Love Potion - SoalBurner97
Dear "Love Potion" Players,

We're excited to share some thrilling news with you! As part of our ongoing efforts to enhance your gaming experience, we're introducing a full list of achievements to the game. These achievements are designed to add an extra layer of excitement to your journey through the world of "Love Potion."

When to Expect Achievements:
Achievements will be added to the game on the upcoming launch, this Tuesday, November 14. This exciting update will bring a new dimension to your interactions with the characters and choices you make in the game.

What to Look Forward to:
With these achievements, you'll have the chance to challenge yourself, discover hidden story elements, and unlock unique content. Your choices will carry even more weight, as they impact not only the storyline but also your achievement progress.

How to Access Achievements:
Once the update is live, you'll be able to view your achievements in the game's menu as well as a in game gallery that will help track your progress, strive for completion, and uncover all the secrets "Love Potion" has to offer.

We appreciate your ongoing support and enthusiasm for "Love Potion." We're committed to making your experience as enjoyable as possible, and we believe that these achievements will add an extra layer of fun and replayability to the game.

Thank you for being a part of the "Love Potion" community, and stay tuned for the launch of achievements on Tuesday, November 14. We can't wait to see how your journey through the world of love and self-discovery unfolds.

Warm regards,

[Your Game Development Team]
Nov 9, 2023
Feudums - Kalamona Studios
Noble ladies and lords,

it took longer than I thought, but finally everything is updated. An exciting new map / game world is already prepared on the server - the updated procedural map generator is producing increasingly interesting results - and the demo client should be available on steam any moment now.

Thank you for your patience, and please find the changelog at the bottom of this post.

What else is on the horizon?

November is going to be a busy month with important updates, community surveys and polls, including some topics that many of you have been patiently waiting to hear about for a while, so be sure to follow us! We'll soon be taking part in the Turn Based Carnival, and you can probably expect to vote on the new milestone feature set later this month. With the wonderful help of the community, the in-game help/tutorial material is almost ready and will be available soon. With a bit of luck, there will also be talk of the single player version - I'll be interested to hear your feedback and needs on that too.

As always, I invite you to play the early versions, join our discord and help me refine the game as we progress. Take advantage of this regularly updated demo, our transparent and interactive developer diary, provided for early collaboration with you to make Feudums the game you want it to be. If you can afford it, please also consider supporting the development on patreon, so I can devote more time and resources to the project and complete the remaining milestones in a timely manner.

If this is your first time playing Feudums
Please note that our demo focuses on multiplayer and, at this time, is only in English. and, unlike traditional demos, is rather a continuously updated interactive developer diary, provided for full transparency and close cooperation with our players. It's a long journey, so this demo is nearly not as polished as an almost finished commercial product, but in return, you have much more say in Feudums development. Use it!

As Feudums is pre-early access, there are no in-game guides at the moment, but it can change in any minute now. Please hold on just a little longer.

While there is no in-game tutorial yet, the game is more newbie-friendly than you might think. You start with an economic grace period, so you have hours to decide what to do first. Take your time and check out the short guides here on Steam, on YouTube, or just join our Discord to read the FAQ or ask for general advice. You can find all the info and links under Discussions.

