New hotfix update 90.2, mainly to address an issue with the tutorial on macOS.
Full Changelog:
- Fixed softlock during initial tutorial on macOS. - Fixed Terrain Dice with Heavy and Flash properties not working correctly. - Fixed crash when loading a new game with a corrupted save file.
Have you seen Errtu the Balor, or have you already defeated him with Drizzt? #dragonheir #dragonheirsilentgods #collobration #DND 🔥Download Dragonheir NOW: {LINK REMOVED}https://bit.ly/dragonheir-downloadnow
Added a "Change Graphics" command under System to control resolution/fullscreen/viewport.
Added a "Tint Screen" command under Animations to control the tint of a scene.
Added a collation mechanism to Message Boxes (defined on Message Box details in the User Interface section) to allow for maintaining the same message box UI instead of closing it between messages.
Dear travelers, ✨ In our pursuit of delivering an exceptional experience, brace yourselves for significant in-game content optimizations in Season 2! 🚀 🔗 Existing servers will unite, amplifying the impact of alliances: - ♟️ Chaos Clepsydra I & Fountain Interplanar V - ♟️ Clepsydra II & Chaos Clepsydra VII - ♟️ Interplanar I & Chaos Clepsydra IX - ♟️ Interplanar II & Chaos Clepsydra V - ♟️ Clepsydra VIII & Fountain Interplanar VII - ♟️ Clepsydra VI & Fountain Interplanar III 📋 But that's not all! Get ready for a wave of fresh content! - 🔥 Explore the brand-new Aethercairn Archipelago, delving into ancient tales of the Twin Towers and the mysterious world of the deep ocean for an even more enchanting journey! - 🔥 Over 30 heroes will join the DragonHeir world, introducing three Schools of Damage Dealing: Burn, Thunderbolt, and Ice Blast, adding thrilling possibilities to the battlefield! - 🔥 Gear up for an abundance of new equipment sets, artifacts, and monsters, ensuring a continuous zest for your journey! ✨ Ready your packs and embark on this exciting new exploration! 🔥Download Dragonheir NOW: {LINK REMOVED}https://bit.ly/dragonheir-downloadnow
You're born with FLESH, BRAIN, and GUTS. Grow arms, legs, and teeth. If you survive, you'll get to scavenge for the scraps that larger, meaner Monsters leave behind. Yippee!
Survive using FLESH, BRAIN, and GUTS.
Use these three resources to overcome your Monstrous, impulsive tendencies. Spend them wisely, though, as they only replenish when you rest or feast.
Make Choices!
The towering, 300-toothed Grattrag scours the ravine below for your friends. Do you fight or hide? Join a gang or form your own?
Eat your friend's arm? (Context: it looks very tasty, and you're famished.)
Shun the scary loser to look cool... or comfort them and become a "loser" yourself?
Let Gorry know that a rocket sled would not, in fact, be possible to create? (He'll be heartbroken!)
Visit the Fantastic Land of Monsters!
Built beneath ancient Human ruins, Asch is your home city, where you'll scavenge and hide among the alleys to survive. The Sharps are where wild Adolescents live free from the shackles of Monstrous society. Join a gang, or form your own. Visit Trade Hill, where shady Monsters meet to exchange precious, deadly Human artifacts.
If you liked the original, you'll love the sequel!
We'll be making camp at the Indie Expo section of the Game Developers Session '23 that's taking place in Prague this Friday and Saturday! You'll be able to play the latest build and we're super curious what you think about it. And if you like what you see, we've got playtester Steam keys to give out, so that you can play more Netspectre even when you come back home. See you there!
Embark on a space city-building adventure in Moons of Ardan! Develop a thriving civilization in a real-time planetary system. Oversee production chains, cater to the needs of your axonauts, recover their lost technologies, and navigate resource transportation.
The Grimstar: Welcome to the Savage Planet update 1.3.0 has been released. I would like to thank you again for all your feedback on Steam and Discord, which also made this update possible. The following are some of the major changes:
Balancing
Balance improvements have been made to the new enemy and player fractions. The existing mission maps have also been updated slightly.
Optimization and Pathfinding
The game has also been optimized again to improve performance, and the pathfinding has been improved so the units do not overlap when moving.
Bug fixing
The game has been improved by fixing a number of bugs. In some cases, even when the place was free, it was impossible to build or call new units.
As always, I welcome any feedback you may have about the new update!
We look forward to seeing you out there, on the surface of a savage planet!
Ask The Dev
You are very welcome to join our Discord server to discuss more about the game.
