Mar 3, 2024
Tome of Fates - Kamz
Weekly Update 24
Patch 1.0.9

This weeks completes the last tools i required to do the campaign i am working on.

This is going steadily, expecting to be done the next story over the next month.

Gameplay:
  • Now inventory (requisite, loot, purchase) on Interest point can respawn (if setup this way in editor)
  • Now Monsters on Interest point can respawn (if setup this way in editor)
  • Fixed an issue with the randomizer, not randomizing :p


Editor:
  • Partial reskin, more to follow.
  • Point of interest now have the ability to respawn monsters.
  • Point of interest now have the ability to respawn inventory.
  • Added a new type of slot, "Hidden Story Object" allowing you to manage inventory and requisite that is not seen by the player (slot and object is hidden, no matter what).


Coming up:
  • Editor reskin - more coming
  • Still working on a very cool new concept for the campaign, inspired by the "King of Dragon Pass" game!


Kamz


Solium Infernum - Chan
PLEASE NOTE: There was a server update needed for this Hotfix, so if you are experiencing any connection issues (like turn timers zeroing out or error messages) please just exit the client - do not forfeit/abandon your games! - download the update via Steam, and dive back in. You’ll see your sessional game in progress on the main menu.

Hello Archfriends!

We’re so excited that Solium Infernum has resonated in the hearts and minds (not soul, though, those have all been sold) of so many awesome folks! Seeing our community flourish and grow as you all megamind-backstab each other has been… Surprisingly wholesome. And a great honour, too.

Today we come bearing gifts of your first Patch!

Similar to our recent hotfixes, this patch is jam-packed full of bug fixes, adjustments to strings, quality of life tweaks, etc, but don’t let it fool you, the team have been working incomprehensibly hard to get this out the gate so rapidly after launch.

We do want to take a moment to note that we totally recognise there are bigger issues (see; The Devils You Know… section further into this post) that are going to require a bit more time, testing and polish than the Week 1 Patch! Trust us… We’re working on 'em!

And yes, AI performance is at the top of our list.

It’s worth stating, though, we’re very pleased with how the game and multiplayer has performed! While there are some obvious balancing passes and adjustments to be made in the future (which, again, we’ll get into later in this post), the heart of the game is truly alive and well within all of you. We’re absolutely delighted.

That’s not to say the game is perfect by any means – there are improvements we plan on making with our Singleplayer, most particularly the AI’s capabilities and competence. We recognise that there is a large portion of players out there whom solely enjoy singleplayer strategy games, and had hoped that the SI singleplayer would mimic the depth and Machiavellian nature of playing against humans. Whilst that is a goal we will never achieve, we know we can do a whole lot more to close that gap.

But before we get further into that, the Build Notes!

v1.0.1 Build Notes

Big Wins
A bunch of fixes and QoL improvements in this one, but most noticeably - UI Scaling is now functional in-game (thanks for your patience on that one!), there are a tonne (!!) of localisation fixes, and we’ve added a bunch of small but meaningful AI improvements - the first of many!

