Dragon's Ruler - COPIKAL
In the previous version, friendly territories could only go from the source to the destination and could not move if the destination was full,
However, from this version, it is now possible to switch units between the source and the destination.
Units can be called in from a specified friendly territory, or units can be switched even if both territories are full.
Movements are not confirmed until the "Perform Move" button is pressed, and the "Back" button must be pressed to cancel.

Fixed a fatal bug that caused the CPU to freeze when using the "Public Works" command.

Changed the conditions for the appearance of bosses.
Bosses will no longer appear early in the game.
Saved data that has already appeared will not be affected.
ICARUS - Shamm
Week Ninety Nine’s update is here, and we’re focusing on the Bestiary this week, rebalancing how you earn points and how many points each unlock takes to achieve.

Our focus has been to reduce the grind for this feature and make it more enjoyable for players to complete.

We’ve also added new animal trophies, with all creatures now having their own craftable version. Alongside this, we’ve made ‘Vestiges’ a harvestable item from any kill.

Jump in and have a read.

Notable Improvements
  • Buildings will now burn and melt when placed in lava (Thatch & Wood destroy right away, stone, concrete, glass, aluminum, and brick will slowly burn and be destroyed, Scoria Brick & Scoria will be unaffected)
  • Add stats display to blueprint unlock tooltips for the building pieces
  • Added minimum distance culling to fur shader, brown bear armor fur strands should no longer obstruct vision when using a hunting rifle
  • Tuskers can now use the Wooden Cart and Cargo Saddle
  • Renamed Mammoths to ‘Woolly Mammoths’ (the ones with wool) & ‘Columbian Mammoths’ (the ones with no wool) for differentiation.
  • Fixed swamp vapor condensor event second wave, as Stryders do not attack, swapped to Komodo.


This Week: Bestiary Balance

We’ve given the Bestiary a balance pass this week, aiming to make this less ‘grindy’ for players and more enjoyable to complete.

This has been done by doubling all the points (if not more) that are gained in the bestiary, and balancing the point requirement by reducing the total points required for bestiary unlocks where necessary.

You can check out the table below to see the rebalanced points you’ll gain for specific activities completed:

Event
Old Points
New Points
Kill
1
3
Skin
1
2
Skin with Trophy Knife
2
4
Skin on Bench
2
4
Be killed by
2
4
Kill Boss
3
40
Craft Trophy
2
4
Scanned
3
6

Kill 'Epic' Variant
2
6



This Week: Creature Trophies & Vestiges

As of this week, every creature in Icarus now has a trophy you can craft of it. We’ve made some tweaks to the system also, adding ‘Vestiges’ which can be collected by using the taxidermy knife.

Heads have been renamed to Vestiges as a result, as this offers a more generic term for this part of the animal, and one more widely used amongst taxidermists.

The icons in your UI however, will still look the same, this is purely a text change.



Coming Soon: Hypatia Part II: OLYMPUS OPERATIONS

Olympus Operations are going well, and all phases of the project have moved into pure testing now, with improvements, changes and bug fixes the priority focus.

We’re also heavily testing the Open World Exotic respawning and a big focus here is still balancing. This requires quite a delicate touch, so we’re likely to be actively adjusting these numbers as we get more feedback in the future.



Next Week: New Backpack!

Next week’s update will feature a new backpack added to the orbital workshop for players to spend their hard-earned ren and exotics on. Keep an eye out for the unique perks and benefits, they may be suited to your playstyle.



Future: Batteries & Networks

Another ongoing project on the side is the process of reworking our resource networks (think power, water and fuel). The goal here is to provide a system that enables finer control for players along with batteries for storing generated power.

This is in the development phase, so don’t expect a working product soon, but it’s ongoing development will get more focus once we have released all of Hypatia, and we’ll aim to give you updates on this in the coming weeks.



Support our Project

#Discussions_QuoteBlock_Author
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.1.2.117241

