Nov 8, 2023
General War Memories - jtggame
  • Do you want more resources?
  • Do you want to get a unique unit?


Then this event is just for you, hurry up. A flash-sale event has been launched, where you can buy valuable items, units with a big discount.


Nov 8, 2023
General War Memories - jtggame
Try your luck in the Lucky Draw event, every day you get x1 free attempt to spin the wheel, and the spent gold coins are awarded to you in the form of points, which can also be used in this event.



Good luck be with you!

Best regards, JTGGame Team
Slime Siege - Testimony
First of all, thanks to everyone who've played our demo! We're feeling anxious that people actually like our game and we will continue making improvements based on your feedback.

Right now we're planning to continue fixing the game and to add a better upgrades system sometime soon. After that, the release will follow shortly

Demo Build Patch Notes:
  • Slimes now spawns in bunches, making it less chaotic and more obvious what kills you
  • Fixed discord link
  • Difficulty % is now shown for map configuration to better explain correlation between the gold rewards for the map and it's difficulty
  • When you lose the game, you'll now see the Upgrades button. This way you won't need to go back to main menu and continue straight away
  • Made small improvements to how initial resolution is chosen. Might be changed again due to weird engine's behavior
  • Gameplay difficulty is adjusted - forest is now a bit easier on 10-30, other maps are redesigned in their difficulty aswell
  • Each map now has "Game Mode" displayed. We're planning to have more than just Siege mode, so we wanted to showcase it ASAP
  • UI is now looking properly on 1:1 resolution
  • Damage and Attack Speed upgrades now give +15% instead of +10%
  • Screen shake is removed. Instead of the screen, the tower will be shaking when it's taking the damage, or when the boss is coming.
  • In game's menu you can now check the Quests and Technology tab to easily understand what upgrades you have available
  • Fixed a bug when progress wasn't being accessed on restarting the game.

Please let share any bugs you've found or any feedback you have in steam or in our discord!
Project Grove - Jordan@Antler
Welcome Alchemists,

The airship has been gaining speed and momentum since the last update and we have been working to improve, polish and expand on existing game features.

We have also been implementing additional features in to the game to improve immersion and exploration such as the ‘Fog of War’ map system, which gives players the chance to truly discover the world.

Alongside development of the game, we have also been out in the wilds, attending conventions such as EGX, getting the chance to meet a whole host of lovely people as well as other developers, publishers and creators.

LEVEL UP!

Exploring Dacrima has become more vast and exciting as we have made many adjustments and additions to existing biomes within the game.

From simple gameplay quality of life changes to complete reworks of puzzles, we have made sure that your time in Dacrima allows discovery and challenges at every step.

With that said, here are a few notes regarding the changes to the Biomes.

CLIFFS

- New area of the Cliffs

- All cliff puzzles improved and updated




WETLANDS

-New area of swamps

-Updated swamp puzzles based on sun potion changes





TEMPLE

- Updated temple puzzles based on sun potion changes






I CAN SEE CLEARLY NOW…

Another major change is to navigation and the map system.

Previously, the map would allow the player to see the entirety of the biome.

We have now added in a ‘Fog of War’ feature to the map, which will obscure undiscovered sections until the player has explored the area.



BREWING TROUBLE

An alchemist should never be without their potions.

With that in mind, we have made changes to potions and abilities to ensure variety and functionality as you travel dacrima and solve puzzles.

IT STARTS WITH A SPARK

The utility of both Sun and spark potions have been combined and it is now unified under the Sun potion.

Edric can now empower mushrooms, crystals and dormant keys from a single potion making it easier to navigate and allows smoother gameplay.

We have also updated the controls so that you can press and hold too see 'empowerable' objects and release to charge them up.



DEFYING GRAVITY…. WELL

The gravity well can now suck keys out of locks, which seems trivial but opens up a huge amount of puzzle possibilities.

For example, you now have the ability to turn off locks from a distance which will have a great impact on how you play the game and navigate your way around puzzles.



THAT'S AN ICE PATH YOU'VE GOT THERE

We have updated the potion that allows you to create an Ice path.

Previously, utilizing this potion would in some circumstances crash the game (Which goes without saying, is counter to what we want).

By updating the spline mesh, we have created a new method for producing the path.

Now all you need to worry about is making sure you are wearing adequate footwear.




SAVE THE DATE

Our trusty ol’ Save Point machine has outstayed its welcome.

We always intended the save-point system to be temporary whilst we built check-point system with a friendlier death system.

Now when you die, you spawn close by where you were last rather than loading back to the last save point - its far more suited to the exploration genre.

