VRoid Studio v2.1.5 - VRoid Team


Thank you for using VRoid.

With the v1.26.0 update, a total of 200 new presets for face and hairstyle have been added to both iPad and computer versions of VRoid Studio.

VRoid Studio allows you to select and combine preset items and adjust their parameters to easily enjoy character creation without having to build your model from scratch.


▼Download VRoid Studio here
https://vroid.com/en/studio




200 new items
  • Face presets: 100 types total
    • Irises - 13 types
    • Eye highlights - 13 types
    • Scleras - 3 types
    • Eyebrows - 13 types
    • Eyeliners - 13 types
    • Eyelashes - 4 types
    • Noses - 13 types
    • Mouths - 2 types
    • Lips - 6 types
    • Cheeks - 9 types
    • Skins - 11 types 
  • Hairstyle presets: 100 types total
    • Front hair - 21 types
    • Back hair - 13 types
    • Extensions - 18 types
    • Side hair - 18 types
    • Ahoge - 17 types
    • Extra - 13 types
  • Face Sets - 13 types
  • Hairstyle sets - 17 types

▼Go here for notes on the v1.26.0 release
https://vroid.pixiv.help/hc/en-us/articles/26293435393433


3D models created using these items can be used as avatars in the metaverse, in games, in app development, and for a variety of other purposes, including both individual and corporate, commercial and non-commercial use.
To learn more, please check this article.

We're always striving to improve our services based on requests and feedback from our users, and collaborating with other companies to integrate our services for 3D character content.
风林火山 Playtest - kampfar
2023年12月14日版本更新说明
各位明公,我们刚刚对测试版进行了更新。

家族事务
●立储可以选择除父母以外任何人
●继者弹框里武将列表增加年龄显示和男女显示
●所有夫妻关系都可以生育后代了
➢每位夫妻每回合只与一人同房
➢同房未怀孕CD为20天
➢怀孕CD为300天
➢男性生育年龄为18-8
➢女性生育年龄为16-50
➢孩子随父姓,如果女性君主,则随母姓

战斗部分
●修改了底层框架,后续可以支持战前在自身军团范围内调整布阵位置

大地图部分
●可以在高层看到郡县的分布了
●可以再高层看到县城类型和分布了

武将模块
●新增了蜀国马忠
●资料武将库显示里增加性别,男女以及筛选
●专长调整为最大等级5级
●音律专长调整为德望
●兵法专长调整为侦察
●实装了大部分专长的数据效果

优化和修复
●修复了城市武将看不到专长的问题
●优化了登庸人才的操作,返回可以继续选人
●修复了退位后忠诚度不对的问题
●优化了左侧行动条显示不会再取消的问题
●设置中新增了垂直同步选项


创造三国志 工作室
FINAL FANTASY VII EVER CRISIS - ise_koki
Thank you for playing FINAL FANTASY VII EVER CRISIS.
This is a message from the management team.

We'd like to introduce the content of the Ver. 1.3.30 update.
The update is scheduled to release Dec. 14 6:00 PM PST.

Update Details

Summon Bahamut Arrives
Bahamut will be added to the Summon Quests.
Progress through Pact Missions to form a Pact with Bahamut.

CRISIS CORE -FINAL FANTASY VII- New Chapter Release
CRISIS CORE -FINAL FANTASY VII- CHAPTER 2 A SOLDIER's Honor will be released.
*This content will be unlocked by completing CRISIS CORE -FINAL FANTASY VII- CHAPTER 1 The Missing SOLDIER.

New Criterion Dungeon
Abandoned Factory will be added to Criterion Dungeons.

New Crisis Dungeon
Abandoned Factory and Sunsin Cave will be added to Crisis Dungeons.
*Sunsin Cave: Very Hard will be available until Jan. 11 2024, 5:59 PM PST.
*Crisis Dungeons are unlocked by clearing the Solo Content Battle Tower: Sealed Tower of Cetra Midgar Falls B10.

Character Maximum Level Increased
The Character Maximum Level will be increased to Lv. 65.
Along with the uncapping of characters' levels, the Character Stream will also be further unlocked.

