Seekers of Skyveil - bananaband1t
MARCH 2024 PATCH NOTES
Welcome to our first patch notes on Steam! This is everything that's new since our previous community playtest. It's a biggun, so check out the tl;dr below for the highlights.

Changes marked with ⭐ were inspired by your feedback.
Changes marked with 🛠 are prototypes. These features are still in early development and may be buggy and/or missing key elements!


patch notes tl;dr:
-Leaderboards, match stats, and career stats 📈
- Chests are filled to the brim with crafting materials 🧵
- Smoke bombs ☁ 💣
- New vault and keys event 🔑
- Sodberry drops special Sodberry items ✨
- Stash wipe with a side of coins and resources 💰

Introducing in-game LEADERBOARDS!
You can now track your progress to the #1 spot on the charts with our in-game leaderboards! They dynamically update in live-time, so you can see how you stack up against the competition.

There are currently in-game leaderboards for…

- Enemy player kills
- Successful extractions
- Total gear score collected
- Total gold collected
- Player boss kills
- Team boss kills

End-of-game and career stats 🛠
Big patch for people who like number go up! 📈

At the end of each match, you can now see everyone’s…

- PvP damage
- Challenge Rating
- Total experience gained

And you can now track your lifetime stats too! We're tracking...

- Matches played
- Successful extractions
- Deaths
- Total gear score collected
- Total gold collected
- Individual player kills
- Individual boss kills
- Team player kills
- Team boss kills

Crafting system 🛠
We’re stuffing chests to the brim with crafting resources to make it easier to craft gear and gems. Chests in one- or two-danger zone areas will drop smaller amounts of all crafting material types, whereas chests in three- or four-danger zone areas only drop resources specific to that region in larger amounts. If you’re looking for a specific material, do some exploring!

The crafting system is still an early prototype, so please share your feedback. We’ll be iterating and adding more to the system in the months ahead.

p.s. This week we’re giving everyone 100 of each resource so you can experiment and get a jump start after the wipe. Happy crafting!

- Chests drop about 5x as many materials as before
- Opening chests now displays materials on the ground; they can be collected by everyone on the team (like coins) and don’t disappear if you fail to extract (like coins)
- Crafting items can now be filtered by equipment type

Stash wipes, with a side of coins and resources
We want to make sure all the new players joining us this week have a good first experience while we’re still refining our gameplay and economy, so we’re clearing stashes. To help you get back on your feet, we’re giving everyone 2.5k gold, *and* 100 of each crafting resource. glhf!

Disengage, Smoke Bombs, and You 🛠
When it comes to disengaging from unfavorable teamfights, or perhaps avoiding them altogether, there aren’t a lot of tools at your disposal. And that can be frustrating, especially if you’re rushed by a much stronger team.

Smoke bombs are a small step towards providing more disengage options. In a sticky situation? Drop your smoke bomb and try to juke your way out, or provide some cover as you extract 🐱‍👤 Expect more changes to come!

- NEW CONSUMABLE: Smoke Bomb: Drops a puff of smoke that obscures vision for allies and enemies alike. Lasts for 10 seconds.

Sodberry’s got some fresh gear 🛠
This update has the first prototype for themed-gear items we’ll be introducing for *all* unique and boss creatures over the next few patches. These items will be hand-tailored for each unique enemy and may include pre-socketed gems with passive effects–some of which may be exclusive to that drop and can’t be removed.

We chose to use Sodberry, the Lord of the Mesa, in Blooming Grove, to demonstrate this experience. Go forth and kill Sir Sod to find out what he drops!

Items, equipment, and Taro’s shop
We’ve got a variety of tuning and UI/UX improvements this patch. Next patch, you can expect to see some changes to Taro’s wares, especially when it comes to gems. We’ve had them in shop for testing, and now we’re feeling (almost) ready to move them to their “real” sources, e.g. item drops in game and crafting.

