永恒幻境 Eternal Dreamland - Super Starfish
--Fixed issues with different shoes such as high heels
--Fixed the problem that "Hannah's Memories" mission could not be completed repeatedly
--Added the exclamation point prompt for the "Hannah's Wrath" mission in Hannah's Dreamland
--Fixed the disappearance of the weight of a piece of clothing and underwear in CDK
--The RV in Hannah's Dream has an additional clothing gift box (shoes)
--Add a clothing gift box (shoes) to the shelter
Fallen Gods - Mark Y. @ Wormwood Studios
Maciej—a multilingual philologist, RPG aficionado, and award-winning writer—joined the Fallen Gods team in October 2014 as an editor. He quickly proved indispensable, and his role grew to include scripting events, then helping design events, then editing voice over, then implementing Unity content, then setting up combat encounters, then selecting the “deck” of events for different dungeons, then…. Well, you get the drift. “Longsuffering” barely begins to describe it.

While Maciej modestly claims not to have “made” any part of the game, the reality is that the fingerprints of his careful touch are everywhere. We’ve all benefited from his guidance, and I’ve never had anything comparable to his editorial work on any of my prior projects (even AAA RPGs with budgets in the millions of dollars). The only question is which of us will have the greater trauma from the process!

- Mark Y.


Mark: One of your principal roles on Fallen Gods is editor. How has your experience playing RPGs and adventures over the years informed your approach to the game’s text?

Maciej: To put it bluntly, my experience and preferences regarding games have made me wish for the texts simply not to waste the player’s time. Many games have very little regard to what is really communicated through their text — whether all of it is truly useful, or whether some of its parts could be removed with no loss in substance — which leads to a lot of meaningless reading that the player is compelled to sit through, just because it might hold something of value. I feel like in Fallen Gods we’ve put a number of constraints on ourselves that let us avoid this pitfall, and while in some cases the game does throw extended texts at you, I believe that each time all of it is significant.



Mark: You also serve as a sounding board and scripter for the event design—that is, the gameplay framework in which the game’s text appears. What do you look for in a good event?

Maciej: First and foremost — choices with weight. And by this I don't mean that they should all be epic in scale, but rather that they should always make you consider which one to pick. The antithesis of this is finding a desk and having choices like, “1. Open the left drawer,” “2. Open the right drawer,” “3. Look in the trash bin.” It’s empty content that brings very little to the gameplay experience and is only meant to draw it out by having you mindlessly click three buttons to get what you could have just been given at the outset with no input.

Instead, to follow the same example, I should have some knowledge of what the drawers hold, opening each should have some risk to it (the owner put a venomous snake in the left one), and I should only have enough time to open one of them safely — because the owner is about to barge through the door with a shotgun.

Obviously there are also other aspects, particularly those that pertain to replayability or obscure outcomes that require multiple “keys” to access and which are very cool to get on your nth playthrough, but I think the “weightiness” of the options presented is by far the most important one.


Mark: As one of the first team members on this project, and a de facto producer, what do you think have been its biggest challenges?

Maciej: The greatest challenges have always lain in the ebb and flow of the development cycle, primarily since everyone involved in this game isn’t doing it on a “full-time” basis, so every now and again someone may disappear for an indeterminate time. In other words, the hardest part is to keep up with the flow when everyone’s productive, and to keep it going when someone is dormant.

In the former case, considering that I have to manage and implement so many things, when I’m suddenly flooded with a lot of new UI assets, events to (re-)script, bugs to fix, VO to mix, and whatever else, it can simply get incredibly overwhelming. And given that some of these may be interconnected and require one for the other to work, it’s important to set priorities for yourself, as well as make sure you’ve noted down everything that needs doing. Because that’s the other major problem — when juggling a dozen different things, it’s easy for one to get lost somewhere, and that’s also definitely true for the project in general when you have to manage it for such a long time.

In the latter situation, during periods of slower productivity, the challenge is often to simply make sure that the development keeps rolling. It can be hard to implement new mechanics when you don’t have the UI to support them, or work on game balance when half the events are unfinished. You have to start taking shortcuts or making placeholders for everything, and these also have an uncanny propensity for taking root and staying in the game for much longer than they should. But overall, this is a small price to pay for not having to run a tight schedule where everyone is forced to work on the game, and letting them pace themselves.

