Terminator: Dark Fate - Defiance - Death
Dear Players,

We have an important update regarding the release date for Terminator: Dark Fate - Defiance.
It is with sincere regret that we announce the delay of the game's launch, previously slated for December 7th.

The new release date is now set for February 21st, 2024.

We understand that this news might come as a disappointment to many of you, however, this decision was made to ensure that we deliver a meticulously crafted and polished gaming experience.

Our team believes that dedicating a few additional weeks to refine, polish, and resolve any existing bugs will significantly enhance the overall quality of the game. We strongly believe in the potential of this game and think you're going to love it. That's why we're doing our best to create the smoothest and most enjoyable experience for you to play.

The extended timeline allows us to focus on crucial aspects such as multiplayer testing, implementing more quality of life improvements, and addressing specific issues raised by our community, such as performance-related concerns. This includes enhancements to server infrastructure for improved global coverage and addressing issues with non-discrete video card selection, tutorial screens, and problems encountered with ultra-wide resolutions.

We appreciate your patience and support during this period of refinement. We are committed to delivering a game that exceeds your expectations and thank you for your understanding regarding this necessary delay.
Stay tuned for further updates and insights into the progress of Terminator: Dark Fate - Defiance as we work tirelessly to bring you an exceptional gaming experience on February 21st, 2024.
And please do keep up to date with the game on our Discord channel for more direct communication and updates as we move closer to the launch date.

Sincerely,
Slitherine Ltd.
Quriocity - [Oxeliz] Dev
Hello gamers!
We are very happy to announce the first Major Update of Quriocity!

In this major update we introduce full controller support, which includes 4 controller profiles with different input mappings. You will be able to find them in the Settings panel, so if you like to play with the controller, please take a look and find the layout that best suits you.
All modern standard controllers are supported: Xbox controllers, PlayStation controllers, Switch controllers, and third-party controllers.
The controller inputs are also fully integrated in the tutorials and in the game UI, which will adapt on the fly to the input system you are using.

We have added a new functionality: the units snapping. By enabling this feature, you will be able to easily snap the units to each other as you place them on the map. This feature supports both controller and mouse.

We have improved the memory optimization to save up to 50% of the space without reducing the visual quality. We have improved the overall performances of the game, and we have fixed some minor bugs.

As always, feel free to share your thoughts. You can do that on Steam and on our official Discord server.

Happy colony building!
The Oxeliz team
Nov 30, 2023
ヘブンズブレイザーオンライン - hurizudo
Thank you for playing.
There was a quest that was impossible to progress due to a bug, so it has been fixed.
Community Announcements - 34
香肠岛民们好,12月1日更新现已推出,在本次更新中带来了以下内容:
  • SS12赛季金字塔logo优化
  • 季票升级活动将于12月1日开启:完成每日首战,快速提升季票等级!
  • 修复荔小吉脸部异常
  • 修复仓库小马无法装备
  • 物品ID排序优化
  • 服务端性能优化

如果您关于香肠派对有改进的建议,欢迎在Steam商店页或社区中理性讨论,您的反馈会在我们进行优化版本时提供帮助,祝大家游戏愉快!
Bug Bash - VespineShooter
  • Minor performance improvements.
  • Fixed some issues when bugs collided with the banner and got stuck while the fruit was displayed on the screen.
  • Added collision detection with other bugs.
  • Added "Game Over" when the player score drops below -100.
  • Added a short delay for bugs moving towards fruit when entering the screen.
Tavern Keeper 🍻 - Maniii
Hey, future tavern keepers!

We’ve added a few new screenshots to our Steam page. Let’s take a look:

A whimsical tavern setting in the Halfling region


Nestled beneath the high canopy of giant trees and surrounded by the green hills and rolling fields of Halflington, there will be a cozy tavern for you to manage.

The campaign in Tavern Keeper will see you open taverns in unique locations, each with their own environment, culture and interesting characters to meet. We've added this screenshot to show you one of these locations, the greenest!

The heart of any tavern: the taproom



Our existing screenshots have shown taverns full of decorations and characters in the midst of a busy day but your tavern doesn’t start out like that. Often, you begin with an empty room and place furniture bit by bit.

The above screenshot shows the simple process of putting down a bar counter, the place where your patrons can order drinks. The green outline indicates that it is in a valid position and the little squares show you where your patrons will access or queue to use this small but crucial part of your tavern.

The staff hiring screen


Tavern Keeper is a sim management game. It’s your tavern but you hire and manage staff members to do the grunt work for you. This is the staff hiring screen showing you different candidates, each with their own background, skill levels and personality traits for you to consider.

