Battle Teams 2 - 你打工的样子真的很美
亲爱的狙友们:

我们预计将在2024年2月29日上午 6:00-10:00 对全渠道服务器进行停机维护更新。维护期间无法登录游戏,请大家留意游戏时间,感谢您的支持与理解!

维护完成后将向全服狙友发放金币×300,星尘结晶×300,银币×3000,无序结晶×3000;若维护时间意外延长,每延迟1小时额外增加100金币,100星尘结晶补偿福利(邮件有效期为7天,请及时领取邮件)。



= 星坠远征排行榜开启显示 =



= 玩法实验室新新增靶场模式 =

    ●专门为战士们提供的射击训练和战斗模拟场地,在这里,可以不受任何干扰地提升战斗力

    ●PVP靶场内存在练习模式、挑战模式

    ●练习模式

      ◆玩家可以调试枪械性能,熟悉枪械手感

    ●挑战模式

      ◆使用自己最趁手的枪械,进行得分竞速吧



    ●PVE靶场内存在测试木桩和生存挑战

    ●测试木桩

      ◆使用手中的枪械和晶核,成为队伍里唯一的大C!

    ●生存挑战

      ◆使用华丽的身法,精湛的技术,在狭小的空间内进行生存挑战!

    ●未来靶场还会开放更多功能,敬请期待



= 个人乱斗模式优化 =

    ●玩家复活后进行移动、开镜、开火操作后,会提前取消无敌状态

    ●玩家在拾取击杀敌人掉落的血包时,会补满当前手持武器的弹夹弹药(但不会中断换弹动作)



= 团队战新增地图 =

    ●冰渊神迹

      ◆一个神秘的周期性信号将全世界的目光都吸引到了极地冰渊,关于旧日神明复苏的传言甚嚣尘上,泰坦哨站的守卫者与天火佣兵激烈交火,就在下一刻,一切戛然而止,因为,旧神,陨落……





= 雪霁凝梅 =

     ●星合组织专门为精卫制造的战斗服,据说白竹主导了外观设计。

     ●获取方式:捆绑包获取

     ●图片仅供参考,实际效果以游戏内为准



= 皮肤特殊效果功能优化 =

     ●在大厅开启或者关闭有特殊效果开关的皮肤后,会实时呈现皮肤的不同状态,同时在对局中所有玩家看到的皮肤状态均与大厅的状态一致,即若大厅开启了皮肤特效,则进入局内后局内所有玩家看到的皮肤效果与大厅一致

     ●修正了皮肤展示视频中有歧义的描述



= 全新原型武器-战术短棍 =



= 炫彩商城武器上新 =

          ♦苍穹系列(兑换时间:2024年2月29日-2024年5月9日7点)

                 ■ AUG 希望之翼(不朽)

                 ■ Type56 希望之翼(传奇)

                 ■ ASVAL 希望之翼(传奇)

                 ■ Vector 希望之翼(传奇)

                 ■ 重型猎刀 希望之翼(传奇)





= 大厅背景 =

    ●经典对战模式大厅背景更新



= 好友列表优化 =

    ●优化了好友在线&离线状态、排序规则,添加好友操作流程以及相关表现

= 功能性蓝点优化 =

    ●星耀商城和道具商城新增每周刷新分类

    ●角色档案蓝点消失逻辑优化

= 仓库多选功能优化 =

    ●切换页签时保留物品的已选中状态

    ●添加了搜索框

    ●功能内新增筛选器

= 局内沟通优化 =

    ●增加鼠标中键为局内标记默认第二键位

    ●增加快捷标记“在这里”,单击标记键位【~】或鼠标中键即可触发

    ●爆破模式中新增两条语音播报,在攻守交换前以及防守方发现炸弹安装区域时分别触发

    ●队友头顶名称将会根据距离远近有不同变化,并且更新了字体

= 获得界面新增快速装备 =

    ●在获得武器角色等非专属可装备类道具时,可以点击快速装备按钮进行快捷装备

= 墨金演习大厅增加等级限制 =

    ●为了提供更加顺畅的新手引导流程,墨金演习大厅等级限制改为7级

    ●我们预计将在未来的版本更新中持续优化这个功能

= 新增龙卡标识 =

    ●部分区域新增龙卡标识

    ●后续版本将新增更多区域的龙卡标识



= 火力狂欢日 =

     ●活动时间:2024年2月29日7点-2024年3月3日 23:59:59

     ●活动规则:

           ◆开足火力 一起战斗

           ◆3月2日当天,12点~22点开启多倍掉落,星耀无限关卡产出(包含炫耀性掉落奖励)+ 赛季经验获取提升至2倍;19:30-21:30提升至5倍

           ◆3月1日-3日,12点~22点全模式开启多倍掉落,星耀无限关卡产出(包含炫耀性掉落奖励)+ 赛季经验获取提升至1.5倍

           ◆不朽武器 免费体验

           ◆3月2日【19:30-21:30】登录游戏即可在邮件中领取:不朽武器自选箱×1

           ◆【不朽武器自选箱×1】可选择获得其中1个期限不朽武器:QBZ192 绝对零度×3天;AKM 朱利奥×3天

     ●活动奖励:



= 比伯生日会 =

     ●活动时间:2024年2月29日7点-2024年3月10日 23:59:59

     ●活动规则:

           ◆玩家每日登录可以进行1次【为他庆生】,每次必得小蛋糕×1和随机奖励中的1个

           ◆消耗小蛋糕可在本活动的兑换商店中兑换指定物品

     ●活动奖励:



= 万物探索手记 =

     ●活动时间:2024年2月29日7点-2024年3月21日 23:59:59

     ●活动规则:

           ◆活动期间,每7天开启一个阶段(共3个),完成每个阶段中的任务可获得对应的奖励和种子,每个阶段中的任务,必须在该阶段开启后,才会累计进度,完成1个阶段中的所有任务可以获得对应的阶段奖励

           ◆2月29日开启阶段1,其中的任务进度会在2月29日-3月21日期间累计

           ◆3月7日开启阶段2,其中的任务进度会在3月7日-3月21日期间累计

           ◆3月14日开启阶段3,其中的任务进度会在3月14日-3月21日期间累计

           ◆种子可在兑换商店中兑换指定物品

     ●活动奖励:



= 信号寻回任务 =

     ●活动时间:2024年2月29日7点-2024年3月29日 23:59:59

     ●活动规则:

           ◆活动期间,完成每周任务(每周一0点刷新)可以获得对应数量AWM 异化力量碎片

           ◆玩家可在活动的兑换商店中消耗AWM 异化力量碎片兑换指定物品

           ◆3月22日0点开启点券购买AWM 异化力量碎片,花费20点券可购买AWM 异化力量碎片×1(限购800个)

     ●活动奖励:



= 霓虹潜行秘宝 =

     ●活动时间:2024年2月29日7点-2024年3月17日 23:59:59

     ●活动规则:

           ◆完成本活动页的任务,可免费领取普通奖励

           ◆花费10元解锁霓虹潜行秘宝,立得金币×100+星尘结晶×100,完成所有任务最高附赠虚拟意志系列武器×3

     ●活动奖励:



= 消费幸运星 =

     ●活动时间:2024年2月29日7点-2024年3月7日 23:59:59

     ●活动规则:

           ◆活动期间,玩家累计消费可领取数量不等的幸运券

           ◆玩家可以消耗 幸运券*1 可用来开启1次幸运星

     ●活动奖励:



= 粉红节:春之语 =

     ●活动时间:2024年3月7日0点-2024年3月17日 23:59:59

     ●活动规则:

           ◆活动期间,完成本活动页的每日任务,可领取不同数量的粉色团子

           ◆消耗一定数量的粉色团子可兑换相应奖励

           ◆3月15日0点开放粉色团子购买,可使用金币×10购买粉色团子×1

     ●活动奖励:



= 冰晶返利补给 =

     ●活动时间:2024年3月1日0点-2024年3月17日 23:59:59

     ●活动奖励:



= 超强特训 =

     ●活动时间:2024年3月2日0点-2024年3月10日 23:59:59

     ●活动规则:

           ◆活动期间,玩家完成每日任务可获得金币奖励以及特训能量进度

           ◆周末可获取双倍特训能量进度

     ●活动奖励:



= 极地黄金区 =

     ●活动时间:2024年3月7日0点-2024年3月13日 23:59:59

     ●活动规则:

           ◆活动期间,达成不同条件可解锁不同铲子

     ●活动奖励:



= 星耀无限基金 =

     ●活动时间:2024年3月7日0点-2024年4月7日 23:59:59

     ●活动奖励:





1.动画和特效相关内存减小了100M左右

2.优化了星耀无限模式中的伤害飘字显示

3.优化了星耀无限军备箱定轨信息中的各套装的展示描述,实际效果不变

4.优化了“爆破战中,队伍在指定包点拆包或下包”任务的触发条件,使其符合任务描述



1.修复了翻滚导致的卡顿问题

2.修复了BSG系列武器最后一发子弹打完自动切枪导致被切换武器无法开火的问题

3.修复了极端情况下AKM 乾坤无极击杀后特效显示异常的问题

4.修复了极端情况下AKM 乾坤无极检视动画异常的问题

5.修复了极低、较低画质下QBZ192 星火狂飙全息瞄准镜不显示的问题

6.修复了某些情况下变异模式可以刷手雷的问题

7.修复了极端情况下爆破模式小地图上非安包点位的标红提示消失的问题

8.修复了极端情况下爆破换边时中途加入后出生点位错误的问题

9.修复了极端情况下游戏内标记轮盘界面卡住不消失的问题

10.修复了极端情况下墨金演习人物可卡入空投箱的问题

11.修复了极端情况下星耀无限模式中观战倒地对象会出现黄色色块的问题

12.修复了大头英雄模式自动填装天赋死亡复活后不生效的问题

13.修复了异菌之母释放完触手砸击后,触手上的弱点没有关闭的问题

14.修复了菌母下篇拾取完冰块扔出后会切到空手状态的问题

15.修复了星耀无限模式中BSG换弹时无法触发改装类刻录卡效果

16.修复了开镜、趴下、开火键同时按会导致拉栓动作消失的问题

17.修复了炎爪在出生动画的过程中被控制后,无敌时间会延长的问题

18.修复了星耀无限模式中战前准备界面手雷名称显示错位的问题

19.修复了极端情况下远征模式中背包能量充足情况下晶核、样本属性没有正常生效的问题

20.修复了极端情况下飞扑者飞扑角色后,无法使用晶核技能和翻滚的问题



预计更新大小:  1860 MB




感谢所有狙友一直以来对《生死狙击2》的大力支持!我们将携大家的期望与鼓励继续奋进,尽全力为大家带来更好的游戏体验!




《生死狙击2》项目组

2024年2月28日
Blade and Sorcery - The Baron
Hello mates, The Baron here with another little sneak peek of 1.0, this time taking a look at environments.

First let me preempt what I know is going to be the recurring comment from folks after reading this news:



Your pain has been acknowledged. We are absolutely dying to release more than anyone, believe me! ːamadeus_spookedː

At the moment we are (worryingly) still wrapping up on critical components of Crystal Hunt. This is not bugs or polish, this is more like actual main mechanisms of Crystal Hunt that prevent the game even being played through start to finish.

After these missing components get done, we will finally be able to switch to bugfix mode and the game should then be "playable", albeit buggy, so hopefully at this point we could get an idea of how bad is the QA period is going to be.

So that is what's going on in development. I would say it is best not to get caught up on release dates and let it happen when it happens.

The update is freaking huge and it's like a new game getting dropped on top of the game you know so well, so thanks for your patience on this -- let us cook!



Now, news time.

I wanted to throw a spotlight on environments in this news because it is going to be such a huge part of 1.0 with a lot of new content.

Environment team have been mostly focusing on a couple of major tasks on their road to 1.0; namely adding an entirely new Dungeon biome, improving the current sandbox maps to make them lore friendly (including the brand new Ruins revamp) and improving / optimizing graphics where possible.

Let's get into the new dungeon first, as this is a major component to the lore aspect of the new Crystal Hunt progression mode.



This is going to be a really fine balancing act, because we wanna show off lots of cool stuff but we are also dying to keep as much as we can a surprise so you guys can enjoy the experience for the first time in VR. ːlunar2019piginablanketː

I'm gonna try my best to walk this fine line!



The Dalgarians -- who they were and what were they all about. This will be a major hinge in the player's motivation while playing Crystal Hunt, as you explore the ancient Dalgarian ruins and gather lore to piece together a bigger picture of the world and events surrounding the Crystal Hunt.