We’re sad to see the comedic Save Machine go, but hey we might try and find another use for it in the game as it was loved by quite a few of you!




QUALITY OF LIFE FINDS A WAY

Additionally we have made many QOL changes to the game to improve game feel and accessibility.

- Control changes to puppet/Moon

- Lots of little bug fixes

BACK ON TO THE AIRSHIP

That’s all folks!

We’re nearing the end of the year now and we’ll be sure to update you again before we raise a glass to the new year

We are genuinely so chuffed and excited about how the end of this year is turning out and we can’t wait to update you folks on what’s to come .

STAY UPDATED

We have some exciting videos and content planned for the coming months so keep an eye on our socials to stay up to date.

🦌 Here’s our new TIKTOK page

🦌 Be part of the conversation on Twitter

🦌 Check out the Discord and become part of THE HERD

🦌 Catch our development updates, unreal tutorials and more on our Youtube channel
ORX - Mistalleks
Greetings, orx-terminators!

With the release of the Boreal Nomads getting ever closer, we’ve prepared for you a gameplay overview of the 3rd playable faction. Let’s peek through the blizzard and see what makes them stand out from the rest!

Those who’ve read our lore devlog might’ve already guessed that the core gameplay of Boreal Nomads rests on two main pillars — the giants called Boreals, who protect the nation, and, well, the Nomads, which act as the craftsmen and the architects. Of course, in true ORX-slaying fashion, the northerners have a completely new play style that feels familiar yet fresh!

But what exactly do we mean by that?

Hand of stone, Arm of strength

The Boreals themselves essentially serve as the faction’s heroes. Although, they’re not simply units — like Rune Guardian militants or blades of the Dune Reavers, — no, they’re actual autonomous heroes, each with personal goals and motivations. We really wanted to convey their independent nature as mentioned in our lore devlog through the core gameplay of the faction.



The giants are not controlled by the player and instead freely roam the map. Depending on their archetype, they might hunt down threats to protect the main village, scouting the land for treasures, or search for powerful yet elusive miracles and runestones. Of course, as soon as night falls, all of them will join forces to stand against the ORX.



You may be wondering, “But where does the player come in?”. Well, Boreals don’t just wander about — they also seek to buy new gear, potions and hone their skills. They will earn gold by slaying monsters and finding treasures, and then use it to buy their desired items and upgrades from the village.

It’s also possible to nudge them to complete a certain objective by playing one of the Bounty cards. These will not only give a bonus reward for the Boreals, but even provide them with different buffs. It’s not a direct order though and some Boreals, depending on their archetype, might prioritise a different task still. After all, the giants are all about personal freedom, and they lived this way even before the Empire of Medea existed!



To further highlight the individuality of each Boreal, we’re making it so they carry their experience levels and gear throughout the campaign. They are also bestowed with a unique name after you place their haven at least once. Yes, we’re thinking of ways for you to be able to name the Boreals personally! We absolutely want you to have a squad of orx-slaying stone giants named Orker Morder, Thor Mjöllnir, and Mektig Bonk!



I'm at home in the North

While the Boreals are busy roaming the map, the player can focus on the hearth of the village. The Northern Iceplanes are harsh and unforgiving lands, where one must seek protection from both the elements and wildlife behind sturdy walls. Unfortunately, in such an icy landscape there is no robust selection of building materials, and as such the wood becomes your main option.



Inspired by traditional Scandinavian and Slavic architecture, the settlements of Boreal Nomads are also built with wood. Palisade walls surround the settlement, tasked with keeping it safe, which are made up of entire trees felled by the giants. Here the familiar gameplay of placing tiles and buildings again comes with a twist.

The buildings themselves can only be placed either inside or outside, depending on the nation — after all, living together would be too crowded. And the villages inside are teeming with life! Craftsmen work day and night to make gear and potions for the Boreals, diary production uses nearby pastures to produce cheese, and the Tsar is busily managing everything to help his people brave the harsh winters. Here the Boreals will exchange gold for goods and services, bringing to life the symbiotic relationship between the two nations.



To brighten up the bleak iceplanes and bring some much needed warmth into their lives, Nomads regularly hold various holidays. These festivities are not just for show, however, as they empower the Boreals with additional bonuses! These can range from granting attack speed buffs to resurrecting the giants — with their strength depending on the size of the village. However, you will need to close the walls on all perimeters in order to place a monument and can only have one holiday active per village. As the saying goes: “Most time to work and an hour to have fun”!



And in the winter cold, with opened eyes…

Naturally, this is just a sneak peek at the very core of Boreal Nomads. We’ve recently implemented a new system for the players to empower the giants through runestones, which will grant them unique abilities. As well as the 4th archetype for the Boreals themselves, the cunning Rogue — this way, we have all 4 basic fantasy archetypes covered!



