Attention Creators! Get ready to dive into a game-changing update that's set to revolutionize your streaming experience with our latest and greatest chat trigger enhancements!
Major Chat Trigger Overhaul!
We've transformed the old triggers into the all-new Chat Triggers! Now equipped with a sleek Advanced Feature Toggle, this update is your key to unlocking a universe of possibilities for interactive chat engagement in your streams.
Viewer Interactions
Setting the target goal allows you to put a threshold on the number of commands needed before the trigger fires. If the target goal is 3, then three commands need to come in before the trigger fires.
If Allow Multiple Interactions is disabled, then only one command per viewer will be counted, which means 3 different viewers would have to send the command.
Goal Time Limit
Setting a goal time limit will set a time limit before the trigger resets. This means that number of commands sent has to reach that target before it fires off. If the goal is not reached before the timer expires, then everything resets.
The Wait For Timer to Finish will prevent the trigger from firing until timer runs out. By default, the trigger fires as soon as the goal is met.
Limit Goal repetition
Setting this limit will disable the trigger once the goal is met, preventing anyone else from using it. This can be useful to limit special interactions to a single or small number of uses.
Cooldown
The cool down can be used to help space out interactions or prevent spam interactions.
Change List
Unleashed advanced chat commands for unparalleled control.
Eliminated the pesky text display bug.
Resolved the duplicate button issue for camera-to-display attachment.
Numerous UI enhancements for a sleeker, more intuitive experience.
🎄 Embrace the spirit of creation and joy this holiday season with these fantastic new features! Keep creating, keep streaming, and most importantly, keep inspiring!
Ludde wishes you a Merry Christmas and a Happy New Year! To celebrate this, Ludde now can wear a Santa hat and ignite fireworks. Unlike other dogs, the bangs don't scare him.
Other than that, I've watched like 30 hours of Ludde gameplay on Youtube and Twitch during the week, which has given me great insights into what needs to be improved. Thanks to AchievementHuntersAnon, ToughGamingGuy, EmotionalSupportOtter, and others!
- Added indicators to make it clearer what you are supposed to do in hockey, mogul skiing, biathlon, and the boss fight - Made it clearer what to do in the laser glass house, and don't trigger the alarm as easily e.g. when standing on windows - Added another way to get into the closed small fort - Ludde now can pick up snowballs, even if he's standing close to the sacks in the target practice minigame - Fixed minor dungeon graphical issues (Steam Deck) - Smoothed the terrain in the slide conditions minigame - A few bug fixes - Lots of other minor improvements
We're thrilled to share that the full version of the game is now complete. Originally, we planned a Holiday release, but wisdom prevailed. Competing during the winter Xmas Steam sales can be challenging, so we've decided to wait for a more favorable release date in January. In the meantime, we're updating the current version to the final one, allowing those who've pre-purchased the full-access version to get an early taste and the opportunity to get ahead in the game. Your support means the world to us, and it fuels our dedication to providing the best gaming experience.
Best Regards,
Pepe Moreno & the Team
BeachHead new Launcher
Here's a summary of the significant updates we've made:
BH Graphics
Graphics Enhancements: Significant improvements in graphics and lighting create a more immersive and true-to-life experience. The game features a time continuum with dynamic skies and realistic day and night battles.
Enhanced Sounds and Special Effects: The addition of immersive audio and special effects enhances the overall gaming experience. Players can now experience damage progression, destructible objects, explosion shockwaves, secondary explosions, and more.
BH Weapons and Gameplay
Restructured Gameplay: The game now boasts a completely restructured and dynamic rogue-like gameplay, offering infinite variations and multiple difficulty levels. The essentials remain the same, but now everything is integrated into a coherent in-game economy and marketplace, allowing users to earn and trade for weapons.
Expanded Arsenal and Weapon functionality: The game introduces numerous new weapons, and there's more in the pipeline. A standout feature allows users to wield multiple weapons simultaneously, enabling dynamic and seamless switching. From Falk guns to miniguns, personal weapons, pistols, and everything in between, players have a diverse arsenal at their disposal.
New Support Weapons: Complementing primary and personal weapons, a range of support systems has been introduced to assist players in challenging situations. This includes artillery and air support, along with sophisticated turrets that synchronize with the user's intentions.
Multiple defense posts: Enjoy the flexibility of fighting and switching from various positions with different weapons and points of view including moving vehicles and even from the air. Discover creative ways to attack the enemy from unexpected vantage points, adding an exciting element to your strategic approach.
BH Characters
New Character-Defenders with their own set of skills: Everything in BH is now character-centric and as it should be. I’m a comic book artist and storyteller by (previous) trade and this has always been my intention and now is a reality. Meet the BH DEFENDERS Each of them with specific attributes and skills for you to adapt (or use as AI defenders to assist you in future battles.
New Enemy Characters and Machines: Good and bad guys are defenders and attackers in a world that makes human sense along with more powerful and lethal weapons and machines to fight from or defend against. Humans augmented along with suicidal robots (bosses) and drones.
BHC Game Economy
Revamped Game Economy: We've introduced an in-game currency along fully functional and fully integrated new in-game economy. The BHC or supple the beachhead credit is what you earn and are rewarded with to get ahead in the game and the beachhead world.