- Alice now uses light armor (previously medium)
- Aric now uses medium armor (previously light)
- ⭐ Aded item class weight to each Seeker’s stats panel
- ⭐ Item tooltips on the loadout screen are now labeled so you know which class of item your selected Seeker can wear, rather than being left wondering when you saw the ❌
- Gems have new art, and gems with passive have unique art
- First pass on VFX for some gem passives (like lifesteal)
- ⭐ Regular bandages now drop from breakables in game instead of improvised bandages
- ⭐ Taro’s wares can now be filtered by item type! And Taro has some fresh visuals 🐿️

“Rival Seeker Defeated”
We replaced our old, temporary announcer with our for-real announcer. This includes some adjustments to the lines, when they play, and overall frequency. Thanks for your feedback!

Resurrection
- ⭐ When your whole team is downed, you now immediately die rather than having to limp around reflecting on your life choices
- Updated the VFX for resurrecting allies

Events
We’re very grateful for the reception towards events! We’ve been cooking on a few new ones, one of which you’ll see this week, and also turning our focus towards polishing the ones we already have. A big piece of feedback was event clarity, and making events clearer in general has been and will be a big focus for us moving forward.

NEW: Vault and keys event
- The vault event will spawn a locked vault chest, and two creature packs that hold a red and blue key respectively
- The vault can only be opened if both keys are used to unlock it (although both keys don’t have to be used simultaneously, so a partial unlock is possible). Once a key has been used to unlock the vault, it will be consumed.
- Keys can be taken out of the match. You can then sell them or take them back into a future match for a chance to open the vault–so don’t fret if you’re not able to unlock the vault your first go around!

Event rates
- We’ve been experimenting with match volatility with curse events, but don’t want to hit players with that level of volatility every match. So curse events have been tuned to roughly a 13% likelihood for each, for a total of 50% chance of a curse event.
- With the addition of the new Vault event, all boon event rates have been tuned to be roughly 25% likelihood each, for still a total of 100% chance of a boon event.

Clarity improvements
- ⭐ We’ve been working on telegraphing events more clearly and consistently, so you should see a big event pop up in the middle of the screen when an event occurs or updates.
- Events have event icons in the top-left corner, showing the event’s remaining time and more info on hover
- Events have also been added to the buff bar, if there is a corresponding buff/debuff placed on the Seeker (ex: the CDR event)
- Improved VFX for the player ping event and area of denial event

Extractors
We’ve been increasing the overall difficulty of extracting, and that’s been going well (you masochists). That said, the high-level enemies guarding team extractors felt too tough, especially because when you’re using team extractors, it’s probably because you’re feeling weak and want to make a safe getaway. With this patch, the level of the guard creatures will now scale with match time.

We’re still not totally satisfied with the experience of using team extractors, especially when it comes to them feeling interesting as well as challenging. We’re cooking on some more changes for the future!

- ⭐ The level of the creatures “guarding” the team extractor now scale with match time
- ⭐ Inactive extractors now have black, wispy tendrils to better communicate they’re closed for business; active extractors are more bright and glowy
- ⭐Team extractors now have building SFX to better communicate when they’ll whisk everyone away

Around the Everbloom map
Dynamic regions are in for real this time! At the start of each match, two out of three of the starting regions will be chosen between Creature Den, Blooming Grove, and Grasslands. The Heart of the Forest is always available cause bosses don’t hide.

We’ve also added even *more* brush around the map. Go fulfill your sneaky desires.

Wishing Wells
Wishing Wells aren’t used very much and feel weak, particularly because their loot drops haven’t scaled with what you put in. With this patch, dropping better gear into the well increases the chances it’ll spit out something even better–based on the highest rarity item thrown in. Grab your blues and make a wish 🌟

Shrines
We’re adding some new permanent shrines and doing an overall tuning pass.

- NEW: Cooldown reduction permanent shrine: Grants 5% CDR; three shrines on the map (one in each starting region)
- NEW: Attack speed permanent shrine: Grants 7.5% attack speed; two shrines in Heart of the Forest
- ⭐ Temporary move speed altar’s has 50% more range; grants 1.75x move speed (up from 1.5x); move speed cap increased to 800
- Permanent move speed shrine now has a speed glyph
- Reduced the strength of the shield shrine from 100% max health to 67% max health

