Reign of Guilds - Gleb Tumaschyk
Hi friends!

To begin with, we’d like to thank you for your patience and apologize for not so positive emotions caused by progress losses that occurred after server crashes.

Today we uploading fixes that will address the most sensitive of the issues of the first day:
- fixed 2 causes of server crashes;
- the interval between character backups was decreased from 15 to 3 minutes;
- invulnerability after teleportation was increased from 10 to 30 seconds;
- the maximum amount of AIs on servers was decreased by 25%;
- tutorial weapons were buffed to suit the latest balance changes;
- fixes in various dungeons;
- updated lighting settings in the Island Catacombs;

Next week plans:
- Polishing and bugfixing: castle, sieges, castle AI stats, land taxes;
- Issues with crafting;
- Open world portals, portal tokens;
- A number of other fixes;

ROG’oms Up!

War Robots: Frontiers - Kaeden
Happy holidays, Pilots! Thank you for playing War Robots: Frontiers this year—we are so grateful for all your feedback, playtime, and support. We hope you’re looking forward to an amazing 2024!

Check out your achievements and highlights of 2023 in our Season’s Greetings video below. Stick around ‘til the end to receive an extra special gift!



Subscribe to our YouTube channel for more War Robots: Frontiers videos! 
Dec 22, 2023
BastogneBreakout - bruinbeargames
Allow Change back to English
Dec 22, 2023
XERA: Survival - IcedYoshi


Get ready to face the winter chill in the XERA: Survival Winter Festival Event! It's the season of frost, festivities, and survival in the snowy wasteland. Here's what you can expect in this chilly celebration:


Winter Items:
Unlock exclusive winter-themed items with daily rewards. From cozy scarves to frosty armor sets, stay warm and stylish while battling the cold.


Twitch Drops:
Tune in to your favorite XERA: Survival streamers during the event for a chance to earn exclusive in-game rewards. 'Tis the season for giving!

Double/ Triple XP:
Level up faster with a double XP boost (triple for Season Pass holders). It's the gift of rapid progression!

The XERA: Survival Winter Festival Event is your ticket to unforgettable winter adventures. Embrace the cold, celebrate with your fellow survivors, and make this season one to remember! ❄️🔥

Twitch Drops: https://xeragame.com/twitch-drops

Daily Rewards: https://xeragame.com/daily-rewards
Micro macro farm - MrBrego
After releasing the game I got a lot of feedback that I am implementing with this update.

Sprinklers:
  • Sprinklers will help the player water plants, unlock them at different levels.
  • Sprinklers will use water over time, depleting the water storage. The player must refill the water on the well with the watering can.

Other things added to game:
  • Autosave. game will save every minute
  • Darkmode. Change to a darker background in the pause menu
  • More tooltips: Added tooltips to various buttons and to the order page icons.
  • Extended Inventory: Inventory has been increased from 18 to 32 slots, adding a small warning icon when being full. Be carefull, harvesting after having a full inventory will destroy the items harvested/collected if you have no space.
  • Various smaller bugfixes
  • Volume of level up sound lowered.
  • Added missing Soup recipes.
  • Balanced Production machine costs.
  • Reduced Weed spawn rate
  • Shovel speed increased significally
  • Shovel can be hovered to destroy things, no need to release button.
Boat Crew - Darky
Greetings Captain,

It's been a while. The last Developer's Diary was back in August, and Boat Crew has come quite a way since then. Our efforts between that time and now were mostly focused on fixing bugs, adding smaller polishing touches to the game and making the overall experience smoother. While sweeping reworks, new and exciting units for both sides and new playable boats have not happened during this time, the foundation for them has been set, and we can now look forward to the months ahead that should be a lot more content focused. To document this journey and to keep you in the loop, we are rebooting the series a second time, indexed by S#, for second reboot, if you will.