Changelog
Notable Gameplay Changes
  • Rebalancing: It's been a few weeks again, and we've tweaked the rules and settings again, mainly based on your feedback. Labourers have received the most love, but units and expansion have been also changed. Auto-encamp rules have been also finetuned for the better survivability of units.
  • Attrition rules have been revised: as long as the military company has more than a given morale, all damage is done on morale, and only then the damage is split between health and morale. Generally speaking, this allows companies with high morale units to withstand attrition much better.
  • Attrition now also considers friendly diplomatic relations so a strong administration on a friendly land protects friendly companies from attrition.
  • The importance of garrisons is further increased, as now they increase the attrition level for hostile units inside their feudum (diplomacy rules apply), and in addition to specialized labourers, they themselves also contribute to the safety major need.
  • More importantly, garrisons can now also use their very own tactics / stances, and a new edge is also introduced that gives specific units some bonus to passive protection abilities if they are put in a garrison. Military companies also received a new stance for scouting / surveillance.
  • New lance rules: from now on, the houses of the locals assigned to a lance will remain occupied for the duration of the service, or until the lance falls in battle. The family can still leave the feudum, in which case their dwelling will be available for birth or migration, but in all other cases the family will continue to live there, should be fed, will pay the taxes, but cannot contribute to local works. This will prevent the exploit of raising lances and then quickly refilling their empty houses with new people, who are then available for field works.
  • Area of Control and Line of Sight are now properly separated and each can be modified separately by tactics. Tile Lockdown is now also an attribute that can be modified by tactics. All tactics have been modified to make use of these changes.
  • Updated battle logic, making it harder for rosters to hit and run away before their target roster could strike back (routing and disengagement rules have been overhauled).
  • The Last known unit composition data and detailed company info is now preserved after battles or in the appropriate diplomatic stances. Last Seen labels and their tooltips have been updated on Cards to show whether the player has full composition data (and from when) or not.
  • Food Rations and diet rules have been changed and made fully moddable. Related labels and layouts have been updated. If a feudum cannot reach the targeted ration, the tooltip now also informs the players about the overall amount the desired ration would require.
UX/UI Changes
  • Overhauled the diplomatic entries layout - added proposal expiration and updated several contextual tooltips for clarity.
  • Updated the Merge Tiles command with extra labels, hints and pictograms to make it clear to which region tiles will be merged.
  • A feudum will now receive reports when a lance originated from there has returned or perished in battle.
Bugfixes
  • Fix: Lance's overtime penalty was not applied when the company was in battle.
  • Fix: Couldn't add a NAP clause to a Truce proposal when the players were at war (validated against the current diplomatic relation instead of the proposed one).
  • Fix: Multiple tweening errors.
  • Fix: Rulebook's MinimumAutoEncampThresholdPercent was not enforced in command.
  • Fix: OOB exceptions for birds/flocks in some cases
  • Fix: Flock's tweening in autoplay mode ignored disabled state.
  • Fix: Border not placed correctly in some cases when there are hidden segments
  • Fix: Opening a Create Feudum command in view mode doesn't disable the tile list.
  • Fix: Waypoints had the wrong tooltip (the tooltip for houses on improvements)
  • Fix: removed extra colons from the resource tooltips on Tile Card & the upkeep segment of Company Card.
  • Fix: Resource breakdown on Tile details for another players showed Reduction-XY instead of correct improvement type.
  • Fix: World Market bounds would become invalid in some high volume trades.
  • Fix: Dominion reports list layout has collapsed in edge case
  • Fix: Movement path sometimes rendered incorrectly for companies.
  • Various Terrain Builder fixes and improvements

I hope that you will appreciate and enjoy the changes. There's more coming soon, so make sure you clicked Follow on Steam and joined our discord to stay in the loop! :)

Until then... Enjoy the games!
Nov 9, 2023
Fantasy of Caocao 2 - SunnyGame
-修复抽到诅咒牌空虚时不掉能量的问题
Master The Sky - Drones Unleashed - Pastelcube
ːsteamhappyː

Added 3 New Drones.

Added Global Leaderboard.
Enhanced Graphics.
Improved feedback on Player damage.
Implemented damage system in "Subway Run".
Added arrows in "City Nights" to make the circuit more visible.
ːsteamthisː

Join us on Discord for more updates!
WWII Online - 1lb_tex64


New to the game? Finding the steep learning curve a drag? Veteran players killing you over and over again? Join us on the Training Server as we will get you sorted. Online PvP Combat is brutal so let's get you trained up and shipped off to the front with some knowledge!

You heard it right, this weekend Trainers will be available in the Training Server. The idea is to show you how to navigate the nuances in game and have a little bit of fun.

When you either want to Defend a Town or get on the Attack we are here for you.