Until the next time,
The Greenheart Games 💚 Team
Nov 30, 2023
Grimlord - metalcat_studio
2023.11.29 Hotfix

Dear Lords of the Monastery:
The Pumpkin Lord quest for the 2023 Halloween Challenge is officially over. Rewards earned will be kept in your character inventory permanently. Also, by this update, the rewards of the Pumpkin quest will be cross-shared with any other characters you might create in the future.

The specifics:

New content:
1. The equipment and items earned from the Halloween Challenge can be obtained by newly created characters. You can find them in the Blacksmith's board and armor scrolls.
2. The Pumpkin Lord quest line will be removed.

Fixes:
3. Fixed the issue where the BOSS may get stuck during battle.
4. Fixed the issue where the enemy is suspended in the air after grabbing them then rotate your head.
5. Fixed the hand glitch caused by certain doors.
6. Fixed the abnormal vibrating glitch caused by low HP
7. Optimize the hand so it no longer twitches when taking out items from the slots.
The Unlikely Prometheus - Banjulhu
Hi All

So the game is out and folks are playing it which we are extremely happy about.

If you find yourself enjoying the game we would like to ask you to leave a review to warm our cold black hearts a little over this chilly winter season.

And whilst you putting in the hours having Fritz rub items together we would also ask you to report any bugs you find because as a small team of barely educated Northerners there is likely a few missed errors here and there.
Sands of Salzaar - HA会长
Travelers of the desert:

We've fixed some of the bugs we told you about last week with the [Tournament] and [Child Rearing] in this update we just launched. We've also made some tentative improvements that'll hopefully reduce lag in the mid and late-game, and we've upgraded the mod editor.
This update hits PC and mobile at the same time, so be sure to update your client.

[Combat Improvements]

We continuously receive frequent feedback regarding lag in the mid and late-game, and it's something we've always needed to improve. We've seen that the most frequent lag occurs just as both sides' forces clash, and part of this is due to the combat text.

We've therefore made some changes to the underlying logic regarding this, which should alleviate some lag during late-game battles. Naturally, fully fixing this lag isn't something we can do with just one or two changes, and we'll be going at it from other directions too (such as AI pathfinding, etc.) once we've solved the issue with the combat text, to attempt to resolve this issue from multiple directions.



And apart from this, we've taken the chance to make a few other changes too:
We've changed how critical hits are shown to make the visual prompts more intuitive, and we've differentiated magical and physical crits by giving them different colors.

We've also made changes to the attack speed and damage radius of all weapons. Attack speed now not only affects the cooldown of basic attacks, but also the animation speed along with both the fore and backswings. We've also changed the hitbox from its previous prismatic shape into a more intuitive conical shape.

[Tournament Bug Fixes]

Following the last round of changes, a few stubborn bugs still remained, which we've fixed this time around:

1. Fixed an issue where you couldn't participate in the Tournament again in the same town.

2. Fixed an issue where you would receive tournament rewards even if your team participated without you.

3. The game would suddenly freeze and the file become corrupt after a certain number of days had passed. We've now added protective measures to prevent this, which will automatically reset the Tournament DLC when this error occurs.

We've also fixed an issue a localization issue with the [Child Rearing] DLC that led to a code error. The bug would lead to a key quest progressing into the wrong quest branch, meaning that the quest couldn't be completed.

Furthermore, we've redrawn all icons for special [Ember Workshop] gear and quest items.

Previous Version



New Version



We've also made the following fixes and changes in the new update:

1. Improved the underlying logic behind damage calculations.

2. Fixed a bug where the Might, Agility, Essence and Wisdom of skills weren't included in the final calculation.

3. Fixed a bug that would invalidate strategy order configurations.

4. Divided up the difficulty further, allowing for individual dynamic changes to level caps.

5. Added an attribute affix that increases Might, Agility, Essence and Wisdom by a certain percentage.

6. Adjusted the Block attribute affix, added Block and Counter Block, Empower Block and Weaken Block.

7.Added objects/areas which are only traversable from one side in battle.

1.0.40 Temporary fixes

Through immediate feedback from our community of players we've discovered some issues in version 1.0.40 that we've made temporary fixes for

1. Auto-battle can not be carried out
2. Unlimited duration of invincibility buffs
3. Cannot learn NPC skills

[Editor Update]

We've updated the mod editor to make it easier for mod creators to use it. This includes improving the UI and adding a few commands, along with three viewers: Icon Viewer, Portrait Viewer, and Model Viewer. Hopefully these changes will be of some help to you all!



Within the Icon Viewer you'll be able to find all icons currently available in the game. Considering that some icons are readily used, we've also added a batch of new ones.



Within the Portrait Viewer you'll be able to find all portraits and avatars currently available in the came. These are marked with a corresponding portrait ID, so that you can more easily change out default portraits.