I mentioned many times before that this will not be a hand-holding experience, and is aimed at a more self-motivated, "old-school" type of player who enjoys digging deep and piecing things together.

However I also mentioned that if you are not this type of player that is okay too, as it will be possible to enjoy the Crystal Hunt progression mode at face value and without reading a single bit of lore; you may simply enjoy the aspect of unlocking new skills, exploring ruins, fighting, etc.



When creating the Dalgarian dungeon biome, the environment and design team wanted to try something quite new for B&S by moving away from the familiar medieval style, which was mostly based on real world references - if you hadn't realized, Western Europe served as a huge inspiration for Eraden in architecture and design; medieval France, Celtic Ireland, etc.

This task was challenging for the team because they had to imagine an entirely new environment from scratch, without relying too directly on real world references. The team didn't want it to feel too familiar that you might associate it with any real world location.

There was indeed a lot testing, tweaking and refining in this process before the guys hit something that felt good.



The goals were to create a location that instilled feelings of discovery and exploration, so that entering a new room would be surprising, intriguing and impressive by its scale; something very awesome in VR!

In contrast, there was a desire to stay away from old tropes like the classic "RPG Dark ruins / Crypts" type dungeons, while still retaining the feeling of danger and slight spookiness from liminal spaces.

This was an ancient civilization that has been undisturbed until now, so we really wanted to capture that.



An effort was also made to incorporate environmental storytelling. While not overt lore exposition, the idea is that the rooms themselves could be open to interpretation for the player to infer what kind of ancient civilization this was.

For that reason, when it came to the room conception process, this would involve the key question: "what is this room's purpose?" The team wanted the archaeological remnants of the Dalgarians to be logical and lore fitting.

We always opted for quality over quantity in this process, though we ended you with a ton of rooms anyway, lol.



There are also miscellaneous and cosmetic changes coming to some of the Sandbox maps.

With the new lore of Blade & Sorcery being added in Crystal Hunt, we were out to make the world of Byeth feel more coherent as a fantasy world.

For this reason we wanted to revisit the sandbox maps and pull them into that lore to make them feel part of this world as opposed to them feeling like random disjointed maps.

The most noticeable of this effort is the appearance of Oron in the sky!



Did you know Byeth was a moon? ːsteamdanceː

We are always pushing, pushing, pushing PCVR to its limits to make the best looking VR game we can. To go with this, some maps have had improvements in textures, dressings and lighting, whilst still trying to keep everything performance friendly.

Canyon got a cosmetic makeover and looks absolutely gorgeous.



But it's not just Oron that makes an appearance in the sandbox maps. The Azure Star now makes an appearance too.

And who knows, maybe it will have a part to play in Crystal Hunt... ːtmntdonː



That's it for this news, folks. Hope you guys are excited!
Feb 28, 2024
Community Announcements - Calffuture Games
亲爱的各位玩家:
首先,我们由衷感谢大家给予的支持和厚爱,由于整体运营方向调整,我们遗憾地决定将于2023年5月1日00:00(UTC+8)正式停止运营。
请大家互相转告,感谢大家的支持,谢谢。
Feb 28, 2024
Hellish Quart - Kubold
Hellish Quart pre-alpha v.2024.02.28.0

TWEAK:
- Sorted out attacks after dodge mechanics: When you dodge and press an attack right after, the attack will buffer and play with 0.12s delay. This rule is just for normal attacks. It does not apply to special moves that require you to press a direction two times first.
- Sorted out pushing, taunting and grabbing after dodge mechanics. Grabs and Pushes: If you dodge and press X+Y or X+A, etc. up to 0.12s after, the grab or push will buffer and play after the active frames of the dodge. Taunts: If you press Y+B within 0.12s after inputting Dodge, the taunt will not happen.
- Yendrek: is now affected by Attack Homing Factor options (more fighters to do as we go)
- Up to 8 controllers supported (before was 4)
- River arena: can now be randomly selected by the game in Survival and History Buff modes if it is unlocked or No Progression mode is selected
- Gedeon, Jan, Marta, Alexander: Cloth tweaks
- Gallows arena, Dungeon arena, Stables arena: different lighting
- Marta: a bit larger tip thrust detector
- Jacek: starts walking forward a bit faster if the right foot is forward
- Isabella: RFF Snap cut initial trajectory tweak to not go under the guard

FIX:
- Yendrek, Samuel, Barabasz, Isabella, Gedeon, Zera: Fixed regression after engine change: blood decals (more fighters will be fixed as we go)
- Changes in the camera rig structure required by the new engine

Known issues:
- sometimes ragdolls get "exploded" into space after a defended grab
- sometimes cloth simulation spawns broken
3on3 FreeStyle: Rebound - 3on3 Freestyle


Dear ballers,

New member will join 3on3 FreeStyle soon!
Can you guess who will be the new member?
I secretly bring screenshot of the new character!



