This Land Is My Land - hangmansJoke
Greetings to all our valiant Chiefs and steadfast Warriors of "This Land Is My Land"!

We've heard the whispers and concerns among you, suggesting we might have set sail from the shores of this beloved game in favor of our newer venture, "A Twisted Path to Renown."
Let us set the record straight: while we are indeed pouring our hearts into developing our new game, our dedication to "This Land Is My Land" remains unwavering. This game holds a special place in our hearts, and we continuously strive to carve out time for its support and enhancement.



Today marks a significant step in that ongoing journey, as we roll out a Patch aimed at addressing a multitude of existing issues within the game. While this update may not solve every problem just yet, rest assured, our work continues diligently behind the scenes. For a detailed list of what's been fixed, please refer to the Patch Notes provided below.

Patch Notes:
- A quest to defeat Tycoon. Several issues have been fixed (also, be aware that forcing Tycoon to leave and 'accepting the warning message' will end the resistance. So in order to play it afterwards - decline the warning)
- ‘Social Access’ limitation rules adjustment (now there’s a ‘5 sec’ time gap allowed for not getting banned from ‘Socials’)
- Social Invaders issues have been fixed (incl. new players)
- Railway system - a few algorithms have been adjusted.
- Other minor bug fixes

But wait… there’s an Event coming after this Patch)
Feb 20, 2024
News Tower - Twin Sails Eir
Hi again newsbearers!

Here is a quick hotfix to address 2 bugs that stemmed from this morning's update!




Bug 1
It happens if you have 2 page modules connected with a belt:
  • Stash the left one
  • Place back a corner or a page module on the left side and reconnect
  • Now move the page module on the right to another floor, causing the link to break
What happens is that the "stash" is passed on to objects that are connected. If they then get removed, they will "stash" instead of a regular remove.

Fix 1
The fix now is that this flag gets cleared after a build action (which is what must happen!).




Bug 2
The 'invalid build object save game' issue had to with the printer belt's collider that became larger with the earlier update we implemented. Consequently, air vents positioned partially behind it were now registering collisions with the printer belt. This adjustment affected many of you who constructed their towers this way.

Fix 2
A quick fix has been implemented: collision checking is now disabled when loading a game.
This adjustment poses no issue as the objects were initially placed without conflict, ensuring that they remain valid unless moved.
Feb 20, 2024
Idle Nine Heavens - 所以呢
1. Fix the BUG that the broken mirror Dan is not saved
SKALD: Against the Black Priory - Karen RawFury
Greetings one and all! I hope this finds all you fellow RPG nerds well! I think it’s about time for me to emerge from my developer’s cave and write a little bit of a project update!


Art by Gustav Samuelson / @MechaBarbarian

In case you’re reading this and don’t know what we’re talking about, you can start out by checking out the SKALD demo on Steam (and don’t forget to wishlist):

https://store.steampowered.com/app/1069160/SKALD_Against_the_Black_Priory/

News

Skald has been making the news! We’ve gotten a round of some fantastic, organic coverage in the last few weeks and truly there is no better feeling for a solo-developer than to have people talk about your project in such glowing terms! A few of the bigger ones are PC-Gamer, Eurogamer and CRPG YouTuber Mortismal Gaming.



And best of all: These are just the biggest ones! There’s been a score of other content creators and gaming-sites talking about the game lately and I truly couldn’t be happier.

In a world where discoverability is likely the largest hurdle to indie success, word of mouth has once again become tremendously important.

Feature Highlight

There are so many things I could (and probably should) be talking about that it’s hard to choose. True to form I picked some of the things that are at the top of my head and those are some of the secondary systems in the game. For today I chose camp mechanics, crafting and magic items.

CAMPING

The idea of your party sitting around a warm campfire with a belly full of stew and a pipe stuffed with fine pipe-weed sharing stories of battles past is just so appealing to me.



Beyond that, camping also serves as a way of reinforcing the game-loop that is essential to RPGs: You occasionally need to take a break from adventuring to rest, recover and restock!

Camping in Skald serves as a way to recover lost resources and clear the injury conditions that accumulate during combat: You can recover lost vitality easily enough (by using spells) but if you get hit hard enough you may end up with injuries. These make adventuring harder and eventually you’ll need to make camp to recover!

