage Type.
Mend now grants +15% Healing Effectiveness (was +20%).
Items:
Conduction Plate -> Reworked the Lightning Conductor buff to instead deal 12% Weapon Damage to all targets when using a Skill. (was 20% Weapon Damage every 1 Second).
Pathfinder's Bracers now grant +5% Stun Avoidance (was +10%).
Occult Hood now grants 5% Barrier Multiplier (was 15%).
Dragon Band now grants +10% Healing Effectiveness (was 15%).
Hidden Shroud now grants +3% Dodge Chance (was +4%).
Handlers Gloves now grant +3% Dodge Chance (was +4%).
Tattered Wings now grant +3% Dodge Chance (was +4%).
Warrior Skills:
Quickslash now has an Attack Time of 90% (was 100%).
Quickslash -> Recurrence now grants a 4% chance per rank to hit 1 additional time (was 2%).
Quickslash -> Execute now instantly kills non boss targets below 20% HP (was 15%).
Quickslash -> Bloodlust is now grant when a Monster is slain.
Cleave now has an Attack Time of 90% (was 100%).
Cleave -> Lethal Blows now grants +1% Double Damage per rank (was +0.8%).
Cleave -> Chilling Blow now grants 4% More Damage per rank (was 2%).
Cleave -> Frenzy now grants +3% Weapon Damage per rank (was +4%).
Rend now deals 100% Weapon Damage (was 120%).
Rend -> First Blood now grants its Damage bonus the first time a target is hit.
Rend -> Haemorrhage now grants 1% More Damage per Bleed stack up to a max of 4 stacks per rank (was 0.2% More Damage per rank).
Rend -> Increased Duration now grants +3% Weapon Damage per rank (was +6%).
Taunting Blow -> Shared Protection now grants Barrier to 2 random allies (was all allies).
Slam now deals 120% Weapon Damage (was 140%).
Slam now has 100% Attack Time (was 140%).
Slam -> Overwhelm now additional grants 6% More Damage per rank against targets below 30% HP.
Fire Arrow now has 100% Attack Time (was 120%).
Fire Arrow -> Exploit now additionally grants 6% More Damage per rank to targets above 80% HP.
Fire Arrow -> Burning Arrow now grants 20% chance per rank to Ignite the target for 15% Weapon Damage.
Armour Break now lasts 8 Seconds (was 10) and has a Cooldown of 20 Seconds (was 45).
Armour Break -> Precaution now lasts 8 Seconds (was 10).
Armour Break -> Increased Duration has been removed and replaced with Fracture that increases the intensity of the Armour Reduction effect.
Armour Break -> Thunderstorm now additionally reduces the Weapon Damage of Armour Break by 50%.
Earthquake now has a Cooldown of 20 Seconds (was 45).
Earthquake -> Unsteady Ground now causes your next Attack to deal More Damage instead of your next Default Attack.
Earthquake -> Unsteady Ground now grants 20% More Damage per rank (was 10%).
Earthquake -> Hotspot now grants 25% Weapon Damage per rank (was 30%).
Earthquake -> Aftershock now grants a 4% chance to strike an additional time (was 2%).
Earthquake -> Critical Prowess now grants +15% Critical Damage (was +10%) per rank for 8 Seconds (was 10).
Dragons Roar now lasts 8 Seconds (was 10) and has a Cooldown of 20 Seconds (was 60).
Dragons Roar now grants 15% More Damage (was 25%).
Dragons Roar -> Increased Duration has been removed and replaced with Furious Roar which grants an additional More Damage bonus.
Dragons Roar -> Faster Attacks now grants 1% More Attack Speed per rank (was +2% Attack Speed).
Ground Slam now has a Cooldown of 30 Seconds (was 60).
Ground Slam -> Rupture now reduces Stunned targets Armour by 20% per rank (was 10%).
Ground Slam -> Stun Duration has been removed and replaced with Upper Hand which causes targets Stunned by Ground Slam to take More Damage.
Ground Slam -> Tactical Advantage now lasts 8 Seconds (was 10).