Boreal Nomads will also receive a weighty deck of new cards down the road. Of course, that will include new buildings and spells unique to the faction, but we might include something extra in that expansion — like a new mechanic or a building with a unique interaction!

While working on Boreal Nomads, we’ve also had a lot of new ideas for Rune Guardians and Dune Reavers pop up. If you saw our updated Roadmap, you’ve probably noticed an item on the list called “mechanics update,” mentioning the initial two factions. And by this, we’ve meant bringing the first two factions up to the game’s current standards. This might include things like refreshing some of the older mechanics, adding new ones to prevent a power creep between newer and older factions, and, of course, new cards.

See you with the first snow in the Boreal Nomads content update!

Don't forget to follow us on socials and join our cozy Discord server.



Nov 8, 2023
Protoshock Playtest - bracketproto
Changelog:
- Fixed socket owner not being set in mod SDK
Out of Orbit - Out of Orbit Developer
Please send any bugs you find to outoforbitofficialgame@gmail.com

  • Added a close button to all stations.
  • Streamlined POD movement.
  • Fixed SFX audio bug.
  • Fixed backup incoming bug.
  • Added booster sound effect.
  • Fixed spawn rate user-made missions.
  • Increased distance between ships, so no overlap occurs.
  • No more Favor stats text overlap.
  • Fixed AI's erratic behavior.
  • AI won't attack you with a proper outfit.
  • All stars collected now give XP.
  • All alarms deactivated now give XP.
  • Menus close with the same keyboard node.
  • Laser traps now work correctly.

* This update will corrupt your inventory.
* Might corrupt save files
* might require reinstallation

Cheers,
Bryan
Dungeons & Dragons Online® - Cordovan
Update 63.1 Release Notes

Here are the release notes for Update 63.1, released on Wednesday, November 8th, 2023. 

News and Notes:
Bug Fixes:
  • Special shield priests now make their allies ethereal in "Pilgrim's Peril" when shielding them to prevent players from getting stuck in a corner by invulnerable enemies. This also applies to enemies being resurrected.
  • The recipe for creating a Deck of Many Curses now shows the correct card icons, and the tooltip shown when hovering over the icons now shows the correct number of cards required.
  • Fixed a typo in the description of The Curse of the Sentient's Meal. This Curse now also properly increases the value of the item it is applies to by 100,000 platinum. 
  • Questgivers for the Illithid Invasion now properly recognize the state of the event when a new instance of the Sharn Clifftop Towers District opens. 
  • Fixed an issue in "Astral Ambush" where some coins that were meant for decoration were hovering in the air
F1® Manager 2023 - lmay


RACE MOMENT ADDED: Samba De Alonso

After a resurgence of their pace in qualifying, and a series of incidents and retirements at the start of the Brazil Grand Prix™, Aston Martin now have both drivers in the top 5.

With all cars needing another stop, they'll need to execute precisely timed strategies until the finish.

Can Stroll and Alonso counter an aggressive charge from Pérez and secure extra points for the team?
Nov 8, 2023
Dead by Daylight - dance_BHVR

Important
Progress & save data information has been copied from the Live game to our PTB servers on Oct 30. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
Release Schedule
  • PTB goes live: 11 AM ET
Content
New Killer - The Good Guy
Killer Power

The Good Guy has two separate modes he can switch between; Normal Mode and Hidey-Ho Mode. Due to his short height, The Good Guy also has a fixed third-person camera positioned above and behind him, giving the player a better view of his surroundings. He is also much shorter than other Killers making him very stealthy, however he leaves fading footprints behind as he walks.

Special Ability: Hidey-Ho Mode

Press the Active Ability button to enter Hidey-Ho Mode for 14 seconds. While in this mode, the Killer has no Terror Radius, and "distraction" footprints and audio are spawned all across the map.

Special Attack: Slice & Dice

While in Hidey-Ho Mode, press and hold the Special Attack button to charge up a Slice & Dice Attack. When charged, sprint forward at high speed, triggering an attack at the end (or whenever the Special Attack button is released).

Special Ability: Scamper

While in Hidey-Ho Mode, when you are near a vault or pallet, press the Interaction button to scamper through it quickly without breaking it.