Mar 17, 2024
General War Memories - jtggame

"Golden Joy" is a unique event that allows you to get resources, you spend gold coins and get rewards in return.


Best regards, JTGGame Team!
Mar 17, 2024
Heroes Stand Tall: M.E.T.A Beta - The_Stereo
  • Repackaged build of v1.0.1.2
Mar 17, 2024
Blade Mistress - Sarah
Update 1.0.1

First i want to say thanks everyone for playing and getting us 300 installations. Its been a crazy start.
Today we update for our first of many updates and changes.


Additions

- New orc camps Locations

- New punching bag located in Vargas



Tweaks/Edits

- Summoning staff has been upgraded from 2 to 3

- Mastery experience has been changed to x2 bonus permanently

- Aging swords now changes past 10k hits

- discord link in welcome / message of the day.

- New Character level age "Monolith"


Working on / Coming soon

- Map Edits

- Geo Tweaks

- Model tweaks
Mar 17, 2024
北斗将星录 - 土熊重工
◆在吴郡新增战役【吴郡幻梦战】与对应的说书人。
◆在庐江新增战役【石亭之战】与对应的说书人。
◆自宅地下2层卡池新增周处、周鲂、贾逵。
◆新增曹休觉醒,对应石亭之战极难挑战。
◆修复积累性问题,包含陨石回报计算异常、部分技能攻击次数异常、部分技能自TP消耗转为MP消耗、部分数值以浮点数呈现以回避四舍五入错误等。
◆桃源村新增兑换码30303
Don't Die, Collect Loot Playtest - Dan
Arcanist Pre-release Patch Notes

The Arcanist will be available in the Playtest build soon! If you're interested in testing out these patch notes before the Playtest build is updated, instructions will be available in the community Discord later today.

This will be the last major playtest update for a while. Once the playtest concludes, all content will be available permanently as a Demo, so don't worry about the game disappearing! As always, I'm also interested in recruiting some Alpha testers to join our community. Existing players who have tested extensively will be automatically invited to this process once the demo drops.

These patch notes are of course subject to change prior to the release.

The Arcanist

The Arcanist is now selectable as a playable character. She deals heavy spell damage, and relies on Mana as a resource.

The Arcanist currently has 3 sub-trees, Pyromancer, Runemaster, and Arcanist.

Pyromancer

Deal heavy Fire damage to foes while scaling Ignite damage

Fireball - Launch a Fireball at your enemies, which explodes upon impact. Scales heavily with area, more projectiles, and Ignite. Has a low Mana cost and is relatively easy to spam

Meteor - Summon a Meteor directly onto an enemy or location. Costs a large amount of mana, but deals massive damage. Can be upgraded to either (or both!) summon additional Meteors or leave burning lava pools behind on impact, which Ignite enemies who touch them

This is Fine (Ultimate) - While active, automatically spreads Ignites to all enemies on the screen while also increasing Ignite damage

Runemaster

Manipulate your Mana supply to deal incredible damage. May require some expertise at the game to utilize properly

Runic Blade - Swing your shortsword, dealing damage to nearby enemies while draining their lifeforce as Mana. Costs no Mana to use. Runic Blade can be augmented to become larger and deal additional damage based on the Mana you spent to cast your last spell. It can also be upgraded to buff the damage of the next spell you cast based on how much Mana Runic Blade would recovery.

Rune Blast - Spend all of your Mana to summon a slow-moving orb of pure magical energy. Use the ability a second time to detonate the orb for massive Lightning damage. The more Mana you spend on casting this, the larger the explosion and the more damage it does! Can be upgraded to convert the damage to Fire, or to deal massive Shocks.

Infinity (Ultimate) - Your Mana pool is doubled and is always full. You always count as having spent all your Mana for Runic Blade and Rune Blast. It's up to you to figure out how to maximize the potential here!

Conjuror

A more passive playstyle focusing on summoning Elementals that fight for you. The Elementals also provide permanent buffs when their skills are equipped on your bar.

Water Attunement - Conjure up a permanent Water Orb familiar. This provides you a permanent Cold Damage buff while equipped. Use the skill to summon a Water Elemental which focuses on a spread of projectiles. These projectiles can be upgraded in various ways to increase their clear potential.