Platform
  • An infernal newsfeed has appeared! This will allow us to message you all directly in-game when the need arises.
  • The game would, at times, fail to launch. Happy to report the Gates of Hell now open more regularly!
Settings
  • UI scaling is back! You can now scale the UI between 80-120% of its original size.
  • Fixed the game ignoring Windowed Mode settings when booting up.
  • Refresh rate and screen resolution can now be configured independently.
Gameplay
  • Fixed Conclave Favourite being updated after choosing a victor, which would cause an incorrect player to be awarded the victory.
  • Diplomatic action cooldowns are now reset on unsuccessful actions.
  • User of Torment (Event) no longer gets to know the players that it affected by default (they must use Dark Augury).
  • Fixed an issue where you could queue a vault transfer even if it was already queued.
  • Fixed the Forged Orders ritual sequence killing the legion early (Belial has urged me to state his displeasure of this fix for the record, so here it is).
  • Fixed Deafening Thrum (artifact) not affecting some abilities. The Thrum will now adequately deafen.
  • Fixed Procured Honour ability not being correctly removed when ritual ends.
  • Fixed terrain type targeting settings on all canton-targeting rituals.
  • Fixed ritual masking settings not saving between turns in multiplayer. Let the cheeky rituals continue!
  • Fixed the event 'Fury and Glory' multiplying by 4 rather than 3.
AI
  • AI will no longer request Vassalage to try and advance its Vendettas.
  • AI will no longer send all their legions on the Crusade.
  • AI will now attempt to take captured Strongholds like any other Place of Power.
  • AI will now prioritise tormenting their nemesis over opportunistic Diplomacy with other players.
  • Improved Upkeep handling.
  • Improved Titan utilisation.
  • Improved board targeting and legion pathfinding.
  • Improved constraint evaluation to prevent AI wasting actions.
  • Improved late game performance of AI against winning candidates.
  • Fixed an issue where AI would not use redeploy.
  • Increased AI’s desire to upgrade Prophecy.
  • Slight decrease to the AI’s chance to accept Demands.
Grand Events
  • Removed orders for Event cards that are no longer selected.
  • Invalidate event card orders for event cards you no longer control.
  • Added option to remove a legion that was committed to the Great Unholy Crusade, so you can now chicken-out in style.
  • Added no target strings to grand events that could not find a target.
  • Fixed some occurred as a result of fullscreen takeovers for Grand Events.
UI (Fastball, here we go!)
  • Canton capture tooltips now only show if you are in a diplomatic state that allows canton capture.
  • Fixed some issues with card parallaxing.
  • Fixed some issues with Bazaar tooltips.
  • Fixed Archfiend filters flashing when you enter any targeting view.
  • Fixed Conclave Favourite showing for excommunicated players.
  • Fixed icons for ritual unlocks.
  • Fixed ability icon for bonus voting power.
  • Fixed display of enemy's tribute in vault in domain view.
  • Fixed inconsistent behaviour of event cards in vault.
  • Fixed game entity lists to have images correctly scaled within aspect ratios.
  • Fixed Attachment tooltips not showing ritual modifiers.
  • Fixed rank up button in the Domain view.
  • Fixed Hell's Maw (Dark Art) icon.
  • Fixed attachment slot visualisation for neutral entities.
  • Fixed Masking Mirror Archfiend portraits.
  • Increased speed of Masking Mirror animations.
  • Fixed Scheme selected states not working correctly.
  • Fixed various visual issues in the Conclave (Diplomacy) screen.
  • Added order icon on slots for vault transfers.
  • Added Code of Conduct button to Active Games list.
  • Added Outcomes tooltip to Vile Calumny (Dark Art) UI.
  • Added neutral sigil for neutral entities in the Legion Tray.
  • Added ability icons for modifier-based abilities.
  • Added ability icon for Adamant Flame (Defilers).
  • Added ability icon for True Sight (Illuminatus).
  • Added ability icon for Abyssal Irruption (Strider).