[h4]Perks[/h4]
Hex: Two Can Play
  • Anytime you are stunned or blinded by a Survivor 4/3/2 times, if there is no Hex Totem associated with this Perk, a Dull Totem becomes a Hex Totem. While the Hex Totem stands, Survivors who stun or blind you get blinded for 1.5 seconds.
Friends 'Til the End
  • When you hook a Survivor that is not the Obsession, the Obsession becomes exposed for 20 seconds and reveals their aura for 6/8/10 seconds. When you hook the Obsession, another random Survivor screams and reveals their position and becomes the Obsession.
Batteries Included
  • When within 12 meters of a completed Generator, you have 5% Haste. The movement speed bonus lingers for 1/3/5 seconds when you are no longer in range.
Killer Updates - The Trickster
  • Movement speed increased from 4.4 m/s to 4.6 m/s.
  • Removed recoil for throwing knives.
  • Blade-ready movement speed: removed per-throw movement speed reduction.
  • Increase the blade throw speed.
  • Increase laceration meter from 6 to 8.
  • Main Event Updates:
    • Decrease the number of Blades required to access Main Event from 30 to 6 Blades.
    • Decrease Main Event duration from 10 sec to 5 sec.
    • Pressing Active Ability button within 0.3 second of activating Main Event does not cancel it.
    • Add 0.5 second to the next Main Event for each combo score level reached.
    • Combo Score Levels (consecutive hits with thrown blades increases the combo):
      • E: base time + 0.5 sec
      • D: base time + 1 sec
      • C: base time + 1.5 sec
      • B: base time + 2 sec
      • A: base time + 2.5 sec
      • S: base time + 3 sec
[h4]Trickster Add-on Updates[/h4]
Memento Blades
  • Increases throw speed by 5% (new functionality)
Inferno Wires
  • Increases duration of Main Event by 40% (was 25%)
Ji-Woon's Autograph
  • Decreases the number of Blades required to reach Main Event by 1 (new functionality)
Tequila Moonrock
  • Increases duration of Main Event by 60% (was 50%)
Fiz-Spin Soda
  • Decreases the number of Blades required to reach Main Event by 2 (new functionality)
Waiting for You to Watch
  • Increases the duration of Main Event by 0.25 second for each Blade hit while it is active (was 0.4 seconds)
Iridescent Photo Card
  • For each consecutive Blade hit, gain a stackable [1]% Haste status effect, up to a maximum of [7]%. This bonus is lost when missing a Blade or when putting a Survivor into the dying state. (new functionality)
Perk Updates
Made For This
  • This perk activates while you are in the injured state. after you finish healing another Survivor, gain the endurance status effect for 6/8/10 seconds. While affected by Deep Wound, you run 3% faster.
  • Added Deep Wound condition for haste effect.
Map Updates
The largest Maps in the game, The Mother's Dwelling and The Temple of Purgation of the Red Forest Realm, have been reduced in size. This will help both roles enjoy a play area that is consistent with the other maps. While we were making adjustments to the Red Forest Realm, we also did a pass on the gameplay of the tiles and improve the navigation and the readability of the map.

The Garden of Joy also benefited from a gameplay pass. The house has been revisited to find a better combination of obstacles and reduce the strength of some of the windows. A pass on the tiles has also been done, since the visibility was making it hard for players to enjoy a better navigation in the map and bring the focus on the chase, loops and all interactions. The Killer Shack was also very crowded around the walls and made the collisions known through all realms hard to run consistently, we have cleared the area.

Features
Graphics Update
  • Added support for FSR 1.0 on all platforms.
Player Profile and Customizable Player Cards
Players can now expect to find their level and grades on a new screen - their Player Profile! Select the badge in the top right (of most menus) to open it.

Players now have a Player Card in the Profile screen and can earn collectable banners and badges to customize it! New banners and badges come in a variety of rarities and appearances and can be earned from Tome and Archive rewards as well as Events. Players will be able to see their new customized player cards in a variety of menus including the end-of-match tally screen where they can show them off to other players.

Note: during PTB, players will only have access to the default "empty" badge and banner.

