Welcome, space-platform-dwellers. The Interplanetary Federation of Adding Artstation to Image AI Prompts have donated the following space-improvements to you:
Coins will no longer rain forever when player is afk during coin event
Collecting dispenser food no longer gives a coin back
Collecting multiple coins at once should no longer explode your speakers
The Procrastinaut no longer reads the same statistic two times in a row
Language has been been altered to account for coin spending and beer drinking
Junk food is now tracked
Pressing escape while moving will no longer result in running down the platform forever
The settings menu now remembers your settings when closing it
Fullscreen has been changed to borderless window fullscreen to appease dual monitor users that also really like fullscreen
greetings i must start by thanking everyone who tested the game and wrote their feedback. i am thrilled that so many of you took time out of your day to write me your thoughts and suggestions for the game. there is still a lot left to do, but this is the first step in the proper direction.
to thank you all, have a peek at the Truth Seeker enemy concept and model. this guy isn't a WIP - in fact he's been an enemy for a few months now. he exists deep in the Lost Corridors and you'll see him in the full release of the game, whenever that is. until further notice, the demo will remain only up until the end of the Halls of Pain. anyway, without further ado, here is patch v0.23f!
Your saves SHOULD WORK just fine. Let me know if they don't.
New Content / Additions:
-Added infinite fountain in rest zones. They fully heal your HP/Mana and have infinite uses. -Added a Potion Converter structure. it converts potions from Mana to HP, for free, forever. -Open doors no longer block vision or projectiles. -Swapping weapons remembers the weapon's last used Combat Art and equips it
Enemies:
-Enemies now no longer eat inputs or act as valid targets if they are not visible to the player -When an enemy takes any damage, they will alert all other enemies in a small range around them. -Buffed all Named enemies' movespeed by a small amount -Cultist Apprentice aggressiveness increased -Cultist Apprentice will no longer wander around for long distances if player is in their line of sight -Cultist Apprentice attack cooldown lowered (this is the time spent between deciding to attack and starting the attack animation. tis time is spent in the Idle pose) -Named Cultist Apprentice attack cooldown removed -Named Cultist Apprentice is much more aggressive and will only rarely do a walk action twice in a row, opting to attack every 2nd action instead, -Increased Cultist Apprentice and Named Cultist Apprentice damage by a considerable amount. -Buffed Skeleton and Mimic HP -Improved Bloodsoaked Guard behavior and visuals slightly to help communicate his actions
Potions:
-Swapping potions in the Hotbar now plays a sound -Removed small collider on the text at the bottom of a slot, which would block mouse input -Potion slot type was never used since nobody knew of it. Game now starts with the first three slots bound to HP only. -Potion slot type is now saved when saving the game
Misc:
-Terrain color bug fixed, which wouldn't save the proper terrain colors of a level -Fixed a door navmesh issue which could block player movement -Removed a collider from the broken shrine prop -Slight animation improvements for two-handed weapons -Fixed some UI bugs -Nerfed Gimmiko's Hat modifier roll on Gaining Mana every 10 Hits -Added two new dungeon room types -More rooms got the rare tag, including the fountain rooms on Lower Dungeon 1 -Starter bow damage buffed. Can no longer start with 0-1 damage -Changed some unique item properties, such as the Underworld Gladiator Helm -Added some props to Halls of Pain
that's it for now. as always, thank you very much for reading. please let me know your thoughts and report any issues you may have.
Upon completing a level, all enemy attack objects will attempt to despawn. Fixed or adjusted some enemy attack patterns to fade rather than disappear completely in an instant. If there are any lingering attacks that damage you after completing the level, please let us know. We might have missed a niche interaction or a rare case scenario.
Gems can now pass through walls when collected (via the end-of-level collection effect, normal collection, etc).
Fixed an audio issue with the Warrior Captain, where a looping sound occurred instead of a thud noise when hitting the wall while performing the spinning attack.
Optimized the gem spells by removing rigidbody components from them. While they are slightly less physics accurate, the game will be able to handle more gem spells at once. Additionally, gem spell parts will 'bounce back' a little when obtained, similar to actual gems.
Adjusted the size of the Gem Horizon's collection collider. It was much larger than intended.
Research stations immediately visible after crafting a workbench.
All swords, pickaxes, and axes wood cost is halved. Example: (8 Wood, 5 Copper Bar --> Copper Pickaxe) is now (4 Wood, 5 Copper Bar --> Copper Pickaxe)
Enemies
Behaviors
Slimes are now peaceful at night.
Graphics
Art style
+ Tile variations for the plains, savanna, desert, jungle, swamp, taiga, frozen plains, lunar regolith, and more biomes.