  • Added ability icon for Unwavering (all Personal Guard legions).
  • Added ability icon for Evil Sanctuary (Bowl of Abject Darkness).
  • Improved formatting of the Objective tab.
  • More consistency with Order tooltips.
  • Updated header of the Seek Tribute result turn log from "Tribute" to "Seek Tribute" to clarify that it is the result of a Seek Tribute action, and not a Tribute Offering.
  • Removed italic tags and line breaks from loading screens.
  • Removed the exit button in Lure of Excess (Dark Art) dialogue.
Turn Logs
  • Improved headings to make turn logs more readable.
  • Improved turn log "read" status markers.
  • Added turn log icons for all remaining turn log message groups.
  • Regency Acquired turn log message will now display correctly when you don't receive an event card.
  • Fixed Conclave Favourite showing for excommunicated players.
  • Fixed incorrect wager values for diplomatic actions being presented in turn logs.
  • Fixed missing parameters and incorrect strings in Lure of Excess (Dark Art) screens.
  • Fixed missing parameters and incorrect strings in Draconic Razzia (Dark Art) screens.
  • Improved feedback for the effects of event cards Wrath Of The Tyrant and Torment.
Localization
  • Localized Achievements in Steam.
  • Various language consistency improvements.
  • Localized Cost in the encyclopaedia.
  • Localized Praetor appointment required message.
  • Localized Settings headings.
  • Localized additional stats in Domain view.
  • Localized Election Victory Chronicle objective.
  • Localized Feedback heading on feedback screen.
  • Localized "Choose" message in the extort action flow.
  • Localized "Voting Power".
  • Localized "You must choose a response" in the Diplomacy view.
  • Localized "Prestige wager" in the Diplomacy view.
  • Localized Invoke Manuscript on Praetor.
  • Partial Fixes for long names in Battle Reports being truncated.
  • Partial Fixes for Praetor equipping tooltips.
  • Improved text fitting in Consolidation, and cannot afford Bazaar messaging.
  • Improved text fitting in Code of Conduct.
  • Improved text fitting in order actions.
  • Improved text fitting in enemy Domain views.
  • Fixed text overruns in 'you must perform an action' turn log entries.
  • Fixed text overruns in Schemes private/public buttons.
  • Fixed text overruns in level bars.
  • Fixed text overruns in Ritual categories.
  • Fixed text overruns in Throne Room screens.
  • Fixed text overruns in Diplomacy screens.
  • Fixed text overruns Attachment buttons descriptions.
  • Fixed text overruns in Blood Feud initiate/response dialogues.
  • Fixed all missing primary objectives in Polish.
  • Fixed various strings in the Grand Arena (Praetor Duel screen).
  • Fixed Vile Calumny target sigil being the incorrect size.
  • Fixed 'OR' being localised in Ritual screen.
  • Fixed some gender / plurals in private / public lobby title.
  • Fixed text alignment in Rank Up screen.
  • Fixed messages from players in a different languages not rendering correctly.
  • Fixed missing Stratagem description.
  • Fixed overlap in turn status profile widget.
Tutorial
  • Disabled hotkeys for UI elements until said UI functions are meant to be available.
  • Fix for previously completed tutorial steps not being marked complete when loading a tutorial save.
Chronicles
  • Disabled the event card Paladin In Hell in some chronicles to prevent certain objectives from becoming impossible by the Paladin destroying objective-critical Artifacts. The Paladin has been escorted from Hell in these specific Chronicles.
Visualisation
  • Fixed legion movement arrow not being updated correctly when closing/finishing movement input.
  • Fixed wounded Abyss Leviathan animation. Don’t hurt our boy, our son!
  • Fixed Titans not skipping to their position and animation when a player chooses to skip the combat sequence.
  • Added damage VFX and Effects to Pandaemonium.
Optimization
  • Optimised the displaying of tooltips.
  • Removed unnecessary in-game cameras.
  • Fixed a bug in entity cleanup.
  • Improved audio file management.