100 Days Since Release Campaign
To commemorate 100 days since release, draw up to 150 times total for free over the campaign and get up to Blue Crystal x3,000.

Other
- Minor quality of life improvements.


Please Note:
- The event period and content are subject to change without notice.
- It may take some time for the new version of the app to be reflected in the store.
- Additional downloads will occur once opening the application after the update. As this will require more data consumption than usual, we recommend updating in a Wi-Fi environment.


Thank you for your continued support of FINAL FANTASY VII EVER CRISIS.
Summum Aeterna - Aeternum Game Studios

Welcome to the Aeternum Showcase!

The event will start today at 10:00 am (CET), let's gather together to have a great time... Hope you enjoy the show :)
Dec 13, 2023
Mechabellum - Hell00
Time
This update will be carried out at 8:00 am on Decmeber 14, 2023, UTC time. At that time, the server will undergo update maintenance for about 60 minutes.

New
New Variant [Assault Scorpion]: Scorpion's HP increased by 100%, reload time reduced by 1.5 seconds, but range reduced by 30.

Balance Adjustments
Sledgehammer
HP increased by 10%
Wasp
HP and ATK increased by 7%

Other Changes
Players can now vote to speed up battles at an earlier point in time (15 seconds earlier than before).
Crossout - XO_Team

PU-1 Charge
  • Mass reduced from 576 to 445 kg.
Comment: the change will simplify the assembly of a vehicle with “Charge” and will increase the demand for this generator relative to “Ampere”.

Goblin
  • Damage reduced by 5%.
  • Rate of fire reduced by 19%.
  • Now lets 30% of damage through instead of 40%.
Gremlin
  • Damage reduced by 10%.
  • Now lets 30% of damage through instead of 40%.
Comment: in current realities, both shotguns have inflated damage to energy ratio and an overly high survivability.

Kapkan
  • Vehicle capture time reduced from 7 to 6 sec.
Comment: a player who is caught in the “trap” essentially becomes defenceless and only in rare cases has the opportunity to escape. We believe that 7 sec. of such a state in conditions of fast battles is too much.

Expanded ammo pack
  • Mass increased from 288 to 408 kg.
Comment: it’s no secret that these ammo packs are used not only for additional projectiles, but also as armour, due to the rather forgiving mass of the module relative to its durability. In most cases, only one or two modules are used for additional ammunition. The change will not greatly affect such assemblies, but will be noticeable for vehicles that were armoured with these modules.

Miller
  • Mass increased from 495 to 565 kg.
  • Added the ammunition parameter. Base value: 310 pts.
Comment: this minigun is highly effective in battles (8000 — 10000 PS levels). Vehicles with Millers consistently stand out not only for their high durability, but also for the amount of damage inflicted per battle. Increasing the mass of the minigun will reduce the overall durability of such vehicles, and the limited ammunition will add an element of control and make the effectiveness of the minigun more dependent on the player’s actions.

Gerrida I
  • Tonnage reduced from 1600 to 1400 kg.
Comment: at the moment, this is the “strongest” movement part in the game. It allows you to assemble very durable and fairly fast and maneuverable vehicles. At this point, we wouldn’t want to limit the main features of these mechanical legs (speed and mobility) in any way, so we decided to make changes to their tonnage and make vehicles with them lighter and more vulnerable. The edit comes on top of the above changes to tonnage recalculation and the use of additional movement parts on the car.

Blight
  • Perk damage bonus reduced from 40% to 35%.
  • The distance required to charge the perk increased from 300 to 500 m.
Comment: right now the cabin provides an excessive bonus to vehicles that use fire weapons. The change would make the ratio of the bonus itself to the frequency of its use more fair.

Astraeus
  • Reload time increased from 4 to 5 sec.
  • Damage reduced by 10%.
  • Perk damage bonus reduced from 60% to 50%.
Comment: the overestimated effectiveness of “Astraeus” is observed over a wide range of PS levels (from 7000 to 14000). Often the damage dealt by these weapons outperforms the damage dealt by ranged weapons of higher rarities.