New Content
[expand type=details]
  • Added in Mission Trophies & Heads for Komodo & Tusker
  • Renamed Creature Heads to be Vestiages as it allows for more use than just head mounted trophies
  • Adjusted all trophy decription text to match so there is no discrepancy between the old and new
  • Unlocked all new trophies in the trophy bench
  • Added animal heads to loot tables so they can be aquired with a taxidermy knife
  • Rebalanced trophy recipes so they require refined wood rather than sticks and basic wood
  • Rebalanced trophy crafting times to smaller trophies take a short time and larger ones take longer
  • x2 all the points gained from all activities that contribute to the bestiary making progress twice as fast
  • Further increased bestiary points granted by killing bosses, 6.6x the increased value. This is to reward players more for killing the boss, rather than dying to the boss (now requires 10 deaths to equal a kill).
  • Increased Alpha Wolf boss requirements by 50%, as it was an outlier for the boss requirements.
  • Tweaked many creature bestiary point requirements to bring creature requirements closer to each other, details below.
  • Reduced Cave Worm bestiary point requirement by 45%.
  • Reduced Teenage Cave Worm bestiary point requirement by 55%.
  • Reduced Snow Stalker and Arid Striker bestiary point requirements by 55% and 60% respectively.
  • Reduced Ashen Drake bestiary point requirement by 40%.
  • Increased Terrenus bestiary point requirement by 30%.
  • Reduced many passive creature bestiary point requirements by 10-20%, exceptions listed below.
  • Increased Drifter bestiary point requirement by 60%.
  • Reduced Blueback and Redback bestiary point requirements by 40%.
  • Reduced Swamp Roat bestiary point requirement by 50%.
  • Reduced Pygmy Lop bestiary point requirement by 60%.
  • Increased Bestiary kill points by 1 (total of 3, compared to last patch's 1 point per kill).
  • Added support for Wooden Cart and Cargo Saddle to Tusker, renamed items. Increased size of Tusker's head blocker
  • Fixing Teenage Caveworm loot so it has a 25% chance to drop a teenage caveworm vestige
  • Fixing the zebra incorrectly giving the boar vestiage when skinning
  • Adding missing snow rabbit vestiage item icon & Fixing trophy name
  • Fixed Pygmy Lop & Tusker Vestiage reward items for harvesting with a taxidermy knife
  • Fixing Desert Mammoth Trophy name
  • Vestiges now stack to 5
  • Fixed Wolf being called Conifier wolf and fixing its vestige item icon
  • Added missing text for item descriptions for the Antelope Trophy
  • Renaming 'Desert Mammoth' -> 'Columbian Mammoth' and 'Mammoth' -> 'Woolly Mammoth'
  • Fixed Terrenus not hiding fur when skinned so you can see its skinned state
  • Fix making caveworm head trophies not awarding bestiary progress
[/expand]

Fixed
[expand type=details]
  • Adding ability to add alterations directly to crafting outputs
  • Low tier building pieces burn when placed in lava
  • Removed leaves from the bottom of DEP_RES_SML_Wood
  • Add stats display to blueprint talent unlock popups where the talent is a group of building types
  • Updating Encroachment mission/operation to no longer use a quest flag for completion and instead
  • Further increased the long load detection timer as it is still returning false positives
    use a quest variable
  • Fixed swamp vapor condensor event second wave, as Stryders do not attack, swapped to Komodo.
  • Added minimum distance culling to fur shader, brown bear armour fur strands should no longer obstruct vision when using a hunting rifle
  • Further increased the long load detection timer as it is still returning false positives
  • Fixed issue where frozen movement logging would be fired off for players on the server other than the local player
[/expand]

Future Content
[expand type=details]
  • Added in initial functionality for tier 2 purifier. Oxidiser mesh that you can input waterskins and charcoal and it will fill water containers within it
  • Removed unused processor inventory slots from the purifier
  • Adding spawn ai bat as a variable and adding different version to spawn (Audio) for each different nest type. Adjustments to spacial for arctic bats
  • Fixing build error. Missing file
  • T1 Water purifier - added meshes, textures, materials for floating version (DEP_WaterPurifier_T1B)
  • Mesh, material, SSS texture for Ice tier Kit mesh, added to Mesh_Ice_Kit in D_meshable
  • Adding Brutalist Decoration Item Setup
  • Fixing Rustic Deployables so you can sit on the chairs / couches as intended
  • Fixed Metal Depoyables so you can sit on the chairs / couches as intended
  • Fixed Metal Deployables so you can interact with the ones that include storage
  • Adding missing 2D art item images to repositiory
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding sickle damage specific stat
  • Adding brutalist deploy audio and data table entrys
  • Updating brutalist deploy sound to have slightly more weight
  • Adding IceMammoth Shield, Item Setup, Icons, Talents and Recipe
  • Adding IceMammoth Spear & Javelin, Item Setup, Icons, Talents and Recipe
  • Adding Scorpion Fishing Rod, Item Setup, Icons, Talents and Recipe
  • Added animation for Meteor even UI element
  • Collapse UI on construct to temporarily fix a bug where UI would always be visible
  • Early stage implementation of Meteor VFX
  • Added ability to add alterations to water containers within the purifiers. Disconnected for future use
  • Added Caves, Ice Cliffs & Landscape Sculpting Pass, Ice Sheet - Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Re-saved D_ModifierStates
  • Initial pass for Living Item system
  • Freed up additional Linker Library Objects
  • Added DEP_Cleaning_Device_T3
  • Re-saved data tables to fix build validation
  • Pre setup for meteor. Adding event and current audio
  • Fix the build, static class member data table row handles crash during load in Game builds (internal dev only)
  • Adding proper crafting recipes, talents and available meshes for the T1/2/4 Water Purifiers
  • Adding Setup for Biofuel Cleaning Device, Mesh, Implementation, Icon, Recipes
  • Added second shield socket to be able to offset the larger shields in 3rd person to be away from the face during the active pose
  • Updated visuals for biolab
  • Resaving DTs to fix build validation error
  • Adding blueprint data for playing audio for meteor. Adjustments to spacial and balances for various distancings etc
  • Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding post-process blend to meteor event, scales based on time of day
  • Resaving FMOD session with repaired assets / reimported asset that got in a weird state due to crash
  • Lots of updates and additions to the meteor strike. distance finessing, explsion build, close, far, and very far
  • Second pass VFX for Meteor event
  • Adding meteor impact sounds and echos and event. To be adjusted to fit once visuals are in
  • First pass VFX for Meteor event
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Blocked Out the New Cave Network, Ice Sheet Yellow Quad on Prometheus
[/expand]
Oct 26, 2023
Netorare Wife -Yukiko- 20 Years After Marriage - HotBamboo
Mac Os Bug Fix
Ghoul Smash - Hamsterchief
Changes
  • Skills will now save their toggled status upon closing the game.

