BLEACH Brave Souls - prj-bleach-*****
Available: 2/29 16:00 - 3/15 15:59 JST



Two characters from the BLEACH TV Animation Series: Thousand-Year Blood War are being added!

The draw rate for featured ★5 characters in this Summons is 4.5% and 1.5% for all other ★5 characters. The x10 Summons guarantees one ★5 character every five Steps until Step 20.

Furthermore, you'll receive a free "Choose a New ★5 Character Summons Ticket (Wings of Frost)" on Step 25.

The Choose a New ★5 Character Summons Ticket (Wings of Frost) can be used to choose one of the new characters below.

Characters:
Cang Du (Thousand-Year Blood War 2024 version)
Toshiro (Thousand-Year Blood War 2024 version)

See below for details.

Character Details: Cang Du
・Attack type: Melee strong attack
・All attacks except strong attack 2: Freeze
・Strong attack 2: Barrier
・New Soul Trait: Status Ailment Spiritual Pressure Boost +40% (max)





Character Details: Toshiro
・Attack type: Melee normal attack
・All attacks except strong attack 2: Freeze
・Strong attack 2: Boost
・New Soul Trait: Normal attack damage inflicted at full STA +40% (max)
・New skill: Flurry+1 (+2 in Guild Quests)



Feb 28, 2024
Wagotabi Playtest - WLimited
Fixed issue with executable name.
Community Announcements - 트리 오브 세이비어
안녕하세요, 트리 오브 세이비어입니다.


2월 29일(목) 오후 2시 36분, 게임 수정을 위한 패치가 진행되었습니다.
별도의 패치 다운로드 절차 없이 즉시 게임에 적용되었으니, 이 점 참고하여 주시길 바랍니다.



[h5]【수정 내용】[/h5]
  • 보스 협동전을 진행할 수 없는 현상
    - 금일(2.29) 오후 10시 보스 협동전은 정상적으로 진행됩니다.


감사합니다.
Feb 28, 2024
Obscurity: Unknown Threat Playtest - Snakelet
https://www.youtube.com/watch?v=27P1ZyWkUh0

- Reduced maximum flashbang blindness duration by 50%
- Reduced flashbang resistance on headgear from 85% to 50%
- Tweaked values of flash and stun gadgets and weapons
- Improved directional head collapse morph variations
- Improved mantling animations
- Improved first person interaction blends
- Removed revolver twirl animation on equip
- Buffed acrobat's ability to grab onto edges while falling
- Improved synchronisation of weather / time of day
- Made time gradually advance in non-round based modes
- Fixed some normal map character and weapon textures
- Fixed lingering collision preventing mine plants when bodies are destroyed
- Fixed molotov fire not spawning in tight corners
- Fixed smoke clouds appearing in weird locations
- Improved smoke propagation logic
- Added smoke wall gadget
- Added direction indicators for torch beams shone at you
- Added the ability to choke and carry lighter players
- Added blood sprays to melee damage and shotgun pellet impacts
- Added blood decal textures based on damage type
- Improved blood pool merging visuals
- Updated blood decal material to improve fades, blends and dry over time
- Changed obscurity tracking visuals to be less precise
- Changed obscurity cloak shader to be more fair across graphics settings / resolutions
- Added ability for obscurity to see each other through walls
- Tweaked some of the obscurity rifle and sword animations
- Updated some more weapons to support adaptive camo
- Updated spawners on Gun Range and added bot spawn button
- Fixed bodies floating on glass
- Improved all container mesh visuals and shading
- Fixed low graphics shadows on characters for Chaos Arena and Outback
- Added equivalent equipment options to all default loadouts
- Added gun levelling with attachment unlocks
- Simplified kill credit system to use most recent harm
- Changed sharp flesh and stab flesh impact sounds
- Fixed bayonet raising mobility in some circumstances
- Removed obscurity bloodlust ability to see players
- Added kill scoring to Human King of the Hill and Human Domination
- Changed lobby gamemode to Obscurity King of the Hill
- Added test Ambush obscurity stance to test new gameplay mechanics
- Changed next round vote to majority rather than lottery
- Further map changes and bullet penetration passes for:
  • Chaos Arena
  • Gun Range
  • Outback

Thanks Sam and Valentin!
InOutPath - 我们几乎要赢了不是吗
Hello everyone, after continuous development and optimization, our game will finally meet everyone officially on March 1st.

During the development process, we invited many players to help us test, and gained many beneficial suggestions with players' love, and we tried our best to adopt as many suggestions as possible and adjust the game, because besides the developers, we are also game players, and we deeply understand many things can only be experienced as players, so we welcome and will humbly accept suggestions from players, making this game better is our common goal.

In the early versions, our game had many levels that required delicate operations to pass, but clearly using wisdom to solve puzzles should be the goal players pursue for puzzle games, so we adjusted most of the levels, making the redundant space for player operations as large as possible. Although our game inherently has action and operation attributes in its design, we don't want operations to become stumbling blocks that hinder players' progress. "It can actually be played this way" is what we pursue, and we try to avoid the scenarios where players know how to pass it but have to keep trying.

