1. Remove the favorability limit of the chat button 2. Added cost tips for building sect banners 3. Added descriptions of uncomprehended tips for the skill book and inner kungfu book 4. Added a button to turn on/off management for tradable decorations (after turning off management, the simulated management function will not be turned on after a certain distance away from the player, which prevents the props placed in these decorations from being refreshed) 5. Shield some AI logic of animals in captivity 6. Can release Toxin-casting Spell out of combat 7. The Kungfu Contest is adjusted to be held every 10 days. 8. Optimize the triggering logic of some adventure events 9. Optimize the performance consumption of some scene terrain materials 10. A Station button has been added to the carriage. Now you can directly use the carriage to transfer to other station 11. Optimize the NPC team following logic. If the distance is too far, follower will be teleported to the place near player "1. Fixed the issue that caused the shortcut key configuration to become invalid after resetting the game (The archive of this problem has already occurred. You can manually reset the shortcut key settings to solve the problem of key failure)" 2. Fixed scene errors in some plots 3.Fixed the problem that the carriage could not be modified 4. Fix the problem that may cause the game to report an error when entering the building model 5. Fixed an issue that may cause the battle to freeze when a death prompt tips interface opened during the battle 6. Fixed some problems with adventure events 7. Fixed the issue where when a character faints in a cage, he will be carried away by other characters and sent to the hospital by mistake. 8. Repair some abnormal problems caused by the body size becoming larger or smaller. 9.Fixed the problem of incorrect Vigor of some Huanmos Servant 10. Fixed the problem of position deviation when placing building blueprints 11. Fixed the problem that when having a baby with another character, you would fall in love with your spouse repeatedly, leading to the reputation of being a romantic 12.Fixed the problem of not being able to build on buildings with only peripherals 13. Fixed the issue where in a team situation, when a player faints, his teammates may repeatedly take turns to pick him up 14. Fixed the problem that task marks cannot be marked repeatedly 15. Fixed the issue where the world cannot be reset in some cases 16. Fixed the problem of incorrect attribute descriptions in the equipment forging interface
As of today, the demo of our game All Quiet in the Trenches is live at Steam Next Fest!
Feel free to stop by until 16 October and play our free demo.
You can expect about 30-45 minutes of gameplay in which you take on the role of an Unteroffizier - a sergeant - in World War I with responsibility over a handful of men. What you do won't change the war, but it will change the lives of you and your soldiers. In the demo you will learn the basics of the game in the trenches, in battle and behind the front lines.
We'd love to hear your feedback on our demo on Discord or Steam. What did you like, what not so much, what sticks in your mind and what would you like to see in Early Access?
Welcome to our first game, Voice of Belldona's showcase stream. If you are interested in our game, feel free to chat with us or download the demo to experience it for yourself.
Voice of Belldona weaves a story of swords, magic... and sci-fi! The game features roguelike deck building, Darkest Dungeon-style turn-based combat, elements of JRPG, and a customizable character build system.
Choose your character and combat style, explore randomly generated maps, power up your character and team, defeat your enemies and... interact with a cute loli?
Join Us
Join our Discord to tell us your thoughts, report game issues, and stay updated with the latest news about Voice of Belldona!
The first-look trailer for Season 5 of Halo Infinite is here, showcasing some of the new content that will arrive on October 17 when the season launches – and beyond.
New maps, new modes, new rewards, new customization... we’re just getting started.
Infect your Spartan and weapons with all-new Flood customization items
Venture into crystal caves (watch out for those blamite crystals!) and ancient, mysterious stone ruins on two new Arena maps – Prism and Forbidden
Create your own PvE experiences with the new Forge AI toolkit, and stay tuned for the arrival of Firefight King of the Hill in matchmaking
Level up your customization game by equipping any helmet across all Armor Cores
Complete your Career Rank journey and obtain the rank of Hero to unlock the Infinite Mark VI Armor Kit
Halo 4’s Extraction mode returns, reimagined for Halo Infinite
Earn XP to advance your Battle Pass in Custom Games
Keep it locked here in the lead-up to launch as we dive into the depths of what Season 5 has to offer – from updates to Forge and the Ranked experience, to the Battle Pass and customization, and much more!