Chests
- Added a few extra common and rare chests to the Creature Den to even out the quantities between major regions
- Added an extra Rare chest to the Rocky Mountains
- Guarded Chests which spawn Assassins within aggro range of the chest have been converted to Cursed Chests
- Guarded Chests bring up the inventory screen immediately, whereas Cursed Chests don’t open until the linked creatures have been cleared. AKA, you’re less likely to get stabbed in the bag while rummaging for loot.
- The backpack chest in the Castle is now a cursed chest so it’s a proper challenge and matches the other backpack chests
- Added a guarded chest to the Corrupted peninsula in Blooming Grove
- Updated the guarded chest in the Courtyard to spawn Assassins outside of the hidden room 👀

Creatures
- ⭐ Reduced Soldier Treant’s HP by ~15% and Lumbering Treant’s HP by ~12.5% (those were some tanky bois)
- ⭐ Bumped Shadebough and Boop Snoot’s health back up to 10,000 HP (cause y’all proved they were still pretty killable)
- The Elite pack near the Hunting Fields was a bit close to the brush, so we pushed them back

Art
- Interacting with stumps and cairns plays a VFX and leaves ‘em looking rummaged
- Added new fiery VFX and SFX when lighting the braziers for the Mesa event
- Corruption pools in the Grasslands now look like honey 🍯
- First environment art pass on the Aqueduct

UI and UX improvements
- ⭐ You can now toggle between the above ground map and tunnels map :mole~1:
- ⭐ Added a tooltip to the health bar to explain current health, recoverable health, and wounds
- Combat text improvements, including color coding for damage types
- Adjustments to the “incoming damage” screen effects
- More improvements to the HUD and status effects

Seeker Tuning and Updates
General
- Improved and added more cosmetics for testing, including Skybound skins for Neri and Kumu

Alice
General
- Alice now uses light armor (previously medium)
- First pass on ability SFX
- Alice now an off-screen indicator for allies

Cloud Burst
- ⭐Charge duration reduced from 1.25 seconds to 1 second

Supercell
- Fixed an issue where Supercell would fire backwards if targeted directly in front of Alice
- Fixed a bug where the tornado wouldn’t show up correctly on various terrains

Aric
General
- Aric now uses medium armor (previously light)

Joon
General
- ⭐ Updated VFX for Showtime stacks

Flourish
- Now deals 30 / 35 / 40 / 45 / 50 damage per rank, previously 30 / 40 / 50/ 60 / 70
- Fixed an issue where the aim preview length was too short

Grenade
- Base damage increased by 50 across all ranks
- Magical damage scaling increased from 50% to 100%
- Updated VFX and ability icon

Finale
- No longer scales with physical damage
- Magical damage scaling is now 20%, previously 10%

Lily
General
- ⭐ Fixed a bug preventing Chill VFX from applying to enemies

Under the Hood
- Steam is now the only method we’re supporting for downloading and authenticating to the game. You should no longer see a login screen after launching the game.
- Added a login queue that tells you your position in queue so it’s ready if we need it

Bug fixes
- ⭐ Swapped the names of Zuraya’s gold and silver crowns so they’re correctly named :3
- ⭐ Fixed various “x-ray” bugs and collision zone issues on the map
- Kumu’s shield no longer persists through death
- Fixed various issues where VFX wouldn’t show up on the ground
- Oil pools now properly slow
- Fixed various UI issues related to item stats
- You can now reconnect to the game if you lose connection in the Grand Liminal Arc
- Fixed the duplication of UI buffs on certain gems
- Area of denial event fixed in spectate mode
- Dropping items out of chests onto the ground now works properly
- Fixed a bug where the large treant’s AoE wasn’t showing properly

Aaaand that's a wrap for today! Reminder we're playtesting THIS WEEK on Thursday, March 21 and Friday, March 22 from 5–9pm PT. Invites are out for today, but we'll be sending out a few more tomorrow!

p.s. Please do our playtest survey when you're done playtesting for the week!

- Elodie Games Team 💛
Trappist - Sirrah
This build includes the fixes and additions from the last beta and a few more.

There are now some additional task items to better guide the player towards the next parts of the story.

When setting up a new trade route, whenever you add a trade stop it will pre-fill an order to unload the goods from the previous stop. Let me know if that makes the trade routes clearer and/or more convenient.