You can either pay to sleep at an inn or, more commonly, you’ll be resting in the wild! Most surface areas are usable for resting (no sleeping in dungeons).



During rest, you need to feed the party. If you have less than the required food available, the party will not recover fully (providing only 50% of the food will only restore 50% lost Vitality etc). This means that gathering and crafting food is a good idea (more on that later).

In addition to eating, your party can also be put to work with camp activities! Activities like foraging for supplies, fletching arrows and training or entertaining other party members makes different classes and skills shine.

Camp logistics not your jam? Well, the game comes with a powerful set of difficulty settings allowing you to disable the food requirement so you can get the exact RPG experience YOU want!



CRAFTING

As it’s already been featured in the demo, the crafting system is not really “new”. However this system has been recontextualized a bit with the introduction of camping because it influences the use of food in the game.

A character needs to eat 10 “points” of food per night. Eating a raw potato might give 1 point of food. Eating a bowl of vegetable stew might offer 10 points. So in other words, even though you can chomp down on raw ingredients, your characters’ lives become A LOT easier if you cook for them. Also, I’m making no promises here but I would just LOVE to give party members favorite foods. I’m trying to decide what Roland would like. Perhaps something sweet? Or sausage?

Oh and I also added alchemy to the game! Gather ingredients like flowers, monster parts and fungi and use them to create potions!



So how does it work?

Gather ingredients and examine them to learn which go together to craft new items! You can experiment with combining ingredients and you don’t lose them if you fail so there’s no reason to not play around. It’s a bit of a mini game and I find it to be a lot of fun. You can also find scrolls with recipes on them that automatically unlocks the recipe.

As it currently works, you always succeed at crafting if you attempt a valid recipe. However depending on your crafting skill and the item’s complexity there is also a chance that you get a superior result (more than one new item for instance ).

All in all, I’m happy with the system. It doesn’t take up much space and if you don’t want to deal with it you don’t have to. But if you do chose to interact with it, it adds a layer of logistics that I personally enjoy a lot in games like this. Actually having to plan out the expedition to the nearby dungeon adding in stops for resting and making sure you’re carrying enough raw materials to craft the consumables you need as you delve into the darkness is my jam.


MAGIC ITEMS

I’ve also been giving a lot of love to magic items lately. This one might be a bit divisive: There will be a lot of procedurally created and semi-randomly placed magic items in the game.

I know a lot of you don’t like this and I can certainly sympathize. In an ideal world, every item would be lovingly hand-crafted and placed in the world. The problem with this is that it takes a lot of time. As in A LOT a lot.

The result would be much fewer items to be found and after testing this game for hours on end my conclusion is that the game works better with more items even if that means they are procedurally created and placed.



Just to be clear: The fact that most items are procedural in the game does not mean there isn’t also the occasional hand crafted item to be found. Also, magic items are not dropped from random encounters. Once the game starts a set number of items are placed in the world and these remain static. The game does NOT feature Diablo-style grinding for loot-drops and there is no way to save-scum the system.

I’m going to make every effort to keep a close eye on the system here to make for a balanced and interesting distribution of magic items and I feel pretty certain that it will work out for the best in the end.


And there we go! A summary of three fairly nerdy subjects that I’m sure will be of interest to at least three of you!

To stay posted, be sure to follow the Skald Twitter and Discord and wishlist on Steam if you haven’t already!

Much love,

AL
Feb 20, 2024
Need for Speed™ Unbound - esnelling
Surprise! We're still here, and not just here - we have a whole year's worth of content coming to you! NFS turns 30 this year, and with that huge legacy, we couldn’t stand idle. However, this year will be a bit different from the previous one.

Because here’s the thing - the NFS legacy signifies different things to each and every one of you. Some of you were there at the start of it all on Road and Track. Some of you will remember taking on the Eastsiders in Olympic City or smashing your way through the Blacklist in Rockport. Or you might have started playing more recently. Hustling by day and risking it all by night in Palm City. No matter your memory, we all have a shared love of NFS, and we want to build new memories over the next 12 months.