Within the Model Viewer you'll be able to find all character models currently available in the game. You can also directly drag weapons in the object category to the right to see their animations and special effects.

[New DLC Info]

We revealed a preview of the new DLCs we're working on last week, and we've naturally received feedback regarding this. We'll just say it: the DLC is coming on Dec 8, just as there are discounts running on the various platforms.

Exotic Wayfarer



The Exotic Wayfarer DLC will include outfits inspired by a variety of cultures, along with uniquely colored hairstyles. This DLC will also come with an item granting one free character customization (cannot be used to change gender), enabling you to change your appearance without first talking to the dresser.

Siege and Conquest

Following our DLC reveal, plenty of you were worried that soldiers getting stuck in walls would become an even greater problem than before. And that's indeed one of the issues we encountered during development. We tried to fix this in a variety of ways, including changing the display size of models for broader paths, and modifying collision body sizes and map boundaries.



We ended up using the aforementioned in part, and put most of our focus on modifying AI pathfinding. The pathfinding guideline we've added for siege battles should prevent this issue to some extent. Plus, this change will improve the issues of soldiers getting stuck in walls for the base game too.



We have created a set of city walls and gates with unique designs that differ for all regions (Ifrit Domain, Redstone Valley, Crying Rock, Twinluna Valley, Zagros Mountains, Umbra Cliffs, West Docana Desert). Have a look at our early design drafts!

As for which designs will prevail and how they'll look in the game when released, well, you'll just have to find that out later!

The Eclipse Hive

We mentioned in the preview that you could gather Eclipse [Clues] from the various regions and exchange these with the Mastigure Adventurer (usually found near the main city of the region's main faction) for [Boss Intel] in order to directly challenge that boss.



We've created 24 bosses for The Eclipse Hive, with each region apart from the Ifrit Domain containing 3 powerful entities and 1 super entity. Each of these has different mechanics from ordinary bosses.

As an example, the Twinluna Valley's super boss will in phase two pit you against a clone of yourself (with your skills, gear and attributes, but naturally with more skills due to being an AI).



Or when faced with the Dune Band trio, you must defeat all of them within quick succession of one another or they'll simply resurrect to no end.



Upon defeating a boss in the Land of the Eclipse, their loot will drop as a chest upon the ground. Be sure to leave the area only AFTER you pick up your loot. There's a confirmation box for leaving, though, so there's that.



For the 24 bosses in the 6 regions, we've created 36 pieces of legendary gear all featuring gear skills. Each boss has a 100% chance of dropping a unique piece of gear of a set gear slot, while each super boss has a 100% chance of dropping 1 out of 3 pieces (accessory, armor or weapon).



These new pieces of gear aren't just powerful stat sticks, rather, they all have their own quirky effects and mechanics that may be either good or bad. But when used properly, a seemingly bad effect may well be a great one.

New DLC Release Date & Discounts

The new DLCs are estimated to hit the stores on Dec 7, 10:00 PST. The Sands of Salzaar base game will be available at a discount for 2 weeks (Dec 7 to 21).
The PC discount will be our biggest ever at 60% off for the base game, and 50% off for both The Ember Saga and Tournament DLCs.

That's all for this update! Feel free to join our Discord to get in touch! Our managers will try their best to help you solve any issues you encounter in the game!
Terraforming Mars - TwinSails_Crunch3d
Mission Journal: Patch #2.3.1.130126
Date of entry: 2144/05/21

Maintenance on the water purifiers has been concluded. Clean water supply has been reestablished to the colony after prolonged rationing. Increased observations on water purifiers will continue in the coming weeks to ensure no additional problems.

Patch Notes — Terraforming Mars 2.3.1.130126
  • Actions from blue cards cannot be used multiple times anymore.
  • "Put resources on any Venus cards" type of actions can only affect the player’s cards now.
  • Fixed Stratospheric Birds + Dirigibles interaction.
  • Fixed Morning Star Inc. + Adaptation Technology interaction.
  • Fixed the unusable Robinson’s action.
  • Tharsis Republic's city tile is not placed automatically anymore.
  • The ingame rules now properly list rules for Venus Next.
  • Unlocked achievements shouldn’t “relock” anymore.
    • Note: progression for achievements might still reset from one session to another.
  • No more softlock during the Venus Next tutorial.
  • Solar Phase can be activated properly in Solo challenge, regardless of the other modes’ configuration.
  • AI shouldn’t cause loading failures by duplicating cards anymore.

A NOTE TO OUR COMMUNITY
We remain committed to providing an experience in Terraforming Mars that is befitting both the reputation of the original board game and what our superb community deserves. Expect to see further fixes in the near future.
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