The camera now zooms out just a bit further. Together with the camera fixes in the previous update I hope the strategic view will be more useful.

There are new Theoretical Research projects available in the Research Center. These projects allow you to gain research points of a specific type. These can come in handy when you're short a few points for another research project. This is a (limited) alternative to going out, exploring and collecting samples.

Various fixes related to navigation. Notably, all cargo ships now have different avoidance priority values. This should prevent them from colliding, unable to pass by each other and halting your trade routes.

This patch also includes some fixes for various crashes that have been reported. They are not always reproducible so let me know if the game is not stable for you, or if this patch helps.

The changelog for v1.0.6:
- Add tasks to investigate Trappist-1e and Trappist-1h-II
- When adding a trade stop, add unload orders by default
- Increase drone movement height at Graveyard
- Fix triggers for the "Leave no one behind" achievement
- Fix various potential NullPointerExceptions in UI

And for the previous v1.0.5 beta:
- Add "theoretical" research projects to generate research points of any type
- Refresh research panel on resource events
- Don't drop empty Cargo Drop Pods
- Increase the navmesh size in the Trappist-1 solar system, so the Ark can't get lost in space
- Add differing priorities to each cargo ship to better resolve collisions
- Fix possible overlapping UI elements for game speed controls and research panel
- Allow the camera to zoom further out while in space
Eros Fantasy - Eros Fantasy
Easter events have arrived in Eros Fantasy! ❤️

This time, Lixu-Lang will have an exclusive skin for the event!

You will also be able to replay Isabella, Ivonne and Oana's events!

There are many amazing H-Scenes... 🤤
Seekers of Skyveil Playtest - bananaband1t
MARCH 2024 PATCH NOTES
Welcome to our first patch notes on Steam! This is everything that's new since our previous community playtest. It's a biggun, so check out the tl;dr below for the highlights.

Changes marked with ⭐ were inspired by your feedback.
Changes marked with 🛠 are prototypes. These features are still in early development and may be buggy and/or missing key elements!


patch notes tl;dr:
-Leaderboards, match stats, and career stats 📈
- Chests are filled to the brim with crafting materials 🧵
- Smoke bombs ☁ 💣
- New vault and keys event 🔑
- Sodberry drops special Sodberry items ✨
- Stash wipe with a side of coins and resources 💰

Introducing in-game LEADERBOARDS!
You can now track your progress to the #1 spot on the charts with our in-game leaderboards! They dynamically update in live-time, so you can see how you stack up against the competition.

There are currently in-game leaderboards for…

- Enemy player kills
- Successful extractions
- Total gear score collected
- Total gold collected
- Player boss kills
- Team boss kills

End-of-game and career stats 🛠
Big patch for people who like number go up! 📈

At the end of each match, you can now see everyone’s…

- PvP damage
- Challenge Rating
- Total experience gained

And you can now track your lifetime stats too! We're tracking...

- Matches played
- Successful extractions
- Deaths
- Total gear score collected
- Total gold collected
- Individual player kills
- Individual boss kills
- Team player kills
- Team boss kills

Crafting system 🛠
We’re stuffing chests to the brim with crafting resources to make it easier to craft gear and gems. Chests in one- or two-danger zone areas will drop smaller amounts of all crafting material types, whereas chests in three- or four-danger zone areas only drop resources specific to that region in larger amounts. If you’re looking for a specific material, do some exploring!

The crafting system is still an early prototype, so please share your feedback. We’ll be iterating and adding more to the system in the months ahead.

p.s. This week we’re giving everyone 100 of each resource so you can experiment and get a jump start after the wipe. Happy crafting!

- Chests drop about 5x as many materials as before
- Opening chests now displays materials on the ground; they can be collected by everyone on the team (like coins) and don’t disappear if you fail to extract (like coins)
- Crafting items can now be filtered by equipment type

Stash wipes, with a side of coins and resources
We want to make sure all the new players joining us this week have a good first experience while we’re still refining our gameplay and economy, so we’re clearing stashes. To help you get back on your feet, we’re giving everyone 2.5k gold, *and* 100 of each crafting resource. glhf!