Ground Slam -> Fatal Advantage now reduces the Cooldown of a random active skill instead of only Ground Slam.
Ground Slam -> Fatal Advantage now has a Cooldown reduction of 0.5 Seconds per rank (was 1 Second).
Imposing Cry now has lasts 8 Seconds (was 10) and has a Cooldown of 15 Seconds (was 40).
Imposing Cry -> Unnerve now grants each target 2% Less Attack Speed (was -2% Attack Speed).
Imposing Cry -> Increased Duration has been removed and replaced with Exposure which reduces the targets Armour.
Imposing Cry -> Valor now grants 0.4% of Max HP when hit (was 0.2%).
Defensive Stance now has a duration of 8 Seconds (was 5) and a Cooldown of 20 Seconds (was 60).
Defensive Stance no longer grants a damage penality.
Defensive Stance -> Increased Duration has been removed and replaced with Recovery which restores the casters Max HP.
Defensive Stance -> Impenetrable now grants 6% Less Area Damage Taken per rank (was 4%).
Defensive Stance -> Frigid Block now has a 20% chance to Chill attackers (was 10%) for 5 Seconds (was 10).
Defensive Stance -> Unstoppable Force has been removed and replaced with The Best Defence which grants the caster More Damage during Defensive Stance.
Warrior Ascendancies:
Barbarian -> Unstoppable Bleeding now requires 5 stacks of Bleed (was 15).
Barbarian -> Unstoppable Bleeding now grants 10% More Damage (was 15%).
Ranger Skills:
Quickdraw now deals 100% Weapon Damage (was 90%).
Quickdraw -> Careful Draw now additionally deals 6% More Damage per rank to targets below 30% HP.
Quickdraw -> Piercing Chill now grants 4% More Damage per rank (was 2%).
Quickdraw -> Bleedout now grants a 20% chance per rank to apply a Bleed dealing 15% Weapon Damage (was a 20% chance for 12% Weapon Damage per rank).
Quickdraw -> Execute now instantly kills non boss targets below 20% HP (was 15%).
Disable now deals 100% Weapon Damage (was 80%).
Disable -> Leverage now grants 1% More Damage per rank (was 0.6%).
Disable -> First Strike now grants 3% More Damage per rank (was 2%).
Explosive Blast now deals 120% Weapon Damage (was 100%).
Explosive Blast -> now additionally deals 6% More Damage to targets under 30% HP.
Explosive Blast -> Ignite Damage now grants +20% Weapon Damage per rank (was +14%).
Explosive Blast -> Explosive Charge now deals 6% Weapon Damage per rank (was 4%).
Explosive Blast -> Premature Detonation now grants 4% More Damage per rank (was 0.2% More Damage per rank for each stack of Explosive Charge).
Poison Sting -> First Strike now trigger the first time you hit a target.
Poison Sting -> Deep Wounds now grants 1% More Damage for each stack of Poison up to 4 stacks per rank (was 0.2% More Damage for each stack per rank).
Barrage now deals 90% Weapon Damage (was 120%).
Barrage now has 100% Attack Time (was 120%).
Barrage -> Overflowing Flames now grants a 25% chance per rank to Ignite the target for 15% Weapon Damage (was a 20% chance to Ignite for 15% Weapon Damage per rank).
Barrage -> Focus Fire now grants 5% More Damage per rank (was 3%).
Snipe now deals 120% Weapon Damage (was 130%).
Snipe now has 100% Attack Time (was 140%).
Snipe -> Shatter now grants 4% More Damage per rank (was 2%).
Snipe -> Slow and Steady now grants 0.3% More Damage per rank (was 0.2%).
Blade Flurry now deals 150% Weapon Damage (was 200%).
Blade Flurry now has a Cooldown of 20 Seconds (was 40).
Archmage -> Elemental Overload now grants 10% More Attack Speed (was 10% More Area Damage).
Archmage ->Elemental Oculus now grants an additional 10% proc chance (was 5%).