GL-55 Impulse
  • Durability reduced from 192 to 171 pts.
  • Projectile speed reduced by 10%.
  • Reduced accuracy:
  • The effect of vehicle speed on accuracy increased by 30%.
  • Increase in spread after the shot increased by 17%.
  • Reduced aiming speed by 25%.
Comment: the previous adjustments to this weapon proved to be excessive, and increased survivability and damage dealing too much. We are partially reversing the changes made in the “Depths of the Wasteland” update, but would like to note that the final parameters of the grenade launcher still remain higher than before those changes were implemented.

Cerberus
  • Added 30% explosive damage resistance to the front of the cabin. Resistance to ram damage also applies to the front of the cabin.
Comment: thanks to the change, the built-in melee weapon becomes similar to other melee weapons, and the cabin is not as vulnerable as before.

Werewolf
  • Now, after the cabin is destroyed, a drone with a “Fafnir” shotgun remains for an unlimited time.
Comment: this change is aimed primarily at increasing interest in using this cabin. A controlled drone with an unlimited “lifetime” will make the game more interesting even after the main vehicle is destroyed.

Ghost
  • The cabin’s perk now starts resetting after dealing damage (not ramming damage), not after exiting invisibility.
Comment: the cabin’s perk was too dependent on invisibility modules. The edit gives the player more control over the implementation of bonus damage.

Caucasus
  • Vertical aiming angles changed from +40/-20 to +20/-10.
Comment: the weapon becomes too effective when it is mounted on armoured aircraft. The change should result in target locking being dropped more often in aerial combat when manoeuvring. In ground battles, “Caucasus” rarely uses such vertical aiming angles, and therefore the adjustment should not have a noticeable effect on them.

BC-17 Tsunami
  • Reload time reduced from 7 to 6 sec.
ZS-46 Mammoth
  • Reload time reduced from 6.6 to 6 sec.
Comment: both “Tsunami” and “Mammoth” have an excessively long reload time, which (taking into account the type and characteristics of the weapons) doesn’t fit into the current pace of battles.

Athena
  • The number of shells in the burst increased from 7 to 10.
  • Damage and heating from each hit in the burst reduced by 30%.
  • Now the spread increases more as the burst is fired, but it stops increasing when the weapon is rotating.
Comment: the effectiveness of the revolver is too high. The edit preserves the possible total damage, but stretches it to a larger number of projectiles and complicates its implementation (including the perk that requires hitting all projectiles in the queue).

Spark III
  • Damage frequency reduced by 25%.
  • Damage increased by 46%.
  • Negative effect of the perk reduced from 7.5% to 4%.
  • Negative effect stacks up to 15 times (instead of 8).
Comment: now “Spark” is more often used in a single copy (as an auxiliary weapon that quickly inflicts the maximum negative effect on the enemy). With these changes, we want to make this weapon more independent: it will now take longer for the maximum negative effect to be applied, but the damage will be significantly higher during this time.

Apollo IV
  • Durability increased from 363 pts. to 427 pts.
Comment: edits are related to the fact that the generator is destroyed much more often than the “Thor-6S”, which affects its demand and effectiveness.

Reaper
  • Added perk: after 10 hits on the enemy, fires an armour-piercing projectile that penetrates ap to 3 structure pins without losing damage. Each miss reduces the number of accumulated hits.
  • The mechanics of firing without overheating have been preserved.
Comment: the weapon’s effectiveness is insufficient when compared to “Miller”. The special projectile, as in the case of the “Miller”, has an increased impulse.

Kronos
  • Charge consumption now stops/doesn’t start if there is nothing to restore (i.e. all attached parts have full durability, or there are none at all).
Comment: thanks to this change, the cabin’s charge will no longer be wasted.

Muninn
  • Now the cooldown time of drones that had the perk active at the time of destruction is reduced by 35%.
Comment: with this change we compensate for the lack of efficiency of the cabin in conjunction with the drones.