Disengage, Smoke Bombs, and You 🛠
When it comes to disengaging from unfavorable teamfights, or perhaps avoiding them altogether, there aren’t a lot of tools at your disposal. And that can be frustrating, especially if you’re rushed by a much stronger team.

Smoke bombs are a small step towards providing more disengage options. In a sticky situation? Drop your smoke bomb and try to juke your way out, or provide some cover as you extract 🐱‍👤 Expect more changes to come!

- NEW CONSUMABLE: Smoke Bomb: Drops a puff of smoke that obscures vision for allies and enemies alike. Lasts for 10 seconds.

Sodberry’s got some fresh gear 🛠
This update has the first prototype for themed-gear items we’ll be introducing for *all* unique and boss creatures over the next few patches. These items will be hand-tailored for each unique enemy and may include pre-socketed gems with passive effects–some of which may be exclusive to that drop and can’t be removed.

We chose to use Sodberry, the Lord of the Mesa, in Blooming Grove, to demonstrate this experience. Go forth and kill Sir Sod to find out what he drops!

Items, equipment, and Taro’s shop
We’ve got a variety of tuning and UI/UX improvements this patch. Next patch, you can expect to see some changes to Taro’s wares, especially when it comes to gems. We’ve had them in shop for testing, and now we’re feeling (almost) ready to move them to their “real” sources, e.g. item drops in game and crafting.

- Alice now uses light armor (previously medium)
- Aric now uses medium armor (previously light)
- ⭐ Aded item class weight to each Seeker’s stats panel
- ⭐ Item tooltips on the loadout screen are now labeled so you know which class of item your selected Seeker can wear, rather than being left wondering when you saw the ❌
- Gems have new art, and gems with passive have unique art
- First pass on VFX for some gem passives (like lifesteal)
- ⭐ Regular bandages now drop from breakables in game instead of improvised bandages
- ⭐ Taro’s wares can now be filtered by item type! And Taro has some fresh visuals 🐿️

“Rival Seeker Defeated”
We replaced our old, temporary announcer with our for-real announcer. This includes some adjustments to the lines, when they play, and overall frequency. Thanks for your feedback!

Resurrection
- ⭐ When your whole team is downed, you now immediately die rather than having to limp around reflecting on your life choices
- Updated the VFX for resurrecting allies

Events
We’re very grateful for the reception towards events! We’ve been cooking on a few new ones, one of which you’ll see this week, and also turning our focus towards polishing the ones we already have. A big piece of feedback was event clarity, and making events clearer in general has been and will be a big focus for us moving forward.

NEW: Vault and keys event
- The vault event will spawn a locked vault chest, and two creature packs that hold a red and blue key respectively
- The vault can only be opened if both keys are used to unlock it (although both keys don’t have to be used simultaneously, so a partial unlock is possible). Once a key has been used to unlock the vault, it will be consumed.
- Keys can be taken out of the match. You can then sell them or take them back into a future match for a chance to open the vault–so don’t fret if you’re not able to unlock the vault your first go around!

Event rates
- We’ve been experimenting with match volatility with curse events, but don’t want to hit players with that level of volatility every match. So curse events have been tuned to roughly a 13% likelihood for each, for a total of 50% chance of a curse event.
- With the addition of the new Vault event, all boon event rates have been tuned to be roughly 25% likelihood each, for still a total of 100% chance of a boon event.

Clarity improvements
- ⭐ We’ve been working on telegraphing events more clearly and consistently, so you should see a big event pop up in the middle of the screen when an event occurs or updates.
- Events have event icons in the top-left corner, showing the event’s remaining time and more info on hover
- Events have also been added to the buff bar, if there is a corresponding buff/debuff placed on the Seeker (ex: the CDR event)
- Improved VFX for the player ping event and area of denial event

Extractors
We’ve been increasing the overall difficulty of extracting, and that’s been going well (you masochists). That said, the high-level enemies guarding team extractors felt too tough, especially because when you’re using team extractors, it’s probably because you’re feeling weak and want to make a safe getaway. With this patch, the level of the guard creatures will now scale with match time.

We’re still not totally satisfied with the experience of using team extractors, especially when it comes to them feeling interesting as well as challenging. We’re cooking on some more changes for the future!

