The Entrepreneur - Kingloski
Greetings Law School Enthusiasts!


I'm thrilled to bring you the third development update for Law School – Episode 1. December was a
whirlwind month for me, filled with personal and professional milestones, including my birthday and
unexpected travels. Despite these, I've made significant headway on Law School's first episode,
especially in the last two weeks.

Progress Recap for Last Month

Currently, I'm crafting the final scenes of Episode 1. Excluding the additional content like roaming
events and mini-games planned for later development, only eight scenes remain. I've also been
preparing exclusive wallpapers and promotional images, as we edge closer to release. Plus, I've
completed all but one of the LEWD scenes, which is a huge milestone given their complexity and
animation frame count.

Where Do We Stand Now?

To date, I've created 35 scenes, amassing over 2100 story statics and more than 40 animations. While I
may not hit the 3000 story statics mark, the total will likely soar with the inclusion of images for minigames, roaming events, Facegram, and more. On the animation front, we might reach around 60
animations, slightly shy of the initial 80-target, unless time allows for additional creation.

Challenges Ahead

My immediate focus is completing the story statics swiftly. The next development phase includes
creating and coding mini-game visuals, developing the free roam event, designing Facegram for
characters, optimizing the game's GUI, refining mechanics, and post-processing images and
animations. February will be a crucial month, culminating in the game's testing phase and an
anticipated early March release. Time management remains my primary challenge, along with
preparing a YouTube trailer and other promotional materials.

Goals for the Upcoming Month

The main goal is to finalize the story statics quickly, paving the way for mini-games and the free roam
event. Following this, a “beta test version” will be prepared for immediate testing, allowing me to
work on the final test version concurrently. This approach aims to optimize time and reduce delays.

Final Thoughts

It's almost hard to believe we're nearing the release of the game. It's like we're approaching the summit
of a long climb – it seems both incredibly near and yet still a stretch away. I'm genuinely excited, as I
have full confidence in the fun and quality that Law School will offer. I'm looking forward to seeing
you all embark on this journey I've created and discovering which characters resonate with you the
most.

Back to the grind now – every day brings us closer to the release of the first episode of Law School!
Warm regards,

MisterMaya
Jan 17, 2024
Nocturnals Playtest - §imoleon
Small texture optimisation fixes and FOV change thanks to the TheNamesJames2
All Quiet in the Trenches - Totally Not Aliens
Small patch to version 0.5.1

We didn't think we'd need it, but here's a quick Day 1 hotfix patch.

  • Fixed a game-breaking error in a main story in camp (by the way: a dialogue option in that story is "I'm sorry. It won't happen again")
  • Fixed soldier names in loading window showing the names of deceased soldiers (they should only show you active soldiers)
  • Fixed a missing localisation in a story

All savegames should be compatible. But to make this a regular thing, we put the 0.5.0 version on the beta branches in Steam.
Jan 17, 2024
Fablecraft Closed Beta - RiftweaverGames
Bug Fixes:
  • No longer remove full green pathing options when double-clicking on move origin.
  • Defend result now properly displays as outcome text.
  • Game Log no longer shows previous gained flex skill ranks when gaining a new flex skill rank.
  • Fixed crash when moving 1st position out in a 2-person Initiative order.
  • Fixed the clicking or ticking sound that sometimes occurs with some MacOS output devices.
  • Fixed other misc. Video Chat bugs.
Jan 17, 2024
MiceGard - Morrigan
  • increased viewing radius for toads
  • Increased the radius of information transmission when gaining a level
  • Fixed incorrect display of portraits on some levels
  • Layers for the armor stand are displayed correctly
  • Updated image in the main menu
  • Updated some game fonts
TrapBot - Creative
Hello everyone, I am the new publisher of the games TrapBot and WAR_WAR_WAR: Smiles vs Ghosts.

https://store.steampowered.com/app/916820/WAR_WAR_WAR_Smiles_vs_Ghosts/

https://store.steampowered.com/app/1790730/TrapBot/


Unfortunately, after the games came to me, I realized that the games had serious flaws that could not be corrected. There is no point or desire to continue selling these games on Steam...
Therefore, they will no longer be sold after the final discount in 14 days. Starting February 1, games will no longer be sold, but you will still be able to activate them from your library, and they will remain with you forever.
Old World - Fluffster
The Old World test branch has been updated and is now version 1.0.70456 Test 01/17/2024

Design
  • Tech tree changes:
    • Infantry Square is now cheaper, requires Battleline and leads to Cohorts.
    • Bodkin Arrow leads directly to Military Prestige
    • Windlass requires Architecture instead of Scholarship
    • Added Luxury bonus cards to the tech tree - on Forestry, Metaphysics, Coinage, Portcullis and Lateen Sail
  • Baths class improvements give one extra Happiness per turn
  • New map script Player islands. Each nation gets their own island, with optional empty islands.
  • New map script Highlands. Inland map with lots of mountain ranges and elevated terrain.
  • Inland Sea map script reworked. Now has more variation and should be more Mediterranean-like.
  • Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain
  • Free-for-all multiplayer game player start improvements:
    • All map scripts now spread out the players as much as possible, at the expense of selecting the best terrain.
    • Added a different, experimental, player placement for highlands and coastal rain basin map scripts, which are relatively uniform land maps
  • More resources between city sites, especially at low city site density
  • New game option Random Tech Tree. Shuffles the position of each tech within its column.
  • AI (nations and tribes) now have a chance to cancel an alliance when at cautious opinion or lower
  • Split Away from Court event class into individual classes. This lowers the frequency of some events that were triggering too often (i.e. imprisoned events)
  • Players without an online ID (e.g. not running through Steam, Epic Launcher or GoG Galaxy) are now able to play network multiplayer