CC-18 Typhoon
  • Reload time reduced from 7 to 6 sec.
  • The negative effect of the perk is now 30% (instead of 40%), and its duration is 2.5 sec. (instead of 3 sec.).
Comment: the reasons for changing the reload time are similar to “Tsunami” and “Mammoth”. A slight weakening of the negative effect of the cannon’s perk is related to the fact that it will now be applied more often.

RL-9 Helicon
  • Now, instead of seconds of projectile flight (0.75 sec.), the meters travelled by the projectile (180 m.) are used to activate the perk.
Comment: the change should make it easier for the perk to interact with the projectile speed upgrade, as well as with the perk of the “Steppe spider” cabin.

Flash I
  • Damage frequency reduced by 25%.
  • Damage increased by 46%.
  • The negative effect of the perk reduced from 5% to 3.5%.
  • The negative effect now stacks up to 17 times (instead of 12).
Comment: these changes are similar to the changes for “Spark”.

Ripper
  • The weapon now deals 3.5 times more damage to bumpers and passive melee weapons.
  • Fixed a bug that caused disks to disappear when they hit water.
Comment: the melee type of damage is a feature of the “Ripper”, which allows it to deal full damage to parts that let damage through. Because of this feature, it loses too much effectiveness when its disks hit bumpers and passive melee weapons that have high resistance.
Aeterna Noctis - Aeternum Game Studios

Welcome to the Aeternum Showcase!

The event will start today at 10:00 am (CET), let's gather together to have a great time... Hope you enjoy the show :)
Dec 13, 2023
Svarog's Dream - lynxbird
QoL / Balance:
  • Doubled stamina regeneration speed out of combat.
  • Archers will now receive an acceleration buff for 1 second after firing an arrow, making it easier to kite enemies.
  • More buffs have been applied to late-game mobs in the far east.
  • Werewolves to the far east will now work together to attack players if they wander into that area.
  • If you have already traded with a trader, he will not greet you anymore, making the entire trading experience faster.
  • Added more help for players playing on easy difficulty.

Bugfixes:
  • Fixed a bug where, if a player quit before the game was loaded, the game would save incomplete world status, causing some players to lose equipped items. If this bug affected you, contact us, and we can compensate you in-game for lost items.
  • Fixed a bug where traveling to Iriy would make the player lose their following pets.
  • Fixed a bug that caused some enemies to disappear.
  • Fixed a bug where, after a player finished the first phase of combat in the light game ending and then tried to switch to the other ending, it would not trigger properly.
  • Fixed a bug that made the last option in conversations hard to click.
  • Fixed a bug where the second part of the dialogue screen could activate even when the player moved away from the NPC.

Bonus: Added a new set of names to the wall.
Community Announcements - 小古


亲爱的继承者们:
叮~请您查收本周活动清单!周末还有神秘福利活动上架,请大家留意哦~
活动时间及内容可能会根据实际情况有所调整,请继承者留意活动页面的详细说明,以游戏内的显示为准。

活动内容变更提醒
◇ 通行证:本期通行证奖励领取时间将延期,具体时候请留意官方公告

◇ 每日礼包
因优化更新需求,【每日礼包】将于12月21日0点0分暂时下架,v1.4版本更新结束后恢复上架
特别注意:v1.4版本更新后,每日礼包的内容将优化更新。如果继承者在更新前购买了【七日礼包】且未领取完全部奖励,将于版本更新后3个工作日内通过邮件收到未领取的奖励。

◇ 活动限购
为满足继承者们的养成需求,「活动限购」商店部分礼包将在当期活动限购结束后有所调整,请以游戏内的显示为准。


活动结束提醒

◇ 限时召唤:「孤影布伦希尔德」、「智者密米尔」限时召唤
◇ 幻影时装:「炽炎幻影」系列服装限时返场
◇ 充值福利:累计充值,可兑换「至臻·神话残魂碎片」
以上活动将于2023年12月13日23点59分结束