- ⭐ The level of the creatures “guarding” the team extractor now scale with match time
- ⭐ Inactive extractors now have black, wispy tendrils to better communicate they’re closed for business; active extractors are more bright and glowy
- ⭐Team extractors now have building SFX to better communicate when they’ll whisk everyone away

Around the Everbloom map
Dynamic regions are in for real this time! At the start of each match, two out of three of the starting regions will be chosen between Creature Den, Blooming Grove, and Grasslands. The Heart of the Forest is always available cause bosses don’t hide.

We’ve also added even *more* brush around the map. Go fulfill your sneaky desires.

Wishing Wells
Wishing Wells aren’t used very much and feel weak, particularly because their loot drops haven’t scaled with what you put in. With this patch, dropping better gear into the well increases the chances it’ll spit out something even better–based on the highest rarity item thrown in. Grab your blues and make a wish 🌟

Shrines
We’re adding some new permanent shrines and doing an overall tuning pass.

- NEW: Cooldown reduction permanent shrine: Grants 5% CDR; three shrines on the map (one in each starting region)
- NEW: Attack speed permanent shrine: Grants 7.5% attack speed; two shrines in Heart of the Forest
- ⭐ Temporary move speed altar’s has 50% more range; grants 1.75x move speed (up from 1.5x); move speed cap increased to 800
- Permanent move speed shrine now has a speed glyph
- Reduced the strength of the shield shrine from 100% max health to 67% max health

Chests
- Added a few extra common and rare chests to the Creature Den to even out the quantities between major regions
- Added an extra Rare chest to the Rocky Mountains
- Guarded Chests which spawn Assassins within aggro range of the chest have been converted to Cursed Chests
- Guarded Chests bring up the inventory screen immediately, whereas Cursed Chests don’t open until the linked creatures have been cleared. AKA, you’re less likely to get stabbed in the bag while rummaging for loot.
- The backpack chest in the Castle is now a cursed chest so it’s a proper challenge and matches the other backpack chests
- Added a guarded chest to the Corrupted peninsula in Blooming Grove
- Updated the guarded chest in the Courtyard to spawn Assassins outside of the hidden room 👀

Creatures
- ⭐ Reduced Soldier Treant’s HP by ~15% and Lumbering Treant’s HP by ~12.5% (those were some tanky bois)
- ⭐ Bumped Shadebough and Boop Snoot’s health back up to 10,000 HP (cause y’all proved they were still pretty killable)
- The Elite pack near the Hunting Fields was a bit close to the brush, so we pushed them back

Art
- Interacting with stumps and cairns plays a VFX and leaves ‘em looking rummaged
- Added new fiery VFX and SFX when lighting the braziers for the Mesa event
- Corruption pools in the Grasslands now look like honey 🍯
- First environment art pass on the Aqueduct

UI and UX improvements
- ⭐ You can now toggle between the above ground map and tunnels map :mole~1:
- ⭐ Added a tooltip to the health bar to explain current health, recoverable health, and wounds
- Combat text improvements, including color coding for damage types
- Adjustments to the “incoming damage” screen effects
- More improvements to the HUD and status effects

Seeker Tuning and Updates
General
- Improved and added more cosmetics for testing, including Skybound skins for Neri and Kumu

Alice
General
- Alice now uses light armor (previously medium)
- First pass on ability SFX
- Alice now an off-screen indicator for allies

Cloud Burst
- ⭐Charge duration reduced from 1.25 seconds to 1 second

Supercell
- Fixed an issue where Supercell would fire backwards if targeted directly in front of Alice
- Fixed a bug where the tornado wouldn’t show up correctly on various terrains

Aric
General
- Aric now uses medium armor (previously light)

Joon
General
- ⭐ Updated VFX for Showtime stacks

Flourish
- Now deals 30 / 35 / 40 / 45 / 50 damage per rank, previously 30 / 40 / 50/ 60 / 70
- Fixed an issue where the aim preview length was too short

Grenade
- Base damage increased by 50 across all ranks
- Magical damage scaling increased from 50% to 100%
- Updated VFX and ability icon