That’s all for the Patch Notes, now to speak more on some of the big Devils You Know in current gameplay…

The Devils You Know…
Firstly, we wanted to say a massive thank you to everyone who has gone out of their way to provide us with feedback – whether that’s via the in-game bug reporter, or via our Steam/Discord/other Socials. Please know that we are reviewing and discussing each of the points made with great care, and we’ve got some future points of focus for us that we wanted to share here.

AI
We hear you. The AI, whilst it can shock and surprise from time to time, needs more work. This is getting our full attention and highest priority moving forward.

From the discussions you’ve all had online and the feedback you’ve delivered, we’ve found the biggest AI-related pain points are…
  • The AI doesn’t focus on Prestige generation enough, and openly dumps Prestige at inopportune times, especially in the end-game, resulting in large Prestige disparities between humans and AI.
  • The AI will often engage in clearly doomed combats, commonly failing Vendettas miserably.
  • The AI spends their orders on low impact tasks, like spamming rituals or using Decoy Stratagems.
  • The AI will merk itself by engaging in obviously-terrible-idea combats, or by moving in fruitless directions (like into lava).
  • The AI doesn’t collaborate to pull others away from a clear Prestige lead.
There’s a tonne more feedback from you all, and this only captures a slither of the week+ long conversations the team have been having internally as a result, nor does it reflect the entirety of our plans for AI moving forward. The good news is that we feel we have a great grasp of the problems at hand and a fantastic base to work from!

Whilst we can’t make machines that will scheme and backstab as well as humans, we are committed to ensuring you all have AI opponents that are capable of presenting a far greater challenge. Iterating on the AI is something that takes a bit of time, and we're devoting a whole bunch of resources toward it!

Excommunication
Solium Infernum’s Event Cards and Edicts were designed to be able to shift the face of the battlemap and political landscape drastically – intended to be able to topple a breakaway lead, or bring an underdog to the forefront of victory. Their intention is to create a “Aha!”, or a “Ah, drats,” moment. They weren’t, however, designed to be un-fun, or to create disdain, or to sideline folks from the whole game, leaving them stranded with little to no options.

We also understand that Excommunication is not really feeling like the on-the-ropes nail biting experience it should, and whether by Ritual framing, Event, Edict or your own grand design, it needs some balancing.

So we’re taking Excommunication back to the drawing board and are going to discuss some adjustments and improvements for the future. This likely won’t land in our next Patch – it takes a surprising amount of balancing testing/finnicky testing – but will likely be closing in on the horizon afterward.

Encyclopaedia + Rules Clarity
Solium Infernum is a beast rife with edge cases and unique considerations. The more you understand SI, the less you are exposed to what a complete beginner’s experience might be like. This naturally can lead to a lot of what we call Comprehension Cracks in the game’s interface – rules that are known by the team, or haven’t even been experienced yet by the team, but are stumbling blocks for newer folks.

Some examples of common discrepancies:
  • What determines Ritual Success/Ritual Resistance?
  • What exactly happens in a Praetor Duel?
And smaller questions, like:
  • What happens if a Melee First and Infernal First bestowed legion clash?
We’re committed to continuing to make this infernal grand design of a game as digestible and understandable as possible, and as we continue to iterate on Solium Infernum, your feedback really helps us to identify these vague areas of the rules. It means our team can work to add more clarity and consistency, improving the game for all!

And on Praetor Duelling…
We’ve received feedback not only on how vague the rules in Praetor Duelling are currently, but how the system could warrant some balance concerns. For example, the bribery mechanic potentially creating another tribute = victory loop, or it becoming another economy-related exploit where it is not about victory nor defeat in the arena as much as how disposable the Praetor is to the player. Because of this experience, as well as the XP/Praetor Training being not yet visible to the Player, it becomes quite hard to establish any emotional/roleplay-related attachment.

We’re having internal discussions about balancing, though – as it has been discussed on various Steam Threads – this system was quite hard to master even in the Original Solium Infernum! We’re confident we can come to a delightful experience, though you might not see it immediately in the next Patch!

Map Generation
We’ve also heard you with Map Generation! At times, while the goal was interesting asymmetry in layout, the current map generation can err on the extreme end of that asymmetry and create the perception that easy-breakaway-winners or isolated lone wolves out on the abyssal plains are an intention of our design. They are not. We’re on it!

Anyway, that's it for now! Enjoy the Patch, and feel free to return to your scheming and plotting as usual!

