Caves of Qud - AlphaBeard
206.66
  • Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
  • Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
  • Added a new visual effect for night vision.
  • Radar now reveals [redacted].
  • Greatly improved the performance of complex hydraulic power systems.
  • Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
  • Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
  • Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
  • Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
  • Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
  • Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
  • Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
  • [debug] We made some changes to wishing for mutations.
    • You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak".
    • You can wish for a mutation variant by adding it as a parameter, e.g. "mutation:beak:rostrum".
    • You can wish for a specific mutation entry using its display name, e.g. "mutation:stinger confusing venom".
    • If the mutation has variants and one wasn't specified, you are now asked to select one.
    • You will be asked to confirm when a fuzzy search is about to apply a mutation to you.
Grow a Carrot - Axelotl
Carrot Slime Boss Update is LIVE!
Hello everyone! I hope everyone has a good day! Today I was working on a new update where I added few things:

- Chemistry Equipment remade | New Dialogs, Buttons, Strength Potion



After getting Strength potion you are able to defeat normal carrot slimes with just one click! Also you are strong enough to fight with Carrot Slime Boss! He has 100 HP, and every 3 seconds he is changing his position! The reward for defeating him is 1000 carrots! However, you can fight him once 90 seconds.

- Carrot Slime Boss



- Slime Book



Now you can see exactly how many slimes you have defeated!

Small changes:

-Fixed Carrot Slime's animation while dying
-Changed cursor in deeper forest to sword
-Now, If you have more than milion carrots, the carrot box in top right corner will expand to fit even more carrots


If there will be any problems with new update, please write to me ASAP!

Quick word from developer:

Hey everyone, I just want to say that I am reading every review, every discussion and I am looking at every screenshot. And it makes me so happy to see that you guys play my game! Thank you everyone so much!
Super Dungeon Designer - Squish Studios
Join us for our weekly dev stream!

Super Dungeon Designer is in Early Access now! Get your dungeons uploaded and we'll play them on stream today.

Our second Creator Challenge has come to an end! We have a handful of dungeons to check out so we'll spend today's stream playing through those! It looks like we might be doing some multiplayer as well!

We'll be interacting with the chat so feel free to come chat with us and share any questions or suggestions you might have about the game.

We stream Super Dungeon Designer every Thursday at 9:00pm ET on Twitch and to our Steam page.

Give us a follow on Twitch to get notifications when we're live:

https://www.twitch.tv/squish_studios

Buy now from our store page: https://store.steampowered.com/app/1172920/Super_Dungeon_Designer/
Empire Chronicles - Cris_Litvin
Empire Chronicles (Version 1.4.31) - Minor Update

  • Scholars can now barter XP Books.
  • Made store open/closed sign hit box 80% smaller. You need to stand right in front of them to activate them.
  • Bug Fix: Jake merchant in D'ivore had incorrect bust in some cases.
  • Bug Fix: Fixed some flags appearing below pillars in D'ivore Castle.
  • Bug Fix: A few npcs in D'ivore Castle did not have any conversation options.
  • Bug Fix: Fixed it so you cannot go too far in the D'ivore castle hidden section until you are suppost to be in there.
  • Bug Fix: Fixed two npc guards with the same name in D'ivore castle.
  • Bug Fix: Advisor Gekel would not speak.
WarSphere - Last Tuesday Games
Exploration [BETA] mode is final and becomes RPG Mode



  • Exploration mode is now called RPG mode
  • RPG mode is now integrated in the main game loop. Added 2 new difficulties to select in order to play RPG mode.
  • Removed "exploration" main menu button and replaced it with "Continue RPG mode", where you can select your saved characters to continue a run
  • RPG mode now also covers the main story of the game, including act 5 in case you have the DLC
  • Progression in RPG mode now also increases profile stats (not all, but some)
  • One time migration will be performed to get characters from old exploration mode to the new mode
  • Implemented unlimited character slots
  • Added button to support character deletion
  • 2 new achievements for beating the game on RPG mode: Projected Anger and Projected Hatred
  • In RPG mode inventory items are now only lost after death. Manual exit and loading keeps inventory items. Equipped loadout will stay after death.
  • Crafting is now only possible after finishing at least one act in the current session. When loading existing characters, initially crafting will be unavailable
  • Crafting items will no longer be predetermined per char, but are randomized after each act, even if the same act is finished multiple times

Other stuff
  • new setting for mouse speed override / mouse sensitivity
  • Improved GUI text and tool tips in several places
  • Warning is now shown when trying to launch WarSphere without steam client running instead of just exiting silently
  • Steam inventory service is now finally working. Unique names can now be provided to contest winners as steam inventory items
  • Fixed rare random generation bug in act 4 where a normal dungeon entrance could have blocked the boss dungeon entrance
  • Achievements in profile stats: Now displays achievement count (unlocked/total) instead of achievements points, which was a more obscure figure
  • Fixed favorite word combination bug where new run setup showed different combinations than AI Core item
  • Fixed bug where crafting item stats window would still be displayed after craft operation was completed
Feb 23, 2024
Plains of Pain - Cobra Byte Digital
This is a small patch only. Focus was on major invisible bugs.
  • Fixed: critical bug in trading system
  • Fixed: client did not reflects difficulty on server (especially on Buildings cost)
  • Fixed: Gamepad overtakes controls while connected, while user wants use Mouse and Keyboard
  • Added: flash message pops up next to Inventory when you barter an item with trader
  • Added: Mouse Sensitivity slider in Settings
  • Changed: Jacket and Pants have now 3 L in volume-limit and 3 kg in weight-limit. (increased)
  • Changed: weight and volume of a Rope and Stone Pickaxe (decreased)
  • Changed: hint next to Trading window and Build window is green now, for better awerness of new players
Feb 23, 2024
Shadowkin - The Fox Knocks
  • - Fixed issue regarding save files sometimes loading inappropriately.
  • - Fixed issue where Player 2 would get stuck in the top-left of the screen in boss arenas when playing Multiplayer.
  • - Reduced randomness of Frost Phoenix's rushing attack and reduced how quickly it travels across the screen. It's now way more reliable to avoid its swooping attacks.
Feb 23, 2024
Azarine Heart - rowen.horton
Hey all! With the RPG Festival wrapping up last week, and releasing a new trailer for the game, I've been extremely busy for the past month or so. But, as always, I've been keeping at it. So to celebrate the upcoming month of March, here's a big update for all of you.
The combat has been altered; in slight ways, and in big ways. Magic no longer has a delay; a bug in the ABS scripts kept spells from triggering instantly. Mages are now a viable class!
Weapon speed is no longer standard for most weapons. Swords, greatswords, hammers, daggers; all of them swing considerably different now, allowing for better build variety and a better feel and flow of combat.
On top of that, I'm replacing many weapons sprites. Not all of them have been updated yet, but stay tuned and keep a close eye on your armament going forward.