Since many levels in our game involve dynamics where many birds will automatically walk and make the whole map in a state of constant change, in order to reduce the burden of state analysis for players, we have also optimized the speed of most birds, where birds that used to be as fast as rockets have basically disappeared, replaced by slower moving birds, so that the state change of the map is not so frequent. Of course, we have also made corresponding adjustments to the level layout, and the game will not become simple and brainless just because the speed of birds slows down.

Now we have also divided each major chapter's levels into normal levels and extended levels. Previously in each chapter, the same mechanism would appear consecutively for too long a time, and the playing time for a single chapter was also too long, so we extracted some representative levels as normal levels, adjusting the completion time for each chapter to about 30 minutes (of course, the earlier chapters will be simpler and the later chapters will be more difficult). This allows players to experience the representative uses of different mechanisms in a suitable time without feeling tired from continuously playing the same mechanism. If players want to experience our higher difficulty extended levels designed to deeply explore the mechanisms, they can challenge them after passing the normal levels.

When we play puzzle games ourselves, we often get stuck on levels too, but many times it's just that we didn't think of a certain point in that level, and once we pass it, the following levels can be smoothly completed like clouds and flowing water—essentially we just didn't think of a certain use of the current mechanism and it doesn't affect our understanding of other mechanisms. In such situations, we often go to video sites to find walkthrough videos for that level, so in making this game, to facilitate players, we have developed a level guidance system. In the guidance system, we will play a pre-recorded walkthrough video that reveals the key to passing that level to players, hoping to have a "sending charcoal in the snow" effect. However, many of our levels have multiple solutions, and we will only hint at the easier to understand one—there are still more convenient solutions waiting for players to discover.

We have also added an evaluation star system when passing levels, using the player's completion time for rating. After optimizing away levels requiring delicate operations, most of our levels now can be passed as long as players have ideas, so if it's difficult to get a high evaluation, it's very likely because your current solution is not optimal, and there are better solutions waiting for you to discover. At the same time together with the star system, we have also created a leaderboard function, with each level having a leaderboard based on completion time.

There are still many more modifications that have not been mentioned here. Everything we have done is to make this game better, whether the opinions come from our own experience or from testing players, this process is like cultivating our own child—although difficult, it is also happy. March 1st, 2024 will be the moment our child officially steps into the public—I hope puzzle game lovers can experience this game that embodies all our passion and sweat.
Feb 28, 2024
Homebrew32 - MON Studios LLC
- Change new player freedoms
- New mode fast restart fixed
- Starting walls adjusted
- 5th weapon rotation fixed
- Other housekeeping ect..
Feb 28, 2024
Yi Xian: The Cultivation Card Game - Gamera Games
1. Balance Adjustment
· Five Elements Explosion(Nangong Sheng, Virtuoso Phase): cancel the effect "other 2 more when you Activate Fire Spirit"

2. Optimization
· You will have the option to skip the battle after exceeding 32 turn of battle
· Add Ultra Graphics Option
· Added and optimized animations for some characters
· Cards drawn by Immortal Fate will no longer count towards the current round's hand card limit, preventing situations where players would miss drawing cards due to reaching the limit.

3. Bug Fix
· Fixed the issue causing abnormal display of battle scenes on certain devices.
· Fixed the missing BUFF description for Exercise Bones.
· Fixed the issue where the achievement "A simple punch" couldn't be unlocked by using a level 2 or 3 Normal Attack.
· Fixed the description error for the achievement "OMG!" to specify that it requires a single attack rather than a single card dealing over 300 damage.
· Fixed the bug where some achievements could be unlocked during recap or riddles solving.
· Fixed the bug where Daoist Rhyme Omen disappeared after saving and exiting Uncharted Realms.
· Fixed the issue where reconnection was not possible during the non-stop server maintenance.
· Fixed the issue of strangers appearing in the friend list.
· Fixed the issue of Emoticon position offset when Destiny changes.
Feed the Cups - BZKM
February 29, 2024 Update:


Note: The following contains the word "attempt," indicating that there may still be potential issues. If encountered, please provide feedback to us.

  • Leaderboard Update:

    1. Added logic checks to ensure that abnormal data does not appear on the leaderboard.
    2. Players with abnormal data will receive a notification when viewing the leaderboard (visible only to themselves).
    3. If you encounter the "abnormal data" prompt during normal gameplay, please provide feedback to help us identify related vulnerabilities.
    4. This feature will only be effective in this version and future versions.
  • Attempted fix for the issue of cups not being processed during daily settlements.

There are still many details and optimization improvements being worked on in the updates. Thank you for your support and understanding of the independent game developed by 2 of us. We will continue to optimize the update content!
Feb 28, 2024
Legacy Of The Pact - Phantom
Daily Quests
Pets
Bug Fixes
Small UI Changes
Feb 28, 2024
College Kings - The Complete Season - Oscar Six
Fixed

  • Fixed missing core files
...