We'll be resuming our cycle of experimental builds, with an Experimental Build scheduled for, well, right now, with all of the changes we talk about here and more. These experimental builds will allow us to push updates a lot more often, and work issues out before they reach the live build. Feel free to join us on the Experimental Branch if you would like to get in an early peek at what's coming, and also if you would like to help us figure problems out. Now, let's get right down to it!



Let's begin with a change that has already been pushed to the live build. It appears that we have erroneously modelled the rear engine exhaust mufflers on the "78 Higgins boat when they only appeared at Elco boats. The exhausts are now correctly placed in three pairs at the sides of the engine room. This was helpfully pointed out to us by Jerry from Save the PT Boat.

Save the PT Boat is a non-profit organization dedicated to restoring and preserving PT-658, the only "78 Higgins PT Boat that can sail under her power today and one of the inspirations for Boat Crew. If you're interested in PT Boats as we know you are, you should drop by their website, and if you're nearby, perhaps even go visit them.



One thing that has bothered us for a long time, and apparently many of you as well based on the feedback we've been getting, is that boats/ships sit idle at anchor not doing anything but shoot in the middle of combat, or even a full-blown assault! This was rather immersion breaking and also made sinking large ships at port a little too easy. Now, once combat is initiated, boats and ships will slip anchor after some delay.

Having a threat level might cause them to scramble before you even initiate combat, as the enemy will be more alert knowing that you are around. Therefore, the window of opportunity for a port strike will be smaller, alleviating a balance issue and allowing the enemy to put up a better resistance. This also means that your allies will be a lot more proactive when you are helping them defend a base.

We will expand on this system once the threat system is reworked, but we hope you'll agree once you play the Experimental Build that it already makes combat around bases notably more interesting.



Early in a list of several AI behavior related updates to come, we have made it so that squadron mates will avoid piers like the plague. Piers are liable to make them capsize, which is not something anybody wants to see happen to an expensive investment. We understand this has been a source of frustration before, and have taken measures to fix it. Hopefully, crews will be a little less eager to turn their boats upside down because of navigation errors, but there is still nothing stopping you from doing so if you wished.

Enemies will now also sporadically raid allied convoys, and though defending them won't give you any rewards directly, doing so will help you indirectly by allowing base development to grow unimpeded. This is a rather experimental feature that we would like to elaborate on eventually, along with some sort of reward that is more tangible, but for now we didn't want to rock the proverbial boat too much.



Last but not least, we have increased the ambient light on night time based on player feedback. We agree with you that the night sky was too dark previously, making it difficult to enjoy the sights in combat. Increased lighting will hopefully help the vibrant colors of the Solomons stand out more at night, and make night fighting, a staple of PT Boat action, visually more interesting.

Looking back, our earlier waves of Experimental updates lasted for too long, and the Stable Build went un-updated for a prolonged period of time. Although we were still working, and many of our players were already following our progress closely in the Experimental Branch, we're afraid it gave those of you who opted to remain in the Stable Branch too much of a waiting period for an update. That's why we'll be pushing Experimental patches to Stable a lot more often than before, and you'll be able to keep up with Boat Crew even if you don't join the Experimental Branch, with the Stable pushes probably staggered by a few days.

On a closing note, December has been an unprecedented month for Boat Crew, with many new Captains joining the fight for the Solomons. We wanted to take a moment to share our appreciation of you, whether fresh recruit or old salt, for your patience and confidence in both us and in Boat Crew. We've been doing our best to address your valuable feedback, which in many cases has helped us to make design decisions and figure problems out. Thank you, for taking part in our journey to make Boat Crew the best PT Boat game it can be. We wish you happy holidays, and a happy New Year in advance.

Fair winds and following seas,
Captain
T.T.

Duels of Fortune - Plucky☆Star
Happy Holidays, Duelists!

This small, semi-holiday-themed content update adds a handful of new costumes and Missions, fixes quite a few bugs, and adds the previously Mission-exclusive Cube City stage to the stage select!