See you in Hell,

Chan + the LoG Squad <3


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If you've made it this far, thanks for following along. I intend to share more posts like this, detailing the development process as it unfolds and exploring the unique challenges the privilege of re-imagining a cult classic like Solium Infernum for new (and old!) audiences holds.

For now, you can join the {LINK REMOVED} for all the infernal news and discussion. You can also find the "looking for group" role, and a whole host of infernal folks to play with!

P.S. You can support us and our re-imagining of Vic's "diamond in the dark" by Purchasing Solium Infernum on Steam, or if you haven't already, giving us a positive review. It means a whole lot to us!

https://store.steampowered.com/app/1893810/Solium_Infernum/
Mar 3, 2024
Purrfect Apawcalypse: Love at Furst Bite - denise.truo
hiya! we're just updating the game in an attempt to fix the game's ux issues on the steam deck. the game might receive some more small updates in the future related to steam deck issues, as will the sequels! if anyone has similar issues on the steamdeck, feel free to email us about em at 90percentstudios@gmail.com, thanks a bunch! :D
Mar 3, 2024
Star Command Galaxies - WarballoonGames


Star Commanders –

We are excited to announce final release is upon us. This update is the final release candidate.

That's right Star Command is complete and we are running a final flight-systems check before full launch. So get out there Captain, and launch to explore the fully complete Star Command Galaxies.

Thank you for your years of support. Yes, this is a final release candidate out of the blue!

Leave us all of your thoughts on the discussion forums. All crashes will be reported to our cloud tracking automatically - just an fyi.


所谓侠客 So-called Hero - 975276051
【 Important adjustment 】
NPC treasure
Get equipped---By Fight
Get props Goods---By Search

【 Optimization 】
1. When refining, the refiner has a level bonus.
2. Refining the details of adjustment. (Some fonts)
3. Some map collision blocks, access door sensing area adjustment.


【 Amendment 】
1. Blood fight: Fixed the problem of not removing blood when there is help.
2. Some text description errors fixed.
3. Some UI interface optimization, mainly some buttons are not easy to press, to adjust the size.

《《《《 About the Follow-up
1. In addition to some side stories and summaries mentioned last time, there will also be some additional story expansion for some NPCS.
2. The large structure of the drug refining system is constantly optimized, and the ultimate goal is to achieve "Shennong Tasting hundred herbs", "Breaking Medicine Master", "a generation of medicine Saints", etc., so new animals and plants will be slowly put in.
3. The particularity of character martial arts is also under study.
4. Multi-internal force system for further enhancement.

【重要调整】
NPC爆物品
【战斗】得到装备
【搜刮】得到道具物品

【优化】
1。炼丹的时候,炼药师有等级加成。
2。炼药的细节调整。(部分字体)
3。一些地图的碰撞块,出入门口感应区域调整。


【修正】
1。血斗,有帮手的时候,修正不去血的问题。
2。一些文字描述错误修正。
3。部分UI界面优化,主要是一些按钮不好按,进行调整大小。

《《《《关于后续》》》
1。除了上次提到的一些支线故事,加小结局外,还会额外对部分NPC进行一些故事拓展。
2。炼药系统大架构不断优化,最终目标成就《神农尝百草》《绝命药师》《一代药圣》等,所以,新的动植物,会慢慢放入。
3。人物武学的特殊性,也在研究之中。
4。多内力系统,进一步提升。
Mar 3, 2024
EarthKart: Google Maps Driving Simulator - ColdHut
This is a big one. 1.20 Bring ZOMBIES to your world!

Added Zombies
Added Zombie Wave Gamemode
Refreshed World Spawn UI
Mar 3, 2024
Servonauts - Servonauts
Servonauts, get suited up because on Friday the 8th of March, we'll be kicking off the first of a series of playtests where you can be among the first to get hands-on with brand new levels from brand new worlds!