~ The textures of 22 items, mostly swapping out color palettes with new ones
~ Color palette for bronze is more desaturated to be more easily distinguishable from copper.
~ More glossy-looking inventory slots
~ Increased contrast for oceanic planets like Aquatica.
+ Smooth lighting, replaced the tiled lighting from the previous version.
+ Colored lighting, the previous version only had brightness lighting.
~ Lights detached from the tile grid, such as the player holding a light source.
Other graphics changes
All particles now cast a shadow, which will be more intense on places with little or no atmosphere like the moon Luna, and less intense on worlds with thick atmospheres.
Researching a technology will now make the items in the crafting menu visible immediately, and show up as slightly blue if affordable until the player crafts it, or leaves the game.
A demonstration of the particle effects with shadows:
+ Plains night, intended to be played for grassy biomes, but will play on any planet when it's night time so far.
Player
+ When using tools, the cosmorist will now have their arms out.
~ Navigational exhaustion debuff reduced from 5 minutes to 2 minutes.
~ Increased visibility of the built-in compass from 5 seconds to 10 seconds.
Technical
Changed the .NET version from 7.0.9 to 7.0.11
Changed the MonoGame version from 3.8.0 to 3.8.1
UI
Main Menu
+ Slider to zoom in and out clamped to the nearest 25%. It scales with the monitor's resolution.
In game
~ Once the player has crafted any form of science, the tech tree that pops up now flashes green until the player clicks on it, intended to make it more obvious.
~ When the player has heat stroke or hypothermia, the health icon now flashes faster, and with higher contrast to more easily alert the player.
World generation
+ Pebbles (Drop 1-2 Stone each) Generates on the surface, and in shallow and stone cave layers on Tierra. They generate on all planets and moons in some capacity.
+ Twig tiles (Drop 2 Oak wood each) Generates only on the surface in grassy / forested biomes.
A screenshot with the new pebbles and twigs:
World interaction
Floors can now be placed under any tile except for trees, saplings, or other floors.
Mining tiles with a durability less than the pickaxe's damage now has a probability of taking 1 durability from the pickaxe without guaranteeing a durability loss.
⚠️Issues with this update
Large parts of the game's code has changed a lot in this update, and the most pressing one that I encountered is old saves tile generation has been shuffled around.
Biome generation isn't affected in this update and remains largely the same with an alpha 0.14 save file I have, but if you've built a house, expect some trees, rocks, and foliage to generate inside depending on the biome you've built it in.
Caves are even more affected, as one save's cave walls I tried have been shuffled around, and some areas that were once caves became walls, and areas that were once walls became caves. The save file I tested however doesn't seem to affect the cave walls, but rocks are still shuffled around like on the surface. To be safe, expect cave walls to be shuffled around anyway.
Since the game's code has changed a lot in this update, including migrating to a new version of .NET dependent on the computer, and a new version of MonoGame, even though I haven't encountered any issues, it's still possible there may be some on your computer.
If you do run into technical issues, right click "Cosmorists" and go to Properties➡️Betas➡️Beta participation➡️alpha0.14.1.
Other changes
Important items for progression in the crafting menu now have a subtle gloss, even when the player can't afford it.
Item displays in the crafting menu show item variants the player hasn't unlocked yet.
Mining a tile can affect the durability of another in a different chunk.
Players can grab items from one save, leave with that item, and transfer it to another save.
The mouse still interacts with the game when not in focus, which can lead to players accidentally crafting items, leaving the game, throwing away things, picking up items from the inventory, and more
Hey everyone! An update from the Godsworn team on how it’s coming along.
We did more than 3 weeks of playtest + demo, thank you to everyone who played and gave feedback, hope you had fun! It was very good to see people coming back for more.
Now, with all that playtesting, we got a lot of good feedback. With this feedback in mind, we looked at our planning and what features we want to be in for Early Access, and have decided to move the Early Access release to Q1 2024.
We understand that for some, more of a wait is not great news, but this does mean the release will be in a more polished state. This does not delay the amount of work for 1.0, the total stays the same, effectively shortening the time spent in Early Access. For the sake of transparency of why we are delaying Early Access, we will outline our plans for the whole game.
For Early Access launch, this is in the works:
Baltic and Order factions, both will be playable in skirmish and challenge maps.
4 heroes: Saule (sun goddess), Meness (moon god), Michael (leader of heaven’s host) and Ausrine (dawn goddess).
Around 5 campaign missions that can be played single player or co-op. The campaign is from the perspective of the Baltic faction.