Also, to quickly answer a question many players new to the Steam release have understandably been asking: No, Duels of Fortune will sadly not be getting online play. We would honestly love to, but it's just not possible. This is mainly because we were very clueless when we first started making the game (not surprising considering we were both still in high school), and the old framework that the game is built on simply is not compatible with online. Without getting into technical talk, the game would desync a LOT, and there'd be nothing we could do about. The only way to add online would be to essentially restart development from scratch; a monumental task that we -- a team of just two people with an extremely low budget -- are not willing to undertake. If we had to do that, we'd rather just make a new game.

TL;DR: Duels of Fortune will not have online play because this game is built on spaghetti code and a dream. Sorry about that. We hope our bigger focus on singleplayer content will make up for it!

In any case, with all that out of the way, here are the patch notes for this update:


Air Dash
  • Fixed an issue where attempting to buffer an airdash before jump-cancelling an attack would result in the character automatically performing an aerial attack
  • Implemented a potential fix for an issue where buffering an airdash before jump-cancelling an attack would result in the airdash ending immediately after it started
  • Implemented a preventative measure to stop buffered dashes from starting during landing lag
Reversal‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‎‎‏‏‎‎
  • Fixed an issue where the meter penalty from using a Reversal would persist between rounds and Training Mode resets


NEW STAGE!
  • The stage “Cube City in Peril” from the Zorb boss fight is now available to play in any mode! It's been updated slightly for the occasion!
    • Also added a new music track for this stage, "Cube City", a track directly from the new Rolling Rampage game! This song was composed by LeviathanMusic!
Kingsland Graveyard
  • Fixed an issue where the stage hazard would not wait for special intros to finish before activating
Meteor Shower Town
(Normal and Future variants)
  • Fixed an issue where the stage hazard would not wait for intro animations to finish before activating


Mission Mode‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‎
  • Added new Missions:
    • The Naughty List
    • Snowday Showdown
    • Bad Slime Day
  • Renamed the Mission “The Night Before Crimbo” to “The Fight Before Crimbo”
  • Reduced the health and damage output of the Testman mini-boss in the Mission "From Whence You Came". They were NOT supposed to be that tough
  • Fixed an issue where running out the timer in a Mission would result in an automatic win instead of an automatic failure
  • Fixed an issue where, if the player lost a Mission and their character’s unique KO or Star KO animation was triggered, the character would awkwardly pop out of the animation when selecting Retry
  • Fixed an issue where held items would stay in either characters’ hands after retrying a Mission
  • Fixed an issue where Callowman's rock projectile could deal damage in the Mission "Exploding Judo Federation"


All Menus
  • Implemented a potential fix for an issue where menus could not be properly navigated with the D-pad using certain controllers
Main Menu
  • Updated the main menu descriptions for various modes and sub-menus, to fix grammatical errors and generally be more accurate




Brightstar Barrage
(Down Super)
  • Fixed an issue where Clyde could Blast Burst during the cinematic portion of the move
  • Fixed an issue where the move could sometimes teleport both players into the corner


HSC Function 203-A
(Down Super)
  • Fixed an issue where Gizmo would be placed too far into the wall when using the move close to the corner


Lightning Kicks
(Back Special)
  • Reduced the vertical size of all the move's hitboxes
    • (In practice, the move no longer hits as far below Shoto as it did before)
  • Fixed an issue where the move's hitbox size was not correctly visualized in Training Mode


Miscellaneous
  • Fixed an issue where Derrick could perform an air dash out of a long jump


Crouching Medium
  • Adjusted the hitbox so the move hits opponents on the ground more consistently
Restraining Order
(Down Super)
  • Fixed an issue where the Super did not correctly update its scaling value when used


NEW COSTUME
  • Added a new costume: Santa Shiverskull
    • (To unlock: Beat the new Mission "The Naughty List")
CANNONBALL!!
(Neutral Super)‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎
  • Fixed an issue where Shiverskull and his crew would be placed too far into the wall when using the move close to the corner


NEW COSTUME
  • Added a new costume: Snow Callowman
    • (To unlock: Beat the new Mission "Snowday Showdown")