BHC credit earnings and Rewards: In addition to the BH credits you earn for kills during gameplay, there's an extra bonus reward if you emerge victorious in the battle. The more battles you win, the greater your buying power becomes, increasing your chances of winning more battles and, in turn, earning more rewards. It's a cycle of success!
Full Integration of BH Marketplace: The BH marketplace is now seamlessly integrated into the game, playing a vital role in your gaming experience.
BH Game Interface
Revamped Game Interface: Enjoy a brand-new user-friendly and seamless game interface. With all the bells and whistles along with in and out of the game functionality.
Weapons and Enhancing Combat Accessories: Choose from dozens of combat accessories to add to your inventory and enhance your gameplay.
These updates represent our commitment to making BeachHead Battles an even more thrilling and engaging experience for our players.
This is not the next update as planned; it's a massive over haul of the assets.
While looking into optimizations to get the frame rate hammered out even more, it became apparent I had saved ... A lot... Of the Sprites and textures I made at 300 DPI; an old habit from back when we used to print pictures on paper. This game development thing all began as an experiment in if my style and animation could translate into 3d at all; and I think I planned on reducing the DPI later, or assumed the GZDOOM engine forced image files into 72 DPI, but it does not. So. I went through everything, reduced everything to 72 dpi, some textures were 700+ DPI for some insane reason, don't ask me, I have no idea why. Ask someone else. People on lower end machines should see a much smoother game play experience and improved frame rate. There will still be some hiccups, as A Fool's Art Gallery uses a lot more textures than a typical game, each picture being a unique texture, so getting all that info through the pipeline is it's own little thing to be constantly working on. By reducing the DPI of sprites and textures about 30 megs of raw data was trimmed from the over all file package, and freed up from the video RAM.
It also adds brightmaps and Titles, bringing a bit of bang to different areas, and sees some incorrect textures corrected. The Titles are small areas of light in front of mostly the paintings, which print the title of the picture at the top corner of the screen. I am still working out how to get this to behave properly but for now it does the job pretty good, if not a bit over enthusiastically.
Along the way I found a couple images that some how were missed during the construction phase, their title cards are in game, but the images are not; they are in the next update which is the planned update.
It’s the holiday season, which means the festive atmosphere is back! Put on the Santa hat, fill your backpack with gifts and head into the dungeons on a winter adventure!
What's new?
🎵 The winter music is back!
❄️ It’s snowing in the dungeons (watch out for the snowdrifts!)
🎁 Collect presents and give them to Tiny Chuck - you’ll get some festive items in return!
✨ Pochette has a lovely holiday outfit now!
Happy Holidays! Thank you for all the love and support you've given us in 2023 ❤️
Quest that required to place a snowman in your village was not possible to be completed
Giving gifts to your spouse as a client didn't reset the timer between last conversation so after some seasons wife/husband were losing 10 affection each season despite of the gift.
Saving while players are on mount could cause character data loss
Possible issues with player getting stuck if he loads mounted and someone stole or killed his mount
An issue that could cause client data removal on client disconnect
Physics causing crash on clients when loading dropped items
Hello everyone, we hope you’re having a wonderful time. We have recently updated Chronotopia: Second Skin with a new build (1.08) that fixes more typos, as well as lower the requirements to trigger the Fleur’s Goodwill achievement by another point.
If you couldn’t buy Chronotopia on launch, here’s your chance: it’s currently 10% off as part of the Winter Sale! Consider it a Christmas gift from us~ 🎁
The end of year celebrations are here but so is Breakout Survivors' first content update since its release !
This update mainly brings in the XP Duplication artifact which brings you more XP from bricks and could be used as either an alternative to the XP Magnet or in addition to it to maximize your XP and leveling. Other changes include an updated display order for the artifacts, some slight FX improvements and a number of bug fixes.
Changelog
New Artifact - XP Duplication
XP Duplication Artifacts gives you a chance to have double xp dropping from bricks.
Initial artifact upgrade gives a 20% chance for XP to be double. Tier 2 and Tier 3 increase this chance to 35% and 50% respectively.
It is unlocked by Clearing perfectly the first 8 Waves in Quick Mode. Unlocks aren't retroactive and players who had the achievement will have to do it again to unlock the artifact sadly.
It has no incompatibilities.
Miscellaneous
Displayed order of the artifacts in Collection has been changed. Artifacts are now regrouped by themes, ie. health-related, shield-related, xp-related, etc...
Added some slight variations to the Ball Hits SFX so they're less repetitive.
Hit & Death VFX for Splitting Ball's Small Balls are a bit smaller.
Hit & Death SFX volumes for Splitting Ball's Small Balls are lower.
Disabled the Resolution menu item while in Exclusive Full Screen.
Fixed Resolutions not getting updated properly upon switching display.
Fixed Balls' Hit Effects sometimes not triggering on Walls.
Fixed Leaderboards crashing upon loading scores featuring artifacts/balls that are available in future versions. Not retroactive. Ie. previous versions of the game won't load leaderboards properly with scores featuring the new artifact.