Battlemage -> Energy Bulwark now grants 20% More Barrier (was 25%).
Battlemage -> Divine Regeneration now grants a -25% Healing Effectiveness penalty.
Factions Skills:
Druidic Potency now grants +10% Flask Effect (was +15%).
Druidic Restoration now grants +10% Healing Effectiveness (was 20%).
Nature's Blessing now grants +15% Healing Effectiveness (was 30%).
Nature's Blessing now grants 1% of Max HP per Second (was 2%).
Nature's Blessing -> Nature's Strength now grants 8% More Damage (was 10%).
Nature's Blessing -> Nature's Agility now grants 8% More Attack Speed (was 10%).
Explosive Power now deals 25% Weapon Damage per stack (was 50%).
Bug Fixes:
Fixed a bug where Faction dungeons were not correctly showing as Completed.
Fixed a bug where the Bulk Scrap option would not work correctly when used on Gem in the Gem Storage.
Fixed a bug where Ascendancy Relics would not display their bonus effect in the Glossary.
Fixed a bug where Thunderbolt – Invigorate could not reduce the Cooldown of Faction Skills.
Fixed a bug where Sunder – Sweeping Blow would not grant the "Area" damage tag at Rank 5.
Fixed a bug where Armour reduction effects were not correctly reducing the Armour Percentage value for Monsters and were instead reducing the total Armour Rating.
Fixed a bug where the Death Log would show negative Health Regen instead of Health Degen.
The Fortress upgrade should now correctly unlock after upgrading the Castle to Rank 3 if an Agony Boss has already been defeated.
Fixed a bug where the Lightning Conductor buff from Conduction Plate would not lose duration.
Fixed a bug where the Patient Strike, Counter, Reckoning and Unsteady Ground passives were only granting More Damage to the next hit rather than the next Attack.
Fixed a bug where Blade Dance and Bone Barrage would hit all targets instead of just 1.
Fixed a bug where the Imbue Item craft would sometimes show the wrong confirmation message.
Fixed a bug where Heart of the Abyss could not roll the Censure Enchant.
Fixed a bug where Frost Strike would not work correctly after an ally had died.
Character Sheet Skill damage now correctly updates when removing or adding the Censure Enchant.
Fixed a Bug where some Achievements were granting the wrong Attribute Bonuses.
Added additional fail safes to prevent Save Data corruption.
Last month at Gamescom, we welcomed gamers from around the world to experience Lords of the Fallen for the very first time. We were amazed by the overwhelmingly positive response from everyone who visited the Lords of the Fallen theatre, and we're grateful to all who patiently queued for an in-depth live walkthrough from our development team. Now that the dust has settled, we are eager to share some of the impressions and opinions from those attendees.
We have since released that walkthrough to allow Lampbearers worldwide to see what those in Cologne witnessed firsthand: the unveiling of Fitzroy's Gorge, a previously unseen area. In case you missed it, you can find the video below. However, tread carefully, for the Lightreaper stalks the skies!
Alongside our Lords of the Fallen theatre we also attended Opening Night Live, hosted by games personality and The Game Awards host, Geoff Keighley. There, we debuted the game's new story trailer, offering a glimpse of what players can expect next month.
With the launch of Lords of the Fallen rapidly approaching on October 13th, we're thrilled by the positive reception to our HEXWORKS Dev Journals. We aim to answer all of your questions and address your suggestions. Make sure to have your voices heard and post your questions before Friday, September 8th, to be included in this week's journal.
Formula Bwoah: Online Multiplayer Racing - siddharthlabs
Improvements : - Added option to enable real-time shadows in the settings menu - Improved the flow of the tutorial
Changes: - Added rewards button on the Main menu screen - Increased the size of the confetti and humans in the crowd - Tweaked camera angles for all 3 camera types
Bug Fixes: - Fixed issue where the tutorial was completely broken after the previous update
Hello guys! Our team is happy to inform you that support for Traditional and Simplified Chinese has been added to our game! In the coming days, we will make a news post detailing our further development plans and updating the roadmap.