As always, thank you for playing, and please report any bugs in the discussions boards or contact me via email or Discord.
Kindred Fates: Combat Arena - FlyPurpleSky
Progress

  • The Beta needs to look its best, so we’ve upgraded our lighting and post-FX systems! It’s a far cry from the Alpha visuals now, and we’re pretty excited about the changes and the new depth and variety they bring to the lighting, especially in the distance. On top of the visual improvements, the new version of this system is much easier to work with in engine. We’re still making adjustments and trying to find the best way to keep the environment’s visual style consistent with the characters. Sometimes it can be tricky to get cel shaded characters to look at home in a non-cel shaded environment, especially across various types of lighting (ex. different times of day, weather, indoors vs. outdoors). Here’s a video with some before/after shots showing our current progress.



  • Multiplayer is improving by the day! We’re making good progress on verifying that important fundamentals are working as expected after being brought into the new project. Ensuring a Kinfolk is in the same spot and firing the same abilities on both players’ computers isn’t something you want to regress on. At the moment, multiplayer is functioning a bit like an early version of co-op, so we’re also dealing with some issues related to the human player and summoning as well.

  • This week we hooked the Beta project up to the account system so players will be able to join the same way they did for the Combat Arena Alpha.

  • We’ve solidified our plans for how to go about bringing the old Alpha arenas into the Beta. There are a few more pieces that need to be in place before we can start in earnest, but it’s on the horizon.

  • Our QA testers have been playing together to look for bugs in the multiplayer, which has been an exciting change of pace. While waiting for new bug fixes, they’re continuing to familiarize themselves with the tool for creating automated tests.

  • We’ve fixed some surprising bugs that have likely come as part of bringing code over from the old Combat Arena Alpha project. For example, the human player was using fireball when they were supposed to be summoning their Kinfolk!

Lexicon

The full lexicon can be found here.

  • Automated tests: Tests that are programmed to run automatically whenever a new build is made. Reduces the need to manually test features repetitively (ex. making sure every ability works as intended for every character).

  • Post-FX: Changes made to the game’s appearance after everything has been rendered. Sometimes similar to a filter you could put on a photo or video.

  • QA: Quality assurance. The people who test the game and report bugs.

Thanks for checking in on us! See you for our next newsletter on March 8.
Kindred Fates - FlyPurpleSky
Progress

  • The Beta needs to look its best, so we’ve upgraded our lighting and post-FX systems! It’s a far cry from the Alpha visuals now, and we’re pretty excited about the changes and the new depth and variety they bring to the lighting, especially in the distance. On top of the visual improvements, the new version of this system is much easier to work with in engine. We’re still making adjustments and trying to find the best way to keep the environment’s visual style consistent with the characters. Sometimes it can be tricky to get cel shaded characters to look at home in a non-cel shaded environment, especially across various types of lighting (ex. different times of day, weather, indoors vs. outdoors). Here’s a video with some before/after shots showing our current progress.



  • Multiplayer is improving by the day! We’re making good progress on verifying that important fundamentals are working as expected after being brought into the new project. Ensuring a Kinfolk is in the same spot and firing the same abilities on both players’ computers isn’t something you want to regress on. At the moment, multiplayer is functioning a bit like an early version of co-op, so we’re also dealing with some issues related to the human player and summoning as well.

  • This week we hooked the Beta project up to the account system so players will be able to join the same way they did for the Combat Arena Alpha.

  • We’ve solidified our plans for how to go about bringing the old Alpha arenas into the Beta. There are a few more pieces that need to be in place before we can start in earnest, but it’s on the horizon.

  • Our QA testers have been playing together to look for bugs in the multiplayer, which has been an exciting change of pace. While waiting for new bug fixes, they’re continuing to familiarize themselves with the tool for creating automated tests.

  • We’ve fixed some surprising bugs that have likely come as part of bringing code over from the old Combat Arena Alpha project. For example, the human player was using fireball when they were supposed to be summoning their Kinfolk!

Lexicon

The full lexicon can be found here.

  • Automated tests: Tests that are programmed to run automatically whenever a new build is made. Reduces the need to manually test features repetitively (ex. making sure every ability works as intended for every character).

  • Post-FX: Changes made to the game’s appearance after everything has been rendered. Sometimes similar to a filter you could put on a photo or video.

  • QA: Quality assurance. The people who test the game and report bugs.

Thanks for checking in on us! See you for our next newsletter on March 8.
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