Fire Attunement - Conjure up a permanent Fire Orb familiar. This provides you a permanent Fire Damage buff while equipped. Use the skill to summon a Fire Elemental which focuses on a targeted barrage of powerful projectiles. You can upgrade the familiar to increase the power and frequency of the barrage


Beastmaster

The Beastmaster is currently somewhat weaker than the other classes, primarily due to the challenges of scaling pets. The following changes have been made to help, with more coming:

  • A number of flat Minion Damage modifiers have been added to the item modifier pool
  • The Whip weapon category now can roll both attack and minion modifiers
  • The Calling Wand weapon category can now exclusively roll minion modifiers
  • Additional Nightmare mods have been added for the Beastmaster


New Items

  • New item base types have been added for the Arcanist
  • New uniques have been added for the Arcanist
  • New item modifiers have been added for the Arcanist and the Beastmaster


Balance

  • Whirlwind's Damage Effectiveness has increased from 60% to 90%. This is a buff
  • Treasure Beetles no longer share spawn points with other events like Shrines. You will see them substantially more often

Online Features

Note that the game does not require you to be online. These are optional Steam features.

  • Added the Hall of Heroes, which includes various Steam leaderboards
  • Added friends list rich presence so you can show off how cool you are for playing this video game

User Interface

  • Revamped the Character Select screen to not be awful and confusing
  • Added "The Codex" entry to the Pause screen
  • Added "Mod Dictionary" to the Codex. This contains a list of every non-unique item modifier in the game, direct from the mod database that creates items
  • Tooltip positioning has been re-done. Off-screen tooltips should no longer occur. Larger tooltips on items may re-position based on where they're located on the screen as well
  • Display of Skill tooltips has been improved to be more readable
  • Item modifiers have had their tier display reversed. The highest tier is now "T1" and the lowest is now "T10". This is purely cosmetic, but makes it obvious when you've found the best possible version of a modifier, since it will always be T1
  • Added a new option which lets you turn off item/health/mana/exp projectiles ingame. This may improve visibility and performance very lategame

Engine and Performance

  • A good chunk of the underlying engine has been upgraded. Hopefully this will improve performance, but a lot of testing is required
  • Shaders now compile more efficiently
  • Some changes to how controls work have been implemented. You should see no real change here, it's just laying the groundwork for controller rebinding
  • Improved the handling of save files for very large files
  • Improved the save file backup system to avoid potential data loss for very large files

Bugfixes

  • Fixed a bug where the Stats panel was doubling your equipment and skills inappropriately. This was purely cosmetic, but you'll notice lower damage displays on this panel. I promise you did not lose damage, this display was just incorrect
  • Fixed some damage conversion bugs
  • Fixed some instances of Area of Effect not functioning
  • Fixed some instances of Grip of Ascalon not increasing stats
  • Fixed a bug where some resolutions could not see the Artifact scrollbar

Mar 17, 2024
Helicopter Gunship DEX - Jimmy Arcade
This update adds the following...

1. Infantry now move again. I managed to track down the bug that was causing the FPS drops and everything is now working again correctly.

2. Updated the fuel usage for all helicopters using the following approximation equation....

(Fuel Capacity / (Max Range/Max Speed)) / 60 / 60

Most helicopters have got at least a doubling of their range - sometimes more. The only one to get a range reduction is the Harrier which actually makes sense seeing as it would nearly always be fitted with external drop tanks.

3. GUV-8700 ammunition has now been optimised for use against infantry dealing a bigger blast radius as well as having a slightly higher spread for the bullets. Optimum range is now around 1,500 - 2,000m as that is where the bullets will converge.

4. Improved the special effects for when bullets hit things!

5. Adjusted the bloom effect in the Targeting Pod camera. It's still using the old system so the effects do look slightly different than the main camera.

6. Fixed a bug on the Mi-24VP where the IR rotor blades would be visible in the main camera as they started to spin up.

7. Removed some log spam

Mar 17, 2024
Taboo Trial - Luna Noodle
Dear players

Thank you for your feedback. The updates for this time are as follows:
1. Change auto cast setting

Note: To ensure the best gaming experience, please make sure you have downloaded the latest version of the game.
Mar 17, 2024
Heroes of Book & Paper - LeMachinga
Changelog 1.45

- The red cross icon indicating that 'it is not possible to run away from this combat' now disappears immediately after the fight is over (it used to disappear after receiving victory loot).

- Minor improvements to image details, some text, and a few pages.

- Changed the images of the Great Demons.

- Some NPCs have a new look.



- Thank you for reading -
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