Participate by signing up on the Servonauts store page!

https://store.steampowered.com/app/2514400/Servonauts/

Find out more here:

https://steamcommunity.com/app/2514400/discussions/0/4307201374344036147/
BAR - TechieMay
-Fixed the incorrect spelling of the support email displayed on the first screen
Community Announcements - 小古

亲爱的继承者们:
在魂域战斗中,最关键的就是魂核系统了!另外,魂核也记载着诸神的故事,这些故事将随着魂核不断的成长而逐渐解锁。本月小古将详细解说魂核系统。今天的内容就是,一分钟让各位继承者秒懂魂核哦~ːsteamhappyː

读懂魂核第一步:进入魂核的培养页面,点击一张魂核。这里以小古最喜欢的魂核【斩魂者.海拉】为例,为各位继承者详细解说魂核信息。我们可以将魂核信息大致分为两部分:魂核基础信息和魂核技能。


▌魂核基础信息

1、魂核名及魂核品质
魂核名的颜色代表着魂核的品质。品质越高,基础属性以及养成加成的属性就越多,魂核技能效果也越多。部分高品质魂核还拥有独特的觉醒效果。魂核品质,由高到低排序如下:
神话(红)> 原初(金)> 传说(橙)> 史诗(紫)> 稀有(蓝)> 普通(白)

2、魂核阶级
魂核的阶级越高,属性提升的百分比越高。继承者们可以通过【进阶】提升魂核阶级。

3、魂核类型
主要有以下几种类型:
进攻:注重攻击
守护:注重防御
生存:注重生存能力
灵能:拥有特殊效果
素材:用于培养其他魂核

4、魂核星级
紫色品质及以上魂核,初始星级为2星。提升魂核星级将解锁额外内容,包含属性、技能、追忆。

5、魂核标签
魂核标签能够使继承者们快速区分魂核的能力。每个魂核都有一个或多个标签,表示它的元素类型,技能效果,以及特殊属性。

6、魂格及技能演示
魂核安装时需要消耗【魂格】,每个魂核拥有数量不等的【魂格】,安装至战技连携中的魂核总魂格数不得超过当前战技连携魂格上限。点击魂核头像,即可观看魂核技能演示视频



7、魂核等级
提升魂核等级可增加养成属性,提升角色等级可提升魂核等级上限。

8、魂核羁绊
两种或两种以上的某些魂核之间会拥有羁绊效果,组成羁绊可获得独特的羁绊技能。通过升星可以提升羁绊技能效果。点击羁绊窗口,可以预览魂核羁绊关系及相应羁绊技能。

在羁绊预览页面,点击播放按钮,可以预览羁绊技能演示视频


9、魂核属性
可以查看魂核所提升的魂力,以及对应的攻击、防御、生命值属性。

▌魂核技能

继承者们可以总览魂核的所有技能,技能的当前等级、等级上限。通过点击,可查看具体技能效果。

魂核技能主要可分为以下类型:
主动技能:和连携技能同时释放,需要战斗内主动释放产生效果。
被动技能:装备魂核后直接生效。
共鸣技能:需要和特定职业技能共同装备,可触发共鸣。会改变原有技能形态。
关联技能:影响魂核关联技能,包含提升伤害、减少CD、减少消耗等。

▌追忆
在《古魂》的世界中,每一个魂核都是一位个性鲜明,有血有肉的人物。点击【追忆】按钮,继承者们可以阅读魂核的背景故事,包括生平事迹、称号来源、个性风格等信息。随着魂核不断的成长,继承者们也能逐渐解锁更多的追忆内容。魂核的培养,不仅仅是魂力的提升,也是了解诸神的有效途径


看完这篇,相信继承者们能够全面了解魂核啦!下期小古会解说如何获取魂核、养成魂核哦!记得多多点赞关注收藏哦,各位继承者的鼓励就是小古更新的动力!