Programming
  • Increased the minimum target unit number for the AI, to deal with military threats when it has few cities
  • AI technology value adjustments
  • AI no longer places value on bonus units if no such units are needed (e.g. free Settler with no vacant city sites)
  • AI now knows about effectPlayer YieldUpkeepModifier, TeamDiplomacyYields and TribeDiplomacyYields
  • When at war with a tribe with multiple known settlements, Settlers are planned for one site at a time, not all at once
  • Quick Infos XML validation optimization. Eliminates most memory allocations
  • Added support for having the same character in multiple dynasties

UI
  • Temporary traits now display time remaining in parentheses
  • Added tooltip about the loss/gain of tribute yields by declaring war on a tribe
  • Added Tribal Strength game setup option help text for empty city sites
  • Added missing icons for some Wonders & Dynasty missions and effects
  • Added new icon for Zealot's Enlist Next effect
  • Added new icon for Explorer unit (Wonders and Dynasties)
  • Added Greek dynasty leader bios
  • Updated character suffix localization code and added support for Chinese numerals
  • Tech selection UI is now updated immediately when available techs change
  • Disabled history generator for multiplayer games
  • Custom Leader Archetype shown on Choose Leader screen when selected
  • In network games the client no longer exits to main menu immediately upon disconnection but instead tries to automatically reconnect

Bugs Fixed
  • Fixed units on cooldown getting moved when units try to move into their tile
  • Heir births are entered into the game log only after they have a name
  • Fixed bug where cut trees could be cleared on Lumbermill tiles
  • Fixed Restart Game button in cases where a premade map was picked through Advanced Setup instead of going through the Scenarios screen
  • Fixed cycle military button tooltip text
  • Learn to Play fixes. Prevented some player actions that could cause LTP scenarios to break.
  • Fix for Event Browser UI
  • Likely fix for map element names sometimes not matching between client and server
  • Fixed some scenario load/save inconsistencies
  • Fixed Wonder and Dynasties content being missing from World Maps and Barbarian Horde scenarios
  • Fixed Caesar's dynasty description (Wonders and Dynasties)
  • Fixed null ref on leader select helptext for dynasties with free tech (Wonders and Dynasties)
  • Jerwan Aqueduct now has a history that prevents it from changing drastically when city layouts change (Wonders and Dynasties)
  • Fixed AI exploration bug
  • Fixed AI AdjacentSameModifier value
  • Fixed AI research selection actually following the AI evaluation instead of being random
  • Corrected some inconsistent use of the AI in-city yield evaluation
  • Fix for mod dependency bug
  • Text and event fixes
Never Again - Valentine
Hello, friends! After a long lull we want to burst in with great cool news! For a whole year, we with the CLAPPERHEADS team have been working on our new ZOOCHOSIS project. Today we can finally tell you about it and share the first official trailer!



ZOOCHOSIS is a bodycam horror simulation game where you will have to get used to the role of the night zookeeper, Paul Connelly, and get behind the scenes of this gloomy place. The game can already be added to the Steam wishlist:
https://store.steampowered.com/app/2458560/Zoochosis/

And we will share the news about the project. Thanks to everyone who is still with us!
WAR_WAR_WAR: Smiles vs Ghosts - Creative
Hello everyone, I am the new publisher of the games TrapBot and WAR_WAR_WAR: Smiles vs Ghosts.

Unfortunately, after the games came to me, I realized that the games had serious flaws that could not be corrected. There is no point or desire to continue selling these games on Steam...
Therefore, they will no longer be sold after the final discount in 14 days. Starting February 1, games will no longer be sold, but you will still be able to activate them from your library, and they will remain with you forever.
Jan 17, 2024
Lorhaven: Cursed War - GGG
Greetings!

A game update bringing new stuff for the game.
Enjoy.

  • Added bonus: Forests near lumberyards yields more gold, same for mountains near Mines
  • Shrines provide restoration for units.
  • Added healing and shield magic for Spellcasters.
  • Introduced Plague and Freezing Winds for Undead mages.
  • Checked and balanced all buildings for bonuses.
  • Fixed incorrect unit type display on the recruit panel.
  • Changed capture icon and added animation, so it won't confuse with any other action
  • Included a unique sound for capture.
  • Fixed unit type on recruit panel display.
  • Upon capture, different factions now have buildings set according to their faction.

Hope you enjoy this update.
Stay tuned for more.
Have a great week!

...