But, we’ll be honest and admit we can’t build everything everyone wants right now, but we can decide together what NFS should be in the future.

Our vision is that through our second year of live service, you can, for the first time, begin to play the ultimate NFS experience in one place. Your feedback and gameplay will help shape the future of this iconic franchise. As you play, we will be listening, observing and reacting to the things you want to see and those you don’t. It’s an approach that we’re calling Kaizen.

Kaizen is a Japanese term that means change for better or continuous improvement. We feel this really encapsulates what we want to do with NFS, and we want to make you, our players and fans, a key part of it too. So how are we doing this?:



Evolving Volumes
We’re committing to adding four new volumes of content in the next year, each launching every few months. We aim to deliver some exciting themed updates, with at least one new major mode added to each volume. We will also continue to build on and evolve with each time. Adding more events, more challenges, new content, Ranks to earn, and new progression to chase. We will deliver at least two new fully customizable cars as part of the Speed Pass. And when we say cars, we mean cars in the NFS sense, like no one else creates. We aren’t just talking base models here and stock paint there; we are talking cars that come with fully customizable body kits with a myriad of interchangeable parts so you can tweak your ride just the way you want it.

Most Requested Bug Fixes and Improvements
We really want to be fixing and focusing on the things that you all care about most (like adding realistic driving effects last December), but as a small team, we need to prioritize where we spend our time, and it will always focus on what we feel is best for you all. Every improvement we try to make is a trade-off between something new and something different. So we’ll be closely monitoring your comments and feedback and coming to you with regular communications about what we’re learning along the way.

Premium Speed Pass*
Starting with Volume 6, we are introducing an all-new premium track to the Speed Pass that will grant you instant access to one of our hot new vehicles and unlock the ability to earn all its deep customisation content. It also includes custom versions of the vehicle, and it’s where you can find our hottest new customisation options each season. Refining our Speed Pass this way is how we can keep delivering unique new content and gameplay to you through a more simplified approach. If that’s not your thing, though, we will still be offering a free track of the Speed Pass with new vehicles and customizations for you to enjoy.

Always Be Learning
We see this as a year to test and learn and understand what works best for you. Committing to an extended Unbound live service allows us to really build on feedback, which we’ll be gathering in a few ways. We’re working closely with a dedicated Player Council - a great bunch of NFS influencers, core community members, and players to understand what’s important to them and their communities. We’ll be increasing the amount of telemetry we track from the games to better understand through gameplay data what’s working for you. And we’ll look to close the feedback loop by being as transparent as possible with you, letting you know what we’ve heard and what we can and can’t do.

Ok, you made it! Closing time. We hope more than ever that all fans of NFS can come join us as we continue to deliver updates to NFS Unbound. We might just have some nice surprises along the way as we take a tongue-in-cheek look back in the rearview before we drop a gear and power forward into the future together, testing, refining and constantly improving along the way!

*Requires Need for Speed Unbound (sold separately) and all game updates. Requires gameplay to unlock. You must log in before the end of Volume 6 to claim your reward. Failure to log in and claim during this period will result in forfeiting the reward.

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates.
Feb 20, 2024
修炼成仙 - LostDing
更新内容-20240220:
1.修复法术出售不成功的BUG
2.修复部分主线任务奖励不到账的BUG,比如青莲秘诀、阴阳五行大阵
3.修复称号-内测玩家全属性加成漏项
4.修复因各种获取法术法宝可能导致的负属性不正确显示BUG;若还有问题,单独发存档给开发者修复
5.修复地图挂机导致的掉率问题
Feb 20, 2024
Card Fuse - evoloiduts
  • Fixed UI bug with bigger numbers appearing too close to each other.
  • Fixed “Just a bit harder” achievement unlocking after any hard mode run, now only unlocks if you win.
  • Fixed appearing on negative health if you won and got burned in the last attack of the turn. (Now if you win, end of turn effects like burn and others will not trigger, making it more fair when fighting enemies that burn)
  • Fixed Grave Barricade ability bug where it was replacing the deck with the discard instead of shuffling it back. Now it properly adds them to the deck.
  • Fixed two card names that were not getting properly translated.
Ace Racers SP - tsmspace
fast drum was very challenging to fly low. slowed fast drum to increase speed that player can remain aloft.
Feb 20, 2024
Alive Cursor - Threeyes
  • Fixed a bug where bones were misaligned after Snake scaling.
  • Optimize the help document.
  • Simplify project structure.
Feb 20, 2024
Spellbook Demonslayers - Xendra
Haven't been available much to communicate becuase of family & housing stuff i've had to work on

first just to clear up some potential confusion:

- The Hades style prototype is for a sequel coming out after this game's 1.0. The prototype is extremely outdated though. Spellbook 1 will remain an auto-shooting game.