新活动预告

◇ 限时召唤
活动时间:2023年12月14日0点0分~2023年12月20日23点59分
活动内容:「青春女神·伊登」、「尤弥尔的躯壳」限时召唤开启

◇ 幻影时装
活动时间:2023年12月14日0点0分~2023年12月27日23点59分
活动内容:「夏日奇遇」系列服装限时返场

◇ 充值福利
活动时间:
第一期:2023年12月14日0点0分~2023年12月17日23点59分
第二期:2023年12月18日0点0分~2023年12月20日23点59分
活动说明:
1、每期累计充值可获取【丰饶之花】,至少可兑换1个自选「至臻神话魂核」
2、【丰饶之花】可在【活动商店】中自选兑换「至臻·神话残魂碎片」,兑换比例为1:1
3、【丰饶之花】为活动限时代币,请各位继承者及时进行兑换,以免【活动商店】中「至臻·神话残魂碎片」下架导致损失
(下架时间:在12月21日的v1.4新版本更新后一周,即12月28日零点,【丰饶之花】代币将下架

◇ 周末狂欢
活动时间:2023年12月16日0点0分~2023年12月17日23点59分
活动内容:周末惊喜礼包

◇ 命运转轮
活动时间:2023年12月14日0点0分~2023年12月20日23点59分
活动优化说明:
(1)第二轮转轮奖励中,将下架时装奖励,并替换成「神话魂技升级·吟之根」
(2)「神话魂技升级·吟之根」可获取次数为无限次,无保底获取次数
(3)优化第二轮排名奖励

◇ 轮回远征
活动时间:2023年12月13日0点5分~2023年12月21日23点59分
活动内容:「猛毒·摩迪」、「雷暴·海德拉」、「未来·诗寇蒂」将登场,完成挑战可获得【古魂碎片】、【魂石】等稀有道具

-------------

新版本v1.4「芬布尔之冬 元日重生」即将于2023年12月21日上线!
外观党大福利、新主线、新难度、新BOSS等多个新内容开放,当然还有更丰厚的福利与大量细节优化~
芬布尔之冬,所有的日子都是寒冷而黑暗。
耶诞,元日的微薄阳光穿过阴霾,是否能有奇迹发生?
愿这个异常寒冷严酷的冬天,一切生灵安然度过

-------------
▌更多福利请加入
官方微信:古魂
官方Q群:920259370
官方抖音:古魂-魂之刃2

▌关于游戏
《古魂》是由盘古魂工作室自研,暗黑风格的动作游戏,「魂之刃」系列第二代作品。
游戏依托于北欧神话,玩家作为轮回复生的「继承者」,从穆斯贝尔海姆出发,迈向世界树支撑的广阔空间。穿梭在虚忆、古煌、真骸三条时空线中,通过「献祭」或「救赎」的选择,获得「众神之王奥丁」「诡计之神洛基」等数百位神灵的神器或助战,推动世界的进程。

继承者,诸神湮灭于黄昏——
你,就是最后的守护
8-Bit Adventures 2 - Critical Games
Merry Christmas and Happy Holidays everyone! I hope you're all having a great end of 2023 so far.

I've just launched a brand new update for 8-Bit Adventures 2, and this is a fun one! Since our porting company partner Ratalaika Games is still working on the console versions, and the Free DLC is still in development, I wanted to do something special for everyone this Holiday Season.

So in addition to the usual bug fixes, and finally restoring the April Fools' Day boss (info on finding him is below), I've also added a new post-game side-quest. To access it, speak to the Traveller in the game's Dev Room, and choose to visit the Secret Map.



Yep, those Christmas presents can finally be opened! And they start you on a new quest to hunt down Glitched Monsters - all of which have unusual mechanics, and can take you by surprise if you're not prepared! Collect seven pieces of Glitchite, forge a very special new weapon, and tackle a more powerful version of the Experimental Titan with a special mechanic!

This idea was inspired by the Mushroom Heartless side-quest in the original Kingdom Hearts - albeit significantly streamlined and without the grind. I love the idea in JRPGs of having to hunt down monsters and make a powerful new piece of equipment. And this new weapon will have a specific use in the Free DLC in future as well!