▌更多福利请加入
官方微信:古魂
官方Q群:397649588
官方抖音:古魂-魂之刃2

▌关于游戏
《古魂》是由盘古魂工作室自研,暗黑风格的动作游戏,「魂之刃」系列第二代作品。
游戏依托于北欧神话,玩家作为轮回复生的「继承者」,从穆斯贝尔海姆出发,迈向世界树支撑的广阔空间。穿梭在虚忆、古煌、真骸三条时空线中,通过「献祭」或「救赎」的选择,获得「众神之王奥丁」「诡计之神洛基」等数百位神灵的神器或助战,推动世界的进程。
继承者,诸神湮灭于黄昏——
你,就是最后的守护
Mar 3, 2024
Dimraeth - Viakaros
February has flown by, and the Mudtek crew has been buzzing with activity!

This month, we dove deep into fine-tuning our development process, all with the goal of bringing even more variety and depth to our game's mechanics and maps. It's been a journey of discovery and innovation, and we're thrilled with the progress.

A special shoutout goes to our map visuals and spell animations - they've received a lot of love and have never looked better. But the real highlight of the month? Our Audio Engineering team's fantastic work. They've transitioned us away from Unity's standard Audio System to the more flexible FMOD. The outcome? Sound that's just better all around - clearer, more engaging, and truly fitting for the immersive worlds we're building.

Here's a quick peek at some of the tweaks and transformations we've made:

Development Process Overhaul: We're streamlining how we do things to bring you more of the good stuff, faster and better.
Map and Mechanics Scaling: It's all about getting that perfect mix of variety and challenge to keep you coming back for more.
Visual and Animation Enhancements: Our maps and spells have never looked this good, and we're just getting started.
Audio Redesign Success: With FMOD now part of our toolkit, the game's sound is a step up, enhancing the overall experience.

As well as a bulleted breakdown of more specific changes:

Major Changes:
  • Designed new audio system, integrating with FMOD
  • Created new Faustas' Rest Scene
  • Designed a new Quest System
  • Created Event Notification System
  • Upgraded Harvest System
  • Added a Surface Type System for players interacting with tiles
Minor Changes:
  • New Cursor Icons for Proficiencies and Spellbook
  • Created Lifetime Stats class to better track player actions
  • Designed Emblem system for player profiles (to give an automated showcase of player strengths)
  • Added Minotaur dance emoji
  • Created new Brawler Spells:
    • Challenge
    • Breathe
    • Furious Strike
    • Pulverize
    • Quick Jab
    • Power Hook
    • Strong Straight
  • Added new Harvestables:
    • Iron
    • Multiple Versions of Logs
    • Multiple Versions of Rock
  • UI/Visual Upgrades
    • Stats Page (Now Profile Page)
    • New Bookmarks (Animated)
    • New Banners for Event Notification System
    • New Spells Page Design
    • Spells now show Mastery Level
    • New Proficiencies Page Artwork
    • Modified Inventory Page Artwork
  • Upgraded SFX
    • Character Walking
    • Shop UI
    • Spellbook UI
    • Haste Spell
    • Golem Armor Spell
    • Frost Javelin
    • Grounded
    • Lightning Surge
    • Environment SFX
    • Music Transitions
Bugfixes:
  • Fixed some particle systems being pink blobs
  • Fixed problem with Day/Night Cycle
  • Fixed sapping stream spell animation (some details were being hidden)
  • Fixed weather canvas not scaling to other resolutions
  • Fixed lightning surge kill reset not activating
  • Overhauled Rune Holder shader visuals (which could be buggy before)
  • Fixed a bug where the Pickaxe could mine logs (instead of Axe)
  • Modified some of the game fonts
  • Fixed opening scene font resolution issue
  • Redid Cone/Arrow cursors to always be behind player but above everything else

We're all about creating experiences that resonate and stick with you, and this month has been a significant step in that direction. Thanks for being on this journey with us. Your support fuels our creativity and drive. Here's to more adventures and achievements in the months to come!

Warmly,

The Mudtek Team
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