Action Taimanin - -
After the maintenance on January 2nd, 2024, we've identified the following issue:

- Emergency Stop does not work on the Special Activity under certain circumstances.

We have addressed and fixed this issue, and the revised version has been distributed to each store.

Commanders experiencing this issue are requested to update to the new version from the respective app store.

We apologize for any inconvenience caused.

Thank you.
Bot Maker For Discord - Rat
What's new?

  • Revamped Action Search!

    As most relatively large changes, this is a setting. It will be enabled by default for new users, enjoy!
  • WAY BETTER Performance
    I tested opening an action surrounded by 5000 actions in the new version (Release 13) and the old version (Release 12) - Release 13 took 0.2s while Release 12 took 53 seconds. This was executed on relatively above-average hardware. Thank me later! (Users with larger projects will especially feel the performance improvement)
  • Using URLs for images! Edit somebody's profile picture with ease!
  • Saving images! Save this, save that ๐ŸŒบ
  • Setting time restrictions! One action for.. rate limiting somebody? How rude ๐Ÿ˜ค
  • Creating webhooks
  • Deleting webhooks
  • Getting a webhook's info
  • Getting a channel's webhook list
  • Getting a guild's webhook list
  • Larger container in the action container action
  • Duplicating commands & events with CTRL+D
  • Revamped event search
  • Cron Job event
  • Member update event
  • Avatar URL option in "Get Bot Info"
BL00D.exe - imigebusiness
Hey everyone, thanks for playing the demo yesterday and dealing with all the goofy bugs I left in before releasing. I fixed most of them, but feel free to let me know if I missed any with the in game SHARE FEEDBACK button.

Today I tweaked a few things and fixed a few small bugs. I also update the speed lines and fov change to occur based off speed, instead of Sprint Input Action. I also made a slight adjustment to the Cyberspace Neural Calibration Course respawn, due to some unfair restarts.

Stay tuned for more updates, we should be having a big update for the demo within the next month or two!

Thanks for playing,

Aidan @ IMIGE
KRITIKA: ZERO - jlorina


Greetings, valiant warriors! Prepare to don your armor and unsheathe your swords as we unveil the epitome of strength and valorโ€”the mighty Warrior of Kritika: Zero!

In a world where battles rage and heroes rise, the Warrior stands tall as the embodiment of unyielding might and unwavering resolve. With a sword that gleams like a shooting star and a heart as bold as a lion's roar, the Warrior is here to lead your charge into epic adventures.

Unleash the Warrior Within - Visit https://vfun-lounge.valofe.com/page/kritika-zero/all/13087 and March to Glory! โš”๏ธ๐ŸŒŸ

#KritikaZero #KritikaOnVFUN #Valofe
First Cut: Samurai Duel - Drasnus
Hello everyone, this is just a small patch - the first of several - in the run up to release.

--------

Beta 0.31

Added Grove stage.

Added Credits screen (subject to changes).

Improved Pause screen.

Increased the chances of blood staining the player again. I optimized this last time, but I went overboard.

It is now possible to queue any strike while attacking - not just combos specifically.

Slightly reduced the ducking speed boost when running.

Adjusted the hardest difficulty to prevent enemies spawning when near the exit.

Fixed laser swords not drawing properly in certain stances.

Fixed sword-only mode not displaying wood correctly.

Fixed Cave boss not having the right preset appearance.

Fixed tight sleeve types showing the wrong colour from the back.

Fixed mission select defaulting to 0 instead of 1.

Fixed split legs showing the wrong colours.
tModLoader - Solxan
Happy New Year! 2024 is now upon us and a lot to look forward to.

On January 2nd our monthly update release of tModLoader will go live.
This month's release contains targeted improvements for modding such as a new Dash ID definitions in code and injection points for saving and loading data.
We are extremely grateful to the contributors and modders who continue to expand the capabilities of tModLoader.

As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on GitHub or reach out to us at our Discord.

New Changes' Highlights

The following is a list of the most noteworthy changes made for this release. As a reminder, modders should consult the Update Migration Guide to see how to adapt to the new changes after running tModPorter.

New Features
API Changes
kurti256: Create DashID class for Player.dashType values (#3907)
Mr.Zhang: https://github.com/tModLoader/tModLoader/commit/edd202fb650173834d1607282213db518a8e43a9
Mirsario: Fix Unix Case-Sensitive Assets Launch Issue

Bug Fixes

Gameplay Fixes
Michael Scott: Fix `DrawPlayer` Scale Parameter (#3961)
JavidPack: Fix ModPlayer.ModifyZoom not applying to Rifle Scope and it's upgrades


Quality of Life and Other Fixes
Ibrahim: Remove Invalid NTFS folder names when creating a Modpack (#3996)
Mirsario: Fixed #3517 (UIVirtualKeyboard doesn't disappear when it should).


API Fixes and Changes
tomat: Reimplement `DrawSunAndMoon` Patch for Custom ModMenu Sun and Moon Textures (#4000)
JavidPack: Fix issue with bad TileObjectData code causing "leaks" into other TileObjectData instances. (#3922)
JavidPack: Fix modded NPC not defaulting to aiStyle -1.