Additionally, since some people found the original Titan too easy, I wanted to take the opportunity to make a harder variant. He's now faster, stronger, and has 1 MILLION HP 🤯 I know that sounds absolutely ridiculous for 8BA2, but the unique mechanic of this fight means it's not an insanely long battle - just one that requires a different focus and strategy (especially during the first phase of the battle). It's designed to be a little more overwhelming than I'd normally make a boss, but in the context of a post-game challenge, I hope it's fun (it's also totally fair to come back to it after the Free DLC is released and your party is stronger) 😅 Good luck to everyone in figuring out a winning strategy!

This new content is permanent (it's not time limited like the April Fools event), and should take around an hour to complete without a guide.



The full patch notes are below. Thank you SO much for all your support this year everyone! It's sincerely meant the world to me and our team. While 8-Bit Adventures 2 is only a small success so far, all of the reviews and kind words from players have made everything feel worthwhile. And if all goes well, this is just the start of our journey together!

But if you want to get me a present, then please consider leaving a review (if you haven't already). If we can get to 500 Reviews and an Overwhelmingly Positive rating, Steam will give the game more attention. We only need less than 1/8th of the total playerbase on Steam to leave a review to reach this milestone, so please consider it 😊

Have a wonderful end of 2023 everyone!
~Josh

Update for the 14th of December 2023
  • Added a new post-game side-quest which becomes in the Dev Room. Speak to the Traveller, visit the Secret Room, and open your presents. After doing this, you'll be able to hunt down Glitched Monsters, create a new weapon, and ultimately face a Million HP Super Boss version of the Experimental Titan!
  • Added the bonus April Fools' Day boss back into the game. He can only be fought after beating the game (like before), and is hidden in the Dev Room. Speak to the Traveller and explore the Pheopolis Castle development maps to find him ;)
  • Fixed a bug where the Captain's sprite vanishes just before the tutorial battle near the start of the game.
  • Fixed a bug where the cursor wouldn't appear correctly spaced in the Character Naming Window.
  • Fixed a bug where you couldn't walk under a certain part of a roof in the Merchant District of Pheopolis.
  • Fixed a collision issue on the Floating Continent where you could walk onto one of the east-most waterfalls.
  • Corrected inaccurate text in the game's final city. When you opened the chest which contained the Instant K.O. Attack Augment, it stated a 20% chance of success. Whereas the Augment actually offers a 10% chance of success.
  • Created ways to fix a potential bug where, around the time of Emma's end-game side-quest, the player's walking animation can be abruptly disabled. These fixes trigger after the opening cutscene in the Stonecrest Ruins, the preamble to the Final Dungeon cutscene in the Factory, and (for a manual solution) if you talk to the little girl at the entrance of Anbu City.
  • Fixed a bug where the Poison Dart ability could fail to inflict the Poison Status on the CRUSH!! enemies on the Mountain Pass. Even though I'd tried to make sure that Poison wouldn't fail on these enemies (since they tutorialise status ailments), the RNG still meant that there was a small chance of failure. So I took a new approach to fix this bug and make the Poison Status 100% successful on these enemies.
  • Raised the minimum AP threshold on Charlie's "Everything!!" ability to 50 AP. I also made an enemy's Defence stat play a larger role in this ability's damage calculation, in preparation for the Free DLC. Don't worry though - this ability is still the powerhouse attack it was meant to be!
  • Fixed a typo on a tutorial window regarding Emma.
  • Fixed a couple of typos in the Sky Forge, and a visual issue in the first Airship Journey opening cutscene.
  • Implemented the intended animation for the Locust Jar item (it previously used the animation of the Stopwatch item instead).
  • Fixed a targeting bug and visual bug on the Experimental Titan boss.
  • I think I've finally found and fixed the cause of the Arena Clockwork Controller bug! So hopefully no one else should encounter a softlock in this battle.
  • Fixed a minor display bug with the Auto-Haste Augment.
  • I made adjustments to the speed and flow of several instances of NPC dialogue in Pheopolis Castle at the start of the game. Many NPCs spoke slower here than they would in the rest of the game. I also adjusted some dialogue at the start of the combat tutorial, to make it move just a little bit quicker.
...