In the previous patch, we've sped up our 500ms front dodge bashes to be 433ms. This introduced an unfortunate interaction where these attacks could reliably be dodged on a single timing. We've made the following changes to ensure there is no singular dodge timing to beat these attacks:
All 433ms Front Dodge Bashes now lose tracking 100ms later during the attack against dodging opponents
The following heroes have their Front Dodge recovery lowered by 100ms:
Conqueror
Jormungandr
Zhanhu
Additional changes
Medjay's Throne Room Tackle can now be performed starting at 300ms during their Front Dodge, up from 100ms
Tiandi's Palm Strike can now be performed starting at 366ms during their Front Dodge, up from 300ms
Dev comments: The changes to the way Front Dodge Bashes track opponents makes it to that delayed Front Dodge Bashes will now properly connect against early dodges. This should return to the type of play we had before the changes, where the intent was that opponents had to read between dodging early or late; due to how the changes were implemented, there was an issue where a single dodge timing could beat buffered bashes, delayed bashes and dodge to guardbreak; with these new timings, this type of situation should no longer happen.
To ensure this is also fixed on Conqueror, Jormungandr and Zhanhu, we've also lowered their recovery from Front Dodge so they can Guardbreak earlier and catch the outlier dodges that can effectively dodge both the buffered and delayed bashes.
Finally, we've also applied a change to Medjay and Tiandi; Medjay's Throne Room Tackle was too oppressive at their new timings, while Tiandi's new timings meant that players had one less option to beat Tiandi when the hero performed a dodge cancel from Light attacks into Palm Strike. With this new change, players should be able to trade with Palm Strike by using a Light Attack.
Hitokiri
Meikai Rift (Light Finishers) no longer have Uninterruptible Stance.
Hitokiri now gains Uninterruptible Stance at 100ms when performing Endless Myriad, down from starting at 300ms
*Dev comment: Hitokiri used to have Uninterruptible Stance on Meikai Rift to be used as an early trading tool, but this proved to be awkward as the hero needed to end their chain and pressure to trade with opponents. As the hero's identity is to be a relentless attacker and have strong mixups, we've adjusted the position of the Uninterruptible Stance so Hitokiri is able to use their chained Heavies more effectively in outnumbered situations and be more difficult to peel.*
Chain Link Timing changes from Opener Light attack to Rei Kick / Rei Sweep
On Hit and On Block, chain link timing now starts at 333ms, up from 200ms
On Miss, chain link timing now starts at 233ms, up from 100ms
*Dev comment: With Hitokiri's chained Heavy attacks getting better Uninterruptible Stance timings, we changed this chain link timing to give opponents more options after the hero's Light Openers; they can now interrupt Rei Kick with a Light attack on a successful read.*
Adjusted the Weapon Trajectories for all Heavy Attacks to have better range
*Dev comment: One of our goals for Hitokiri is to ensure players can effectively use the hero's Side Heavy attacks in outnumbered situations, in combination with Uninterruptible Stance. Their current values were underwhelming and made it too difficult to hit external opponents; with these adjustments, they should hit more reliably and give Hitokiri more offense-based defense in group fights.*
WHITE BONUS SPIRIT ARMOR
Improved the White Bonus Spirit Armor, adapted the model to better fit Body Type 1 and fixed a few clipping issues
LOCAL TONE MAPPING
Added new Local Tone Mapping Display Option
*Dev comments: Instead of using one average exposure value for the frame, we adjust it independently for different parts of the image. It means that we can get back details in very bright or very dark areas, without losing the overall quality.*
It's an option you can enable on other platforms in Quality Mode, and on PC. It's off by default, so you can choose to try it or not.
BUG FIXES
FIGHTERS
Shugoki
[Bug Fix] Fixed an issue that caused the Shugoki to have backward dodge animation on right stance and side dodges (FH-6073)
Nuxia
[Bug Fix] Fixed an issue that caused the Nuxia left dodge animation to trigger when on the left guard and performing a back dodge (FH-6160)
Ocelotl
[Bug Fix] Fixed an issue that caused the Ocelotl to instant kill an opponent using the ballista with Hunter's Snare (FH-5926)
Orochi
[Bug Fix] Fixed an issue that caused the Orochi's side heavy finisher animations to not be in sync with his sword (FH-3118)
UI
[Bug Fix] Fixed an issue that caused the Event and Hidden Gears to appear as not obtained and locked when equipped (FH-5759)
SOUND
[Bug Fix] Fixed an issue that caused the Jiang Jun to play Sifu's Swirl voice line on Sifu's Poise stance (FH-5921)
CUSTOMIZATION
[Bug Fix] Fixed an issue that caused the Zhanhu "Songshen" Arms to have "Wei Ling" visual on right arm on Alternate Body Type (FH-6104)
[Bug Fix] Fixed an issue that caused the Medjay's ornaments are misplaced on left arm (FH-6072/FH-6118)
[Bug Fix] Fixed an issue that caused the Conqueror "Dark Pellinor" shield to not apply Paint Patterns properly (FH-6027)
[Bug Fix] Fixed an issue that caused the "Zealous Zhu Que" effect to be delayed on idle emote (FH-5900)
[Bug Fix] Fixed an issue that caused the Peacekeeper shoulder pauldrons to be missing from Arms sets" Sapiencia" and "Horkos" during preview
[Bug Fix] Fixed an issue that caused the Kyoshin scabbard to be offset during neutral dodges (FH-4709)