Before the event confirm these things:
  • Can you access the Training Server
  • Is your In-game voice communications (IVC) working
Got questions?
  • You can direct them to the Discord "training-request" channel where we will be glad to answer them.
Discord WWII Online - https://discord.gg/wwiionline

Register for the Training Event here - https://discord.gg/wwiionline?event=1171462306958413889


COMMON QUESTIONS
  • Not sure how to find battles
  • how to navigate the clunky User InterfaceI
  • WWII Online terminology (EI, ET, FB, CP, AB, and more!)
  • Comms: text & voice
  • How to make a contact report
  • The .j command is life-changing

This video is EXCELLENT in giving you some quick information that will be helpful during the Training Event.











We look forward to seeing you there!

Eddie05
WWII Online Training Corps
Kid Bubblegum - ohsat_ando
I have just fixed a very nasty bug caused by conflicts with leftover data from a demo version of Kid Bubblegum, where the game would crash after beating the first boss.

This only affects you if all of the following is true:
  • The game crashes for you after you beat level 1-5
  • You have played a demo version of Kid Bubblegum (either at SAGE or Next Fest)
  • You have NOT explicitly deleted the save data of the demo version
  • You have NOT explicitly deleted the save data of the full version

If your game doesn't crash, or if you have never played a demo version of Kid Bubblegum before, or if you have wiped your save game data since then, you can stop reading here. Everyone else...strap in.

Okay, so the bug is caused by a conflict between the save files of the demo and the full game, leading to the wrong levels being loaded and the game sometimes crashing. Basically, the full game just loads the demo save data and doesn't realize it's demo save data. Unfortunately, the only fix here is to delete the save file entirely. You could do this from the options menu in the game, but this new patch will now automatically delete any leftover save data on startup, so that new players don't encounter this issue. Unfortunately, this means that if you have played a demo version of the game and have now played the full version, your progress will be deleted. (You did not in fact make any real progress, but I'll get back to that in a second.) First, let me apologize.

This shouldn't have happened, and I'm very sorry. I'm also sorry it took me this long to fix it; I actually didn't realize the extent of the situation until about 5 hours ago, and I've been trying to fix it since then (it's past 5 am now where I live). I've tried my best to find a solution that wouldn't necessitate deleting any progress for anyone, but it just wasn't technically possible. Again, I'm sorry.

But I mentioned that you didn't really make any progress at all. Here's what I meant by that.

If you had leftover data from a demo version, the full game actually loaded that data. The save data contains info on all the levels in the game; the problem is that the save data of the demo only covers the levels of the demo version. The demo version had 5 levels; so when the full game tries to load any other level, it crashes, because the level doesn't exist.

Basically, you've never played the full game; you've just played the demo levels all over again, because those are the only ones that got loaded in.

The issue is further complicated by the fact that the demo levels are actually out of order. While they are labelled levels 1-5 in the demo, these levels are actually levels 1,2,7,9 and 15 in the full game.

I've tried to find a solution that would extract your progress in these levels from the demo file and would then apply it to a new, proper save file, but that would have caused further issues; for example, levels 1,2 and 7 would then have been marked as beaten, but levels 3-6 would not be. This would have led to inconsistent behavior, confusion, and more bugs.

In the end, I thought it best to have the game simply wipe any leftover data to prevent any kind of issues. And since this issue apparently did not affect many players, and since those players would have to replay a maximum of 5 (out of 60) levels, I decided it wouldn't be that bad. Anything but ideal, and pretty shitty still, but it was the best I could do. And I wanted to nip the problem in the bud before more players were affected by it. I hope you understand.

Trust me when I say that I've learned a lesson here, and that I'll make my save/load code a lot more robust and less crap in the future. I also hope that this explanation kind of made sense, because by now it's 5:40 am and I am beat.

Again, I'm sorry for the inconvenience, and I'm sorry for making you sit through this wall of text. Feel free to post any questions or complaints you might have, I'll try to respond to the best of my ability.

-Ando
Nov 9, 2023
Ratopia - Kojes
Hot Fix

- Fixed BGM turning off when entering the dungeon.
- Fixed screen shaking bug in the dungeon.
- Removed decimal separator appearing next to minus on negative numbers.
- Fixed decimal separator not appearing on ratizen’s wealth.
- Fixed bug that Weasel Chieftain’s attack is destroying the floor.
- Fixed bug that Mission to reach Prosperity Level 8 getting cleared whenever the prosperity level rises.
- Added Function to sort based on Food/Joy/Hygiene satisfaction on statistics screen.
Operation Valor - Link
Saturday Developer Play Session w/ Giveaways

We are having a Developer Play Session this Saturday (11th of November) starting at 12 PM PST / 3 PM EST / 9 PM CET and it will go for several hours.