Fixes
  • Changed Royal Boots Speed value to be 12. (Previously 120). Using a Confluence Orb on an existing pair of Royal Boots will update them to the intended value.

Additions
  • Added a Steam Button to the Main Menu and Options Menu that takes you to the Ghoul Smash Store Page.
  • Added Tips to the Interslice Hub. You can toggle them off inside the Options Menu.
  • Hitting Spacebar while in most menus will now close the menu. This functionality has been added for future controller support.
  • Early Controller Support, you can test it out by booting Ghoul Smash in Big Picture mode and using default controller support through steam.
He Fucked The Girl Out of Me - tmccue
Hi everyone,

For years I’ve dreamed of getting into IndieCade and it’s really weird to me to finally be in alongside many developers who I personally admire.

As such I wanted to make a list of my favorite IndieCade games for this year.

Please consider checking them out.

Blue Suburbia: https://store.steampowered.com/app/2431510/BlueSuburbia/

Blue Suburbia
is a followup to the greatest game about trauma I have ever played - “Everything is going to be OK”.

Even as a demo it’s an incredibly powerful game.

If you only play one game on this list please pick this one.

BEECARBONIZE: https://store.steampowered.com/app/2486750/Beecarbonize/

A game about trying to prevent the on-going climate collapse from happening.

This game makes carbon scarier than any zombie apocalypse but is also incredibly fun and addictive. You can spend hours in this game trying to find all the different potential futures of humanity.

Create your own utopia or dystopia today!

World of Horror: https://store.steampowered.com/app/913740/WORLD_OF_HORROR/

This game is obscenely popular and I don't need to recommend it but I’m going to anyway because I’m a fan.


Dead Pets Unleashed: https://store.steampowered.com/app/1851720/Dead_Pets_Unleashed/

This game is criminally underrated and I don’t know why this game doesn’t have an incredibly annoying fandom yet.

Play as a 30 something creative queer whose life is falling apart but is trying one last time to make it as an artist. Mechanically this game is like a visual novel where you can walk around but is filled with a ton of low pressure minigames like Night in the Woods.

Please give it a chance.

(val)iant: or, val’s guide to having a broken vag: https://store.steampowered.com/app/2388360/valiant_or_vals_guide_to_having_a_broken_vag/

I have written a indie game about medical issues once and it went pretty bad. Despite that I’ve always wanted more medical narrative games to exist and this is exactly the kind of game I’ve wished for.

I don’t want to spoil it since it’s a short game like HFTGOOM but it’s 100% free and worth your time.

Well that’s everything from me today. Please consider checking out these games. You can see the full list of IndieCade games here:

https://www.indiecade.com/festival-2023/games/
Super Lesbian Animal RPG - ponett
It's been a bit since we had a larger patch with a variety of fixes! Thank you to everyone who's reported these issues.

Skill changes:

  • Melody's lower level Woodland Paladin spell, Woodland Healing, has been reworked and buffed. Rather than scaling with Melody's Magic stat, it now heals for a flat 20% of the target's max HP every turn for four turns. For most builds, this should be a notable buff. It should also no longer make a damage sound when the healing is applied. And, while I was at it, I threw in a new version of the healing spell animation that displays the Woodland spec's symbol.
Music fixes:

  • Returning to the Sapphire Coast early in Act II and fighting the enemies there should no longer cause the Basement Dungeon music to play afterwards.
  • Exiting the Neon Labyrinth while the dungeon remains incomplete will now no longer make the Neon Labyrinth battle theme play for battles in the desert.
  • Exiting the Flurry Mountains and returning should no longer cause the incorrect battle music to play in the area.
Other fixes:

  • On the Hiking Trail, Melody's sprite will no longer disappear for the slightly different version of the scene that plays if the party is defeated by the Hole Hound. (The fact that it took me so long to receive a bug report on this goes to show how rare it is for people to see that dialogue lmao)
  • The KO status no longer displays a popup when removed, mainly in an effort to deal with rare cases where the popup was remaining on the screen after the battle.
  • On a related note, there's no longer a popup for the Guard status being removed at the end of the turn. Both of these were probably unnecessary visual clutter.
  • Addressed an error in Act IV where Melody could retain the original version of a spell after learning its upgraded replacement. Changing Melody's paladin specialization via the method unlocked at that point in the story should now properly remove the old spell from her skill list.
  • Other minor fixes.
Harvest Island - yobob
-Buff food for story mode by 2x
-Translation update
-Removed Garbage Dump
-Removed SFX Plugin. This has caused the freezing crash, I believe. If your game breaks, you'll need to start a new game.
Golfing in Aether - Vetron
This is a small update that implements the Halloween Event content which you can read about in the event post below.

https://store.steampowered.com/news/app/1914980/view/3701455448016933705

There are no other changes in this update besides enabling the event content but if you are aware of any issues then please let me know so they may be hotfixed.

https://store.steampowered.com/app/1914980/Golfing_In_Aether/
Patch Notes
Environment
  • Added pumpkins to the Autumn level theme for the duration of halloween event.
  • Added pumpkins to all newer levels added to the game since previous Halloween event.
Interface
  • Added pumpkin hunt tracker to main menu for duration of event.

Discord Server
Be sure to check out the official discord server with channels for Golfing In Aether and my other various projects.
Intruder - Rob Storm

Happy Halloween, agents.

Whether you're tricking enemy squads with a disorienting CS Grenade, or treating your team to a too-close victory escape on Cliffside Raid, you'll once again get tricks and treats inside Intruder’s October update.

Intruder is 50% off until November 2nd to celebrate the spooky season, during which time you’ll be able to enjoy a frightening new map variant to test your nerves, alongside cosmetic unlocks and more! There will also be 200% XP bonus during the sale.

Now let’s team up, summon the courage to peek through our fingers, and take a look.

Tricks

Spooky Cliffside 2.0


It's a dark and stormy night...and a haunting looms within the all-new Cliffside. Cliffside Night has been temporarily transformed for this year’s frightful festivities. Sneak (and scream) through the holiday horrors around every perilous corner within Facility 01, including thickened fog (and thicker blood) lining the map's moody, candlelit halls.

If you have the guts to play Spooky Cliffside, or need temporarily relief from the horrors within, use the admin command Use "/daytimeindex #" to adjust the Cliffside map variant.

Here's a small taste of what awaits:





Intruder is 50% Off for Halloween
A spectacular sale haunts Steam, but only for a limited time...get Intruder at a 50% discount while you can, or grab an extra copy for a friend. The squad who stays together slays together, after all. Plus, it helps to have extra emotional support in the aftermath of a jump-scare.

As usual, these scares will have your heart beating twice as fast, so we've doubled XP to match! 200% XP is temporarily active.

Treats

Halloween Cosmetics Rise From Their Grave
Previous years' harrowing Halloween unlocks return for Halloween 2023. Whether it's your first time collecting these spooky skins, or you're completing your collection of sights, sniper reticles, and more, there's plenty up for grabs!



Note: Cosmetic screenshots above feature 2022's Spooky Cliffside




A new Shrike skin has also entered the fray:


With Spooky Cliffside’s sinister return, it’s more important now than ever to come together – the legend of the Lone Intruder is a story of our age, timeless to be sure, but there’s no more appropriate tale for today than this hallowed favorite:

The Tale of the Lone Intruder
A long time ago, on a dark Hallows' Eve, one intruder set off, with a case to retrieve. But something was spooky, not a guard to be seen, in the densest of fog, what could it all mean? But a figure approached, not living or dead, a guard stumbled forward, with bolts through his head. As the intruder ran, he began to perspire, but a demon with horns rose up from the fire. And out of the shadows, yet another surprise, Guards began to appear, with glowing green eyes. Alone and outnumbered, hoping to survive, he jumped from the window, and escaped alive. He still had the package, and barely returned, battered and beaten with his gadgets all burned. Nobody believed him, but he had almost died, so he still warns recruits, of the Spooky Cliffside.

Don't want to end up like The Lone Intruder?
Create a squad and play with friends from our Discord where you can meet other agents, suggest cool features, and participate in community events! You'll never have to go on a solo mission again.

Have a horrifying Halloween, agents.
Oct 26, 2023
Netorare Wife -Yukiko- 20 Years After Marriage - HotBamboo
Restor data bug
...