BLOODY MOONFISH!!
(Down Super)
  • Fixed an issue where Shaz would be placed too far into the wall when using the move close to the corner


NEW COSTUME
  • Added a new costume: Tomato Ember
    • (To unlock: Beat the new Mission "Bad Slime Day")
Crash Landing
(Neutral Super)
  • Fixed an issue where Ember's spaceship could get indefinitely stuck when landing on a semi-solid platform
  • Fixed an issue where Ember’s ship would be placed too far into the wall when using the move close to the corner
Luck of the Draw
(Down Super)
  • Fixed an issue where Lumina’s portrait in the slot machine would be displayed off-center

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

WARNING!! POTENTIAL SPOILERS FOR BOSS FIGHTS BEYOND THIS POINT!!

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


Donner Misterkay
  • Fixed a major issue where Donner's lightning rain phase would continue to spawn lightning forever, even after the phase ended, resulting in an effective kill screen/softlock
  • Fixed the special command input for Donner's Grim Devasto Super being a bit tighter than intended
Dec 22, 2023
DemonStar - Original Missions - scotthost
Fixed crash bug when selecting levels
Deidthraw - Unknown
| IMPORTANT – Desktop users, If no update shows as available please verify your game files and it will download, I’m going to check with Valve why they are not being served properly |

| Performance |

Vaults Door Particle volumes optimised from 600,000 to 6000 providing further FPS uplifts in both OLDTOWN and TINSELTOWN

Cursed Key Ability particles optimised from 50,000 to 9999

Further Texture reductions on repeating props providing marginal performance boosts across GPUS

| Audio |

The Deid Princes ground slam SFX is fixed and is now effected by the SFX volume slider

Welrod Firing SFX volume has been increased slightly and changed to add more ‘Oomph’

Deid Fae magic recharge SFX volume has been increased slightly

| Quality of Life |

The Second Ability shrine has been removed from the vaults in both TINSELTOWN and OLDTOWN. This will be replaced shortly with a new purchasable in a mini content update.

Medkit starting cost has been reduced by 150 crowns.

| Bug Fixes |

The Deid Sprite can no longer damage you after its dead.

Magic Ammo Refill now correctly doubles in cost after each purchase.

Medkits now correctly double in cost after each purchase.

Ability to stand outside of the skeleton’s navigation zone on Tinseltown snowpiles removed.
Stormworks: Build and Rescue - Geometa


Dear Stormworkers,

Happy Holidays!

It is update week, and this update includes new variable pitch ship propellers!

These new propellers have a pitch input that allows you to adjust the pitch angle of the blades. This controls the amount of energy transferred by the propeller and controls the amount of thrust generated. Small, medium and large variants are included.



As well as these new components, there are several fixes and improvements included. Please see the patch notes below for details.

We have now included the dedicated server exe with Stormworks. Please can we ask server owners to transition over as we plan to discontinue the separate dedicated server app after 16th Feb 2024.



We look forward to your feedback on the new components and fixes!

Much love <3,

The Stormworks Developers



Patch Notes

v1.9.21

Feature - Variable pitch ship propellers (small, medium, large)
Fix - improved positioning of player when leaving a seat, particularly at high speed
Fix - fixed looping equipment sfx not playing if 2 items with looping sfx were on the hotbar
Fix - fixed oil deposit placement sea floor height calculation
Fix - fixed typos in the radio antenna transmit logic nodes
Fix - fixed typo in description of the Uran Wind Powerplant
Fix - allow player inspect raycast to ignore ghost physics for hovering NPCs
Fix - Lua addons, added missing documented alias, fixed -1 support for seated_id and seated_peer_id
Fix - resolved issue where looking at NPC wouldn't always bring up the context menu
Fix - oil spills no longer cleared by pumping through fluid jets and improved stability of oil simulation
Fix - fixed occasional crash when spawning vehicles related to body mass calculation
Fix - hid data logging blocks which are used for our unit testing
Fix - fixed crash related to spawn vehicle add events
Rework - renamed 'gender' to 'body type' in character editor
...