Finale
- No longer scales with physical damage
- Magical damage scaling is now 20%, previously 10%

Lily
General
- ⭐ Fixed a bug preventing Chill VFX from applying to enemies

Under the Hood
- Steam is now the only method we’re supporting for downloading and authenticating to the game. You should no longer see a login screen after launching the game.
- Added a login queue that tells you your position in queue so it’s ready if we need it

Bug fixes
- ⭐ Swapped the names of Zuraya’s gold and silver crowns so they’re correctly named :3
- ⭐ Fixed various “x-ray” bugs and collision zone issues on the map
- Kumu’s shield no longer persists through death
- Fixed various issues where VFX wouldn’t show up on the ground
- Oil pools now properly slow
- Fixed various UI issues related to item stats
- You can now reconnect to the game if you lose connection in the Grand Liminal Arc
- Fixed the duplication of UI buffs on certain gems
- Area of denial event fixed in spectate mode
- Dropping items out of chests onto the ground now works properly
- Fixed a bug where the large treant’s AoE wasn’t showing properly

Aaaand that's a wrap for today! Reminder we're playtesting THIS WEEK on Thursday, March 21 and Friday, March 22 from 5–9pm PT. Invites are out for today, but we'll be sending out a few more tomorrow!

p.s. Please do our playtest survey when you're done playtesting for the week!

- Elodie Games Team 💛
Dustborn - Sarah_QD

The story-driven action-adventure game from Red Thread Studio, set in an alternate America will launch August 20, 2024!

Check out the Release Date trailer, revealed at the Future Games Show!




Visit unique locations across North America aboard a robot-driven tour bus! Explore, investigate and recruit new people you meet along the way. Bond with them around a campfire and fight your pursuers.
Together you might survive this road trip… unless you destroy yourselves first.
Get a sneak peek of what's to come in the Gameplay Overview video!




We are attending PAX EAST for the first time and we bring a lot of exciting stuff with us!
Come visit booth 18043 in Hall A to try the first-ever hands-on demo of the game and leave with some exclusive goodies and photos!



Wishlist the game now to stay updated on everything related to Dustborn!
https://store.steampowered.com/app/721180/Dustborn/



Join our official Dustborn Discord channel and chat with us and many others!

Vectored Armada - Laps
Hey, the first VA update letter published to Steam.

For those of you seeing this after purchasing the game once it was released - first off thank you - second, WHEW, am I working day and night to get this thing ready. I am extremely stressed, and barely rest haha! There's a lot of stuff that MUST be better, and I am losing my sanity fighting to make it the case. There are some lost battles like performance with ship cluster physics body recalculations which can be done later, but on the whole things are looking really good.

( This has all been over the last few days )


Latest changes:

- Added SFX to all weapon firing, and messed with the visuals for explosions.

- All Campaign battles have been given their own hand-crafted background scene.
- The Workbench and Composer share a nice relaxing scene.
- Fleet Fight has it's own colour vs colour scene.

- Added a number of simple "save a ship with x stats" achievements for fun.

- Drones have had their behavioral, and weapon values fixed and adjusted. They now correctly standoff against targets at roughly their weapon range. The Goshawk's beam now actually works, and the Gladiator missile launcher is slightly stronger.

- The Laser family have had their PD abilities vastly improved, and are now 100% reliable, while still costing a decent portion of Energy investment to keep running.

- Overall weapon targeting has been improved in terms of ship vs drone vs missile preferances.

- Ship slowdown on approach has been fixed(?), ships should now more reliably attempt to retreat to maintain their preferred standoff based on their average weapon ranges weighted by DPS. ( PD weapons barely contribute to this value, but are present for the sake of situations where ships are left with only their PD weapons. )

- The Ekudon Cannon has had it's damage quadroupled 1000 > 4000, and had it's energy cost halved from 2x to 1x. It still takes 4000 energy to fire but is reasonably accessible without vast infrastructure.

- The Workbench has had it's top bar restored, for quick access to the rest of the game such as the Composer. This was off due to technical complexity at the time, but those issues have been solved. ( Look there's a lot of game state to mannage and it was a bit overwhelming at the time so I turned it off. )

- The Campaign has been added as an item on the Quick Access hotbar.