During the play session we will be doing giveaways on our Twitch!

November 9th Changelog

You can find the changelog for this patch here!

Looking forward

Recently we've been splitting our time between fixing bugs, adding new UI features, and optimizing the first time user experience (see our change to servers in the changelog). We've been getting closer and closer to having our 4th map Caul where we want it. Our level designer and 3D artist have been crushing it. We are still aiming for the very very end of November to release the map.

As far as AI / bot improvements go, we've been pretty open about this in Discord, streams, etc. When we first implemented AI, due to scope reasons, we made all the AI just play as riflemen and there wasn't the ability for AI to play as different classes. With all the energy and love we've received from the community, we're now fired up to add the functionality for AI to play different classes. This is a biggish task as we don't have the functionality in yet. We will have to do this iteratively. Meaning... we will start with the Support class most likely, get it working properly and behaving, and then move onto another class. Our goal is to get the AI to at least play Squad Leader, Medic, Support, and Riflemen. Roles that can really improve the experience. We have a pretty clear idea how we will make the AI play Squad Leader which should really enhance the experience - especially when there are no Squad Leaders.

Again, this is a very big task and it will be done iteratively so we ask you all to be a little patient. Once we get the Support class in and it's behavior's polished that will be a huge milestone for us. I don't want to give you a timeline and get your hopes up but we are really hoping and trying to have this in before the December holidays (at least Support and Medic).

There are some other stuff we have planned to put into the game as well but I'll keep that for another day.

Stop by our Discord. We have a solid LFG - looking for group now that are coordinating when they play and it's only getting bigger, slowly, but it is getting bigger!

Thanks for reading and I'll see you this Saturday at 12 PM PST for our Play Session!
Operation Valor - link
A major mechanic we just implemented for servers is:

We will only be having servers up for one region during set times throughout the day. Europe servers will be active for 12 hours and then NA servers will be active for the other 12 hours. This is to help keep the population from splitting. For the time being, we have removed region selector. This should help so players don't join an empty server in one region, while another region has players.

Adjustments
  • Adjusted text chat to include 150 characters with word wrapping now so you can enter longer messages
  • Adjusted the Support class icon to be flipped so it's easier to tell the Riflemen class apart from the Support class.
  • Adjusted Support Class for both teams:
    • Black Foxes now has 60 x 5 magazines
    • United Militia now has 100 x 3 magazines
    • Reduced reload time for the m249 from 7 seconds to 4 seconds to balance this change.
Added
  • Added UI to show your squad members all the time and what classes they are playing. This UI will only be hidden when you are in a vehicle.
  • Added UI on the scoreboard to show the classes of all your teammates.
  • Added hint text to show that " Y " enables the chat
Fixed
  • Fixed teambalance being broken so it didn't actually work (team balance difference is currently set to " 1 " player difference between the two teams)
  • Fixed a bug where AI would run into rocks on Kalinsk
  • Fixed shovel audio not playing when the camera was zoomed all the way out.
  • Fixed issue causing players to get a loss if they were spectating a game and it ended.
  • Fixed an issue where the spectator camera shakes in freelook (known bug - this sometimes will be triggered if you are spectating a player and they die).
  • Fixed vehicle colors being the wrong color for team vs. squad
  • Fixed material on the anti tank star buildable
Nov 9, 2023
TYPECAST - RatCasket
  • Fixed bug where you could take damage as soon as the run started.
  • Fixed bug with hovering enemies where their z position would get messed up during slowmo.
  • Fixed bug where Steam screenshots didn't work.
  • Added version number to main menu.
  • Yelled at God for not putting TYPECAST on the New and Trending section of the Steam front page.
  • God remains silent, per usual.
  • Added COLEMAK keyboard layout support.
...