Bug Fixes
Audio
  • Specific voice lines' subtitles should now match the audio more accurately.
  • Fixed an issue that caused the sound to be missing when switching back in a disabled pod as The Singularity.
  • Survivor's screams are now properly being stop during The Knight's Mori.
Bots
  • Bots are better at handling the Undetectable status of a Killer.
  • Bots no longer struggle to repair a Generator on a specific tile on The Game.
  • Fixed multiple crashes that could occur when playing with Bots.
  • Bots in the Tutorials have been slightly nerfed to improve new player experience.
  • Bots have figured out how to access a particular corridor of the Hawking National Laboratory.
  • Bots have figured out how to access a particular corridor of the Raccoon City Police Station.
  • Bots have figured out how to fall off a specific ledge on Lampkin Lane.
  • When a Killer approaches while being healed by another player, Bots are now more willing to run away.
Characters
  • Fixed an issue that caused the animation for grabbing a Survivor from a Locker to not play properly when playing as The Nurse in a Trial.
  • Fixed an issue that caused Mikaela Reid's book to appear broken during menu idle animation.
  • The Undetectable icon is now correctly displayed when Micheal Myers is in Tier 1 of Evil Within.
  • When The Singularity switches back to a disabled pod, the residual sounds now play correctly.
  • VFX for The Knight's power is now no longer spawned in the corner of certain maps.
  • The survivor activity HUD now correctly shows a survivor has escaped when escaping after having been marked by Ghost Face.
  • Pools of blood hidden when The Spirit begins charging a Phase Walk will reappear if cancelling or exiting the Phase Walk.
  • The Doctor's Illusionary Red Stain is no longer visible on a survivor after being Mori'd.
  • The Xenomorph's Control Stations no longer incorrectly block flashlight beams.
  • The Cenobite cannot target a Survivor with more chains once they have started solving the Lament Configuration.
  • The Cenobite's Chain Hunt is no longer reset when Survivors are interrupted during certain actions.
  • The Ghost Face and The Pig can now remain crouched when activating Hex: Pentimento.
  • The Nightmare is no longer able to set Dream Snares across walls or out of bounds.
  • As The Clown, swapping bottles while one is thrown no longer changes the type of the thrown bottle.
  • The effects of the Unicorn Block and Sheep Block no longer only apply to one affected Survivor.
Environment/Maps
  • Fixed an issue where players would not be able to interact with one side of a Generator in the Hawkins National Laboratory.
  • Fixed an issue where The Hag could place her traps in illegal areas of the Suffocation Pit main building.
  • Fixed an issue where the Killer's navigation would get blocked on the Suffocation Pit map.
  • Fixed an issue where The Nightmare was not able to place Dream Snares in a section of the Suffocation Pit main building.
  • Fixed an issue where the dark mist would not appear properly in the Raccoon City Police Department.
  • Fixed an issue in Eyrie of Crows where an extended collision would block the players navigation.
  • Fixed an issue where The Pig could not pick up a Survivor near a Jigsaw Box in Midwich Elementary School.
Perks
  • The Hooked Survivor is now correctly able to see the aura of the Killer when the Kindred Perk is equipped.
  • The Dramaturgy Perk is no longer incorrectly displayed as available when vaulting a window with the Sprint Burst Perk equipped.
  • When a Survivor breaks a Pallet due to the Dissolution Perk, the Thwack! Perk is no longer triggered.
  • The Blast Mine Perk's explosion now correctly deafens the Killer who triggers it, instead of the Survivor who installed.
  • The Perks Ultimate Weapon and Darkness Revealed are no longer incorrectly activated when a Survivor interacts with a Locker that has a Survivor in it.
Platforms
  • Fixed an issue with purchasing Auric Cells on the Microsoft Store version of the game.
  • Fixed a crash that could occur on PS5 while in menus.
UI
  • Buying a node on the Bloodweb for an "item" that is part of the active preset right before the beginning of a match will lead to that "item" to being correctly consumed and shown on the Tally screen.
  • Legendary Cosmetics Killers with a unique name (such as The Trapper's Naughty Bear) will now have that name correctly display across all menus.
  • Players can switch between Archives visual lore entries while in fullscreen.
Misc
  • Killswitched Cosmetics can no longer be brought into a Trial.
  • Fixed a crash that could occur when starting a Trial with an empty loadout.
  • After the Pocket Mirror disappears upon crossing the Exit Gates, an item taken from a chest during the Trial now correctly appears in the Survivor’s hand.
  • Hooks previously shown in a loud noise notification bubble no longer appear in subsequent loud noise notifications.
  • A recently hooked Survivor will now no longer see their Hook obscuring a completed Generator's loud noise notification.
  • Survivors now receive Bloodpoints when being interrupted from searching a chest.
  • Survivors can no longer activate the Glass Bead map Add-on without cooldown.
  • Dismantle achievement now correctly gains progress with Breakdown's trigger.
  • Performing a fast vault immediately after falling from an elevated footing will no longer cancel the fall stagger.
  • When carrying a Survivor as any Killer, the "Carrying Survivor" icon no longer blocks the button prompt for the drop action.
  • A Pallet's break animation is now correctly in sync when broken by a Killer having the Orange Glyph status effect.
  • The Green Glyph now spawns correctly after the requirements for the "Glyph Pursuer" Challenge are completed
  • A Survivor's right arm no longer appears unnaturally bent when performing a self-unhook while holding certain items.
  • When the Killer disconnects, Survivors no longer start running in place before reaching the tally screen.
...