10 skirmish maps. A variety from 2 player, up to 8 player maps. These will come in a variety of gameplay flavors, with some more thematic and asymmetrical, while some more balanced.
2 challenge maps. Custom maps that have a specific thematic objective, such as wave defense.
A big list of QoL improvements and polish.
And of course we need to make a trailer!
During Early Access:
1 additional skirmish or challenge map per month until full release.
Potentially adding 1 or 2 additional heroes, via adapting campaign specific heroes to skirmish.
UI updates.
Graphics optimization.
Improved animations
Group movement.
AI improvements.
End of match stats.
Localization community support.
Visual improvements on units and buildings.
More PvE map content, such as spawners or structures with effects.
2 additional thematic environment sets.
An even bigger list of QoL improvements and polish.
1.0 launch:
Baltic campaign, around 10 missions, fully voiced.
6 to 8 playable heroes.
20+ skirmish or challenge maps.
Languages localization.
UI visuals overhaul.
All of these are quite some time away, so please note that planning is subject to change. And of course, based on the success of Early Access, we might decide to add more, such as hiring additional people to make a level editor or other cool features. But for now, this is our plan for each of these stages of development.
We will be back to showing development screenshots on Discord, while keeping the bigger updates to a minimum, to simply focus on development for a while. See you around!
Sinners, In the last 3 years we’ve been focusing on building a new version of SinVR and today we are ready to release it to the world . SinVR 2024 has the following features:
Threesome mode (why settle for one girl?)
Swap the girls anytime you want
Mix and match any male , futa and female characters
Many new positions
Moneyshot
Boob jiggling (pc and vr )
Hip thrusting (VR coming soon)
Head thrusting for BJ positions (vr coming soon)
Better support for PC and VR
Much better graphics
Huge performance optimization
Custom positions that only accessible in specific scenes
And many more small improvements
We are sure that you will love the SinVR 2024 but for those of you who may feel nostalgic we are keeping the original SinVR game in a beta version called “Legacy” so you can always swap between the 2 versions.
Stay tuned for new updates which will be coming soon. Looking forward to getting your feedback and we hope you guys enjoy it. Sincerely The devil itself
Squad v6.0.1 hotfix is deploying tomorrow, here is the list of the fixes addressed in the update:
System & Gameplay Updates
Decreased lateral sway by 10% for all rifles, DMRs, snipers, and AT launchers.
Increased rifle ADS speed by 10% when using ironsights and 5% when using reflex sights.
Greatly reduced minimum sway for all shoulder-fired anti-tank weapons when fully stabilized and aiming down sights.
Reduced arming distance of all handheld anti-tank weapons to 10 meters, with the exception of the NLAW, which is now set to 20 meters.
Adjusted weapon inertia on DMRs and sniper rifles to make them more consistent with other rifles and much easier to aim when point shooting.
Reduced global LMG and MG bipod sway transition time by 33%, allowing bipodded weapons to stabilize faster.
Adjusted damage falloff for the G3 and FAL to allow for a one-hit kill to the torso, upper legs, and upper arms within 20 meters.
Increased auto-lowering timer of rifles, ARs, SMGs, DMRs, and Sniper Rifles to 50 seconds for easier room clearing and point shooting.
Adjusted the camera perspective shift on AK74 and RPK74 series weapons with iron sights when sway is high. These ironsights should now feel better to use.
Reduced sway offset for AK74 series rifles with 1P63 reflex sight by 50% to prevent the reticle from going out of bounds while moving in ADS at maximum stamina and stability.
Reduced PLA's YMA600 scope shadow sensitivity.
Made the reticle of the VDV SV-98 thicker to make it easier to read at all magnification levels
Added ranging to all BAF weapons equipped with the SUSAT optic.
General Bug Fixes
Fixed a bug that caused bipods to not reduce weapon sway at all if the player deployed the bipod while crouched or prone.
Fixed a bug that could cause "Host Closed Connection" errors in v6.0. Due to a build issue, the wrong iteration of this fix was included in v6.0; this is now resolved in v6.0.1.
The suppression visual effects are now correctly applied to soldiers in all vehicle seats.
The PF98 rocket launcher scope sight zeroing is no longer offset at 300m and above.
Fixed a bug that caused distracting black triangles to appear on the scope when using the BAF SUSAT optic.
In the Settings menu, AA options are now grayed out when FSR2 is enabled, as intended - FSR2 requires AA to be turned on to function. The game also now enforces AA values properly, depending on your “SCOPE IMAGE CLARITY” setting.
Map Updates & Bug Fixes
General
Standardized starting tickets for a number of map layers. Most layers on larger maps start with 300 tickets, while most layers on smaller maps start with 250 tickets.