Stay tuned for our next news!

Thank you for your continued support!

- 3on3 Freestyle Team
Feb 28, 2024
-HOME- Survival - SlizzzyTV
Innovations

  • You can now use a bow and arrow
  • End of game roughly installed (event box)
  • Improve weather changes
  • Drinkable rivers or a stream
  • Arrange a time in bed so you can sleep to skip the night
  • HUD linked to time, date, phase of day and year
  • Sound at nightfall and sound at daybreak
  • Rocket station added



Improvements

  • Fix the time error at the bottom left



Bug fixes

  • Landscaping (trees, stones, road)
  • Install zombie skins
  • Char. Beautify and improve settings
  • Customization of day and night transitions
  • FPS improvements
Feb 28, 2024
Idle Cave Miner - Spongebob
New Features:
  • New passive for Grandelf (1% chance to find Mythic Gems when mining)
  • New tier display when you reach max tier with a miner, and unlock all skins
Changes:
  • Forges now play a SFX when being enabled
  • Increased Ratner's chance to triple raw gems (6% >> 12%)
  • Increased Cooper's chance to triple raw ores (6% >> 12%)
Fixes:
  • Fixed an issue which would cause the popups to break (again)
  • Fixed an issue which would cause the first offline forges claim to fail, leading to a temporarily broken forge
  • Fixed an issue which would cause forges to not update if being enabled for the first time
  • Fixed issues with localizations in German
Alone in the crowd - Caesar Augustus
It's been a while, but it's finally done.
Alone in the Crowd is a puzzle simulation investigative thriller, where you use a weird variety of gadgets to satisfy this mysterious, self-proclaimed friendly AI character.

Come discuss what you like or dislike about the game, I'm all ears now.
You could try the demo if you're still undecided about what the game is about.

Hope you guys have fun =)
DROSS - gigatank3000
Hey everyone,

It's been a little while since we've updated the demo but we have a huge update for you. Honestly it's much to list so we'll give you a sample of some of the fixes and changes we've made in this build.

The major content for this update is the introduction of the plasma rifle and major rework of how bugs and nests spawn and pathfind through the level. Below is a list of bug fixes and other tweaks and adjustments. This is by no means an exhaustive list but pretty close. As always please leave your feedback here or in the forums and we'll be happy to check them out. We also expect to have a much more regular cadence to updates as we make our way toward release. Until next time!


  • Make sure tutorial complete saves
  • Collider near medical door
  • Skip cutscene skips on one
  • Vanth maintenance stairs pathfinding
  • Grenade targets not opening door
  • Can run through melee door
  • Typo in level loading screen
  • Vanth sticks looking at player
  • Darken hud health armor text
  • Armor station update hud text on use
  • Proxy grenade explosion size
  • Bug nest pools too low emissive
  • Bug drone not turning corners
  • Industrial tube corridors super shiny
  • Large machines spawned overlapping
  • Minimap too bright
  • Kick biter not working
  • No bugs on elevator exit map
  • Transfusion machine has power machine
  • Can walk into rest area luck room
  • Institute theme
  • Biters open doors
  • Biter blood green
  • Gun return gives wrong gun?
  • Corridor lights don’t disable art
  • Nailgun muzzle flash wrong spot
  • Death game pad button
  • Biter able to die
  • Transfusion station timer bar & sound
  • Guarantee elevator break in tutorial
  • Vanth pathfinding exiting maintenance
  • Plasma gun implementation
  • Armory keycard colour
  • Missing supply room card
  • Supply room vision colliders
  • Vending machine art
Feb 28, 2024
HenapoLand - へなぽこや
v1.75
・冬の拠点ゲートから通じる「太古の塔」を実装!
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