- The update that changed the knockback system and adds the 2nd character has actually been out for a few months, but I didn't draw attention to the launch of it. That update is not the "1.0" update.

here are some of the things coming in the next update:

  • Replaced Spellbook system, books now have unique "Signature Spells" that cost Mana. Regular spells still do not cost Mana, only Signature Spells.

  • Dual book upgrade can be found during runs allowing you to run 2 books & Signature Spells at the same time.
  • New Auto-attacking dual-wielding weapon system. Attacks generate Mana, and can be Charged. You can swap between 2 equipped weapons instantly with a button press.

  • New Weapon Fusion system to customize and extend their combos. All weapons can have their attacks replaced with those of any other weapon, letting you combine their unique abilities with any moveset you want. You can also slot Instant Attacks in between your regular combo attacks. These often come with bonuses like applying status effects on hit.


  • New "Augments" system: Lets you socket upgrades into your spells and abilities to add effects. Spells begin with no Augments, but each Ability comes with 1 starter Augment. As you equip new Augments in runs you will also unlock them to use as your starting augment as well, offering lots of horizontal progression.

  • New Level Up System: The character you aren't playing as brings you reward portals of various types. That character can also be customized each run with utility upgrades.


  • New Battle Modifiers System: After you level up you are given a choice between a few different portals to continue through. Some of them will add additional risk/reward effects onto combat, letting you scale the intensity to your liking.

  • New Wall Slam system: Damages and staggers enemies when you bounce them off walls and objects with Knockback. (Stagger is also new)

  • New "Devour" system: Strong enemies are crystallized on death. Devour their corpse within 13 seconds to make the crystals explode. The crystals are also objects that can block or Wall Slam enemies. Devour is considered an Ability, so it can be socketed with Augments.

  • New "Shapeshift" System: Hold the dash button to shapeshift into Astral Fox Jeanne, draining Mana to greatly reduce your hitbox size. Shapeshifting also happens while you are Dashing, but regular dashes no longer cost Mana. The Mana drain only begins if you continue Shapeshifting after the Dash ends. Shapeshifting is an Ability that can be socketed with Augments.

Runs in this new system can be far more different than they can now, even without taking build archetypes into consideration. You can have runs focused entirely on weapons, on basic spells, on signature spells, focusing on any of your abilities, or mixing and matching any of them freely. Then within all of that, you also have archetypes like building into various status effects, elemental effects, and so on.

The previous version of the game is nothing compared to what this will be.

plus a lot more. i'llalso be replacing some existing parts of the game that are bad.

The new update also has a lot of improvements to fundamentals like:

  • New tooltip system that displays info about your stats, detailed info on attacks & spells, and also displays a box of all upgrades you have that share the same tooltip. You can press the "View Embedded Tooltips" button to dig into these tooltips and view the tooltips of the upgrades that are being displayed inside the original tooltip.
  • New text system that shows before & after info about stat changes on upgrades.
  • Good controller support (i now play mainly on controller)
  • Fully rebindable controls
  • Overhauled aiming. On controller, simply aim with the Right Stick to instantly take control with manual aim, then let go of the stick again to immediately switch back to autoaim. On keyboard and mouse, hold or toggle the "Aim With Mouse" button to seamlessly switch between automatic and manual aiming.
  • New camera and lock-on systems
  • Redesigned every UI in the game
  • Improved fonts and colors
  • Expanded options menu
  • New Stats & Stat reworks (especially Energy Shield)
  • A bunch of new music by artists like Novander, including existing songs like LOTUS and VICIOUS and new original tracks created for the game.

... and more!


...