Manicouagan
Invasion v1, v5, v8, v9 - Fixed a bug that could cause certain boats (e.g., the USMC RHIBs) to float or spawn too far away from the dock for players to reach them.
Aero Tales Online: The World - Anime MMORPG - Anisage Games
[GENERAL] - Yummy navigation algorithm has been improved. - Low level quests adjusted. - Mystic Swamp creatures have been made slightly easier and their levels have been reduced. - Quest details now more readable on mobile. - Translation added to NPC names on the map panel. - Now, when you level-up stats and skills panels will pop-up as icons instead of appearing directly on the screen. - Now mailbox icon will be static on mobile UI. - You can now assign Yummy for the quest you want to do from the map window. - Items that are not tradable will be marked "Not tradable!" in item descriptions. - Added a setting to the name tag panel where you can hide your own name tag image. - Now it is more easy to select mounted players. - +10 Stat Point button added to the Stat window. - Next event start time has been added to the UI.
[SYSTEM] - Bot control system improved. - Honor system has been added to the game, you can access informations about the system from the link below. https://aerotales.fandom.com/wiki/Honor
[DUNGEON] - Monte-Cargo Railway dungeon has been added to the game, you can enter from Highlands.
[QUEST] - Monte-Cargo Railway daily quest added. Lv: 60-80 + You can buy premium costumes with the dungeon currency from the quest.
[ITEM] - Pet Tamer Book Chest item has been added to the game, it can be dropped from all creatures level 40 and above. - Premium Pet Food (PET) item added to Horseman NPC. - Hulma Cap (Hulma), Dark Magician Hat (Azure Sky Dragon) and Aero King Crown (Celestial Spirit) items can now be obtained from raids. + Master and SSR forms are available.
[PET] - Pets will now evolve again at level 80 after level 40 and have a new appearance. - Attack pets will now automatically learn AOE Skill after level 40. - Pets can now be combined with buff skill books. + You can obtain a skill book by opening the Pet Tamer Book Chest. + The skill books you have obtained can be combined with attack pets from the combine section at the blacksmith. + If you have 3 of the same skill book, you can craft them to better skill book. + Attack, Defense, Heal buff books are available. Attack and defense depends on the pet itself, heal depends on the player. + With Exeraser and Exeraser PRO you can remove the combined book ability and obtain the skill book back.
[EVENT] - A dark aura in the form of smoke will now be emitted from the correct doors when the last 3 minutes remain in the Room Escape event. - You can now earn Adventurer profession progression from the Room Escape event.
[AC Shop] - Phantom Lord costume set added to AC Shop. - Tibet Lucky Box has been added to AC Shop, you can get Sylphy Tibet attack pet with a low probability.
[MYTH] - Added hidden clues for some mysteries :)
[MAP] - Monte-Cargo Railway map has been added to the game. - A secret map has been added to the game. - Sacred Garden map has been added to the game, you can teleport from Honam Kingdom. - Sacred Tree map has been added to the game, you can teleport from the Sacred Garden map. + You need a minimum of 760,000 honor points to enter the Sacred Tree map. + If you pass the Sacred Tree map, you will receive a special gift.
[GRAPHICS] - New effects have been added to item upgrade levels. Flame shines have been added between +8 and +10, and a flame overlay effect has been added for +10 and above.
[SKILLS] - Archer's Arrow Rain ability has been accelerated.
[MATCHMAKING] - Pets will no longer attack in Matchmaking Arena.
[BUG FIXES] - The black square error appearing on the iPhone 6S and similar devices has been fixed. - Fixed the falling bug in the Room Escape event. - Repair Tool cost at the Seaside Town fisherman has been reduced to 20 fishbones. - Fixed the issue where buff effects did not disappear and remained on the map. - Fixed the problem of players from other guilds staying in the castle house when the castle house changes. - Fixed the issue of Angry Orc Boss not spawning. - Fixed a bug regarding the lifesteal effect.
[RANKING] - Honor has been added to the website ranking, now if levels and experiences are equal, ranking will be made according to honor.
After a long time we are back! We were involved in the development and completion of the game for a long time and now we have good news for you! "Silence Channel 2" development is done and the release time of the game will be announced soon.
The main branch has had a hotfix update to version 1.0.68964
We made Kush playable in the current Game of the Week to all players regardless of DLC ownership, but random chance also made it a One City Challenge with Ruthless AI, which perhaps wasn't the best introduction!
The hotfix adjusts the current Game of the Week to have friendlier settings in order to give Kush a chance to sh(r)ine.
It also fixes a bug where some premade maps would fail to start for non-DLC owners.