And be sure to tune into the 2023 Halo World Championship from October 13-15, where we’ll be doing a deeper dive into Season 5: Reckoning on the Community Stage.
Hi! We're The Fully Arcade, an indie game dev studio out of Gothenburg, Sweden.
We are PSYCHED to be participating in this Next Fest and can't wait for you to try our demo and tell us what you think.
Note that we're only keeping our demo up for the duration of Next Fest (till the 16th), so try while you can! But don't fret, you'll be able to buy the full game when we release on October 17th! 🥳
There's lots of info to communicate so here's a list. Scan according to your preference!
LIKE MERCH? Join a tournament! We're holding 2-day tournaments throughout the duration of Next Fest. Winners get sweet Arcade Sundown hoodies and t-shirts. Head over to our Discord to the tournaments channel to learn more. The first one kicks off tonight!
LIKE LIVESTREAMS? We're doing 2 live-livestreams: Tues @ 12pm Central European Time (as in lunchtime for us in Gothenburg, Sweden and 6am for New York for example) Wed @ 12pm Eastern Standard Time (as in lunchtime for New Yorkers and 6pm for us here)
LIKE CHATTING? Groovy, us too! Come talk about your experience in the sundown-chat channel on our Discord.
LIKE TUTORIALS? Here's a video that covers the basics:
I’m Albert A. from the design crew. Last time around, Brendan gave us some insight on the lore surrounding vestiges, but we haven’t talked about our actual process for making interesting mechanics for vestiges.
The simplest way to describe vestiges are equipment that grant you passive effects. Most games have this in some form, usually they grant stat bonuses to your character, or if they have a unique effect, it’s usually because they’re a rare item.
In Inkbound, we want vestiges to give you power, but our primary goal is to have different combinations of vestiges that feel and play a lot different from each other. We also want vestiges to alter how you interact with certain mechanics during combat, not just because it’s interesting, but having more mechanical interactions means more opportunities for potential synergies.That’s why for the most part, we don’t just plop a stat on a vestige and call it a day (although there are a few vestiges that only grant stats).
Internally we call the idea of distinct playstyles ‘narrowness’, where the more ‘narrow’ a vestige is, the more specific the build or playstyle that vestige can be good for. You don’t want a vestige to be too narrow, even if it’s strong, because if it’s something you rarely pick that requires very specific circumstances to be good, then it’s generally not interesting. You also don’t want a vestige to not be narrow enough, if a vestige is just too universally good, then it trivializes any other choices you have against it, which is also not interesting.
Generally, the more narrow a vestige is, the more powerful it can be, and vice versa. So the higher the rarity, the more niche vestiges can be, while giving a lot of power. ‘Epic’ is the tier with the most ‘narrow’ but strong vestiges. ‘Legendary’ vestiges also tend to be strong with a particular build, but we want to make sure that when you’re always excited to see a ‘Legendary’, which can be hard if legendaries are too narrow.
Forged Lightning Bolts is really narrow, probably our most narrow vestige in the game. There are 11 other total vestiges that allow you to Smite enemies, making this vestige only good if you have one of those.
Cultivated Harmonies is the opposite, pretty much every build can get use out of a Will discount. But unlike something that gives you Smite, or allows you to inflict Burn, this vestige doesn’t have as much potential to be improved by another vestige/stat upgrade.
Right now, there’s 200+ vestiges in the game, which is a lot!
There’s a bunch of other considerations at play for what makes a ‘good’ vestige in terms of our design goals, so I’ll just list them out.
Should try making it not be too strong on its own, but being able to imagine how strong it could be with other combinations of vestiges.
Should try to work with a mechanic that is underutilized or we would like to see more of (I’m looking at you Bleed).
Should try to tie in the mechanic with the vestige theme/lore, or vice-versa.