ExampleMod & API Documentation
SuperCeleryMan: Update ExamplePetItem.cs (#3990)
JavidPack: Fix #3523 Dungeon Location tracking in Multiplayer Example
JavidPack: Fix ModPlayer.OnHitNPC docs mistake
JavidPack: Clarify the armor penetration, attack speed, knockback, crit chance appropriate values.
JavidPack: Clarify ModNPC.SpawnModBiomes docs

Localization
RazzSG: Update ru-RU tModLoader.json (#3948)
Jan 2, 2024
D'LIRIUM - PekpyT
  • Fixed a bug that caused gifts to not appear on levels during a New Year's event.
  • Fixed a bug that caused the dialog display to break after changing the font while the dialog was running.
  • Fixed and improved old save file loading system.
  • Fixed a lot of minor bugs in the intro.
  • Reworked the Sorcery effect on the save file preview.
  • Slightly reduced volume of Claudia playing the piano.
The BridgeMaster - Crimson Stone Games
Looking Back At 2023

Earlier in the year, our demo for The BridgeMaster was released on Steam, coinciding with its feature in the Steam Puzzle Fest! This got a lot more eyes on the game and produced more of your valuable feedback (more on that below).



Then we were pleasantly surprised and very honored to be selected for the Seattle Indies Expo! We were among 25 games in the showcase, chosen from more than 50 that applied, so we feel very grateful indeed. Be sure to check out SIX's other games too!



About a month later, we were back for the SIX Online portion of the expo to share the game in an interview on Twitch! ICYMI, here's the video:


(click to view at the timestamp where our segment begins)

The builds for both of these events were preceded by plenty of playtesting and polishing. We made many enhancements, including:

  • Adding the much requested option to "Undo" per action
  • Adding the scroll collectibles advancing the plot
  • Expanding the intro to help establish the premise
  • Introducing tutorial prompts to help onboard new players
  • Lots of improvements with VFX, SFX, and bug-fixing


Check out our previous posts to see more details on these events and all the various changes.

Looking Ahead To 2024

With all that's occurred in 2023, we feel set up for success in 2024! ๐ŸŽ‰

Now that we've got a reasonably polished demo as a "vertical slice" of the game, we're building a "horizontal slice" that spans the full game's breadth of content. Once complete, we can avoid the risks of otherwise premature polish efforts being invalidated by major content iteration. That looks like so:



In the near term, this means we're primarily prototyping our next puzzle mechanics. We'll then utilize these to design, test, and iterate on the remainder of the level progression. We've already made some headway on that effort, which you can see a sneak peek of here:



Before long, we'll have several new levels utilizing these mechanics and more. Remember I mentioned your valuable feedback? Later in 2024, we will be seeking folks for playtesting to help us make a greater game. If you'd like to contribute, be sure to follow us both here and on Twitter (@CrimsonStoneDev) to find out how you can join us when the time comes!



Thanks for all your support so far, and we're excited for all that we have planned in 2024!
Feast or Fracture - unsubtlegames
Hello and welcome to the new year!

This version's a big one - lots of balance and play-path tweaks, new scripting for player starts and AI-unit behavior (especially refugees), and new dynamics for picking your late-game faction leaders. We're closing in on what we envision as the final look and feel of the game - and we're really excited to hear what you think! Let us know in the discord or the bug submission portal.

(If you're not an alpha tester - do not despair! We're hoping two or three more versions will get us to a public version. Stay tuned, and wishlist us to hear when the next version drops!)


New to this version...

New Logic:
  • Implemented new refugee scripts. Refugees will now "flee" for 3 turns, then settle in the nearest plains or steppe tile. Resettling a refugees unit on a pillaged tile will replant a hamlet and add this tile to the player's kingdom.
  • "Heritage" starts: All players will start with knowing a how to farm a random crop or ranch a random animal, based on the player's starting terrain. (e.g. If a player starts on a snowy steppe, the starting crop/animal will work on snowy steppe). Stacks with faction leaders whose bonus is knowing a starting crop/animal.

Balance/Play:
  • All buildings are now built by laborers (and only laborers can build buildings)
  • Laborers are now available at level 0 ("Subsistence"). Warbands are now available at level 1 ("Surplus")
  • Choose councilors: When the "new faction" dialogue pops up, players can now choose to promote a different leader to their council (rather than being forced to take the nominated leader). The chosen leader must still be aligned with the same faction. Leader options are pulled from the list of unlocked leaders; unlock more leaders by completing games!
  • Hid resource/yield effects from events when they first pop up. Make your choice based on faction leader opinions and your own intuition!
  • Expanding a settlement (hamlet->crossroads, crossroads->village, etc.) produces a 1-time reduction in time to the next unit. Otherwise, villages & towns produce units faster based on the number of surrounding tiles 'feeding' them.


GUI Fixes:
  • fixed game-over and game-won images overlapping their borders
  • fixed "lonely mountain" and "snowy steppe" tiles not shadowing correctly
  • fixed unit-training window cropping in some situations
  • redesigned councilor cards for tighter/more immersive display
  • fixed control settings buttons cropping in some cases
  • removed "font size" option from control settings (not fully implemented, removing to avoid confusion)

Bug Fixes:
  • fixed hamlets appearing whenever a unit moved over water
  • fixed a bug where closing the control settings window automatically changed the font size to large
  • fixed warband promotion - warbands can only be upgraded to archers (or other units) when your kingdom is at a "surplus" level or higher
  • fixed occasional crashing from the map-generator script failing to place all kingdoms

Jan 2, 2024
Heading Home - aeonsoul.interactive
Heading Home 2.0 Version :

Reworked Shadows completely : Shadows were reworked from ground up. Better performance and less aggressive shadows distance.

Added missing collisions : Underwater rocks have now proper collisions.

Ice-cream collectables goals : Ice-creams have now a real purpose in the game, collect them to be able to unlock areas!

NPC Enemy Reworked : Enemy will now pursue you on a much longer distance, and will be sent flying upon dying. No more Jelly-ish death in place.

Magic rocks : You can now access new areas by standing on the magic rocks, they will move towards new places to discovers. Be careful some rocks need to be activated by a pressure plate, look around the area to find them.

Minor tweak to improve overall performance.
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