We’ve narrowed down the kinds of effects we want vestiges to do, now we need to narrow it down further based on what we can do.
For example, right now we don’t have the capability to add in a vestige effect like, “On turn start, charm a random Enemy for a turn. That Enemy will attack other enemies this turn.” Not only do we just not have the tools for Enemies to switch teams, we also wouldn’t want to open that can of worms, since it would have a drastic amount of design and technical repercussions:
Enemies and players are designed to have different stat blocks. Enemies can deal single digit number attacks, but have multi-digit number HPs. Players are the opposite. We’d need to scale charmed enemy stats somehow.
The AI system wasn’t built to work with the expectation that units could switch sides mid-combat. There can be several instances in code where the AI makes use of the guarantee that its targets are players, and this would break those.
It should be clear in just a single glance which enemies are or are not on your team. A status effect icon over their head wouldn’t be enough, so we would need to figure out a way to communicate that UI-wise.
It’s not that charming enemies couldn’t be fun, I think it would be pretty neat. But there’s definitely some more mechanics we can think of that would probably be more interesting and involve a lot less investment.
So what tools do we have to make vestiges? Well vestiges are essentially status effects, which have 3 big components.
Stats (Ability Power, Physical Power, etc)
Procs (On turn start, On hitting, etc)
Actions (Deal damage, restore health, etc).
Whenever making interesting effects, it’s usually with Procs and Actions. And when we’re talking about creating new mechanics, we’re usually talking about adding Procs or adding functionality to Actions. Procs are ‘when something happens’, and actions are ‘what happens’.
List of procs
Given these tools, and an outline of the design goals for vestiges, the process of actually making a new vestige usually falls in line to one of these processes
You have a broad mechanical idea like “deal more damage when you’re low health”.
You have a theme idea for an item, like a “magic pen” or a “possessed book”, and try to find a mechanical way to express that.
You’re playing proc + action ‘mad-libs’ for any interesting combinations that haven’t been covered yet, or for any mechanics that are underutilized.
And then you put it in the game!
So, that’s all about vestiges. I hope y’all enjoyed this deep dive, see you in the Atheneum!
I'm excited to announce the release of update 0.3.0! While several bug fixes and minor tweaks have been made, here are the major changes you can expect:
Graphics Settings: Activate and deactivate shadows and anti-aliasing directly from the options menu.
New Tutorial: It's fully playable and designed to enhance your experience.
Recipe Mechanics: Instead of unlocking recipes, they are now tied to the scenarios you play.
Game Progression: Expect changes to how progression works - stay tuned for further updates on this.
Localization: I've laid the groundwork for localizing the game, with German now available alongside English.
We wanted to provide an update regarding the Wildcard Contract. This current Wildcard Contract has been deactivated and will return again this weekend.
Please note, the Dark Inferno Wildcard Condition, 'Serpent Moon Night' and 'Night' Time of day have not been added to the current active Standard Contract rotation.
Dark Inferno will return on Friday, October 13th @ 07:00 UTC until Monday, October 16th @ 07:00 UTC
Contract details: Monday, October 9th @ 13:00 UTC - Friday, October 13th @ 06:59 UTC:
Standard Contract Rotation:
The following Times of Day/Conditions will be available in the Standard Contract rotation:
Neutral.
Fog.
Gold.
Sunset.
Sundown.
Thundershower*.
Contract details: Friday, October 13th @ 07:00 UTC - Monday, October 16th @ 07:00 UTC
Standard Contract Rotation:
The following Times of Day/Conditions will be available in the Standard Contract rotation:
Neutral.
Fog.
Gold.
Sunset.
Sundown.
Thundershower*.
Wildcard Contract Rotation:
The following Times of Day/Conditions will be available in the Wildcard Contract Condition
Dark Inferno.
Night.
Serpent Moon Night.
*Please note - Due to a UI bug, the icon for Thundershower does not show correctly, instead you will see the Serpent Moon Night icon in it's place.