- Settings can now be accessed from anywhere in the game, generally found at the top of the screen near the Quick Access hotbar.

- Battle Budgets can now be pinned, and those limits will be shown in the Composer as you build a fleet. Not yet present in the Workbench, I need to find a place for it to fit.

- Fixed some broken buttons caused by accidental prefab edit cause-and-effect. My bad.

- Misc bug fixes and probably plenty stuff that's important but that I have forgotten about due to not writing it down as I did it.

Enjoy.
- Luke AP
Mar 21, 2024
Bot Maker For Discord - Rat
Changelog
  • User-installable commands! (Toggle on "Installable" in the permissions editor of user commands)



  • Redesigned Menu Interface
    New:

    Old:

  • Redesigned right-click menus (currently only affects main editor)
    New:

    Old:

  • Actions can now group toggles together into one row - here's how it looks:

  • Improvements of toggle design. Follows suit with modern BMD.
  • Improved general consistence with the app's design
  • Edit Role Action
  • Delete Role Action
  • More Options in Create Role
  • More Options in Create Channel
  • Updated YouTube search & Grabbers
  • Added Get YouTube Track Info - Get the info of a track received via YouTube searches without having to search for it again.
  • A few music system updates & bugfixes
  • Added Execute (for executing commands in the console)
  • Added "Mark As Spoiler" as an option to send message
  • Fixed optional inputs setting themselves to none
  • While not fully implemented, roots for translations have been planted! Expect to see them soon™️ (as in next few weeks, maybe months 🤷)
  • Added ability to copy IDs of folders
  • Added "Random", "Last" and "First" options in get list element
  • Added ability to copy IDs of actions
  • Steam Cloud Backups! (Please be careful, this is really buggy, I recommend you do not use them until stable release)
  • Fixed modular buttons custom ids not being transferred from variables to their values
House of Lust - Shades


Thanks peeps for the feedback. The English Patch is live. We had a few errors with the old english text overlapping with our translated text so we needed to start again on translating.

-Translated Text Fixes (90% of the game will make sense now!)
-Overlapping Text bug Fix
-Save in Darkenss Bug Fix

Thank you for waiting on this patch. We shall let you peeps play it now and try it out. Please leave us a review and to anyone who was struggling with the english glitches please check the game again :)
Escaping Atlantis - Marimo
Hello everyone!

We're excited to announce a new updated demo of Escaping Atlantis in time for the Deckbuilder Fest!!

The demo will be playable all throughout the fest, which runs from March 25th to April 1st.

For those of you have played an earlier version of the game - we have made quite a few changes to the game: With dynamic backgrounds, rebalanced gameplay and a brand new tutorial. We would love to hear your feedback!

Stay tuned for more updates as we continue our escape!

Cheers,
The Roofkat Team
Dota 2 - kyled


We've just released Gameplay Patch 7.35d (Chen had it coming), and with it a new set of features.

Matchmaking Hero Ban Rework

Over the last year or so, we've taken a number of visible actions against users of third-party cheats. As we investigate each cheat, we're primarily focused on understanding what they're doing and how we can track and stop it. But while we're doing that, we also ask ourselves why some cheaters feel compelled to use these tools in the first place. The most common explanation is "to get an unfair advantage", which obviously runs counter to the desires of the Dota community and the sense of competitiveness and fairness at its heart. Even so, sometimes there are still things we can learn, and use to improve the Dota experience for everyone (or at least everyone who hasn't been banned for cheating).

Pre-game hero bans are an example of this. Many cheats last year focused on gaining an advantage during the ten-second hero ban phase at the start of each game. We stepped back to look at the original goals of this phase — letting players express a preference for what heroes they didn't want to play against, but without creating scenarios where players with small hero pools get permanently locked out — looked at some data, and asked if there was a way we could better serve these goals while solving other problems at the same time.


With today's update, we've removed the start-of-match ban phase and replaced it with ban preferences stored with your account. If you load the heroes tab, you can select the four heroes you don't want to see in your games. You're guaranteed when you join a matchmaking game that at least one of them will be banned. You can change your list of banned heroes whenever you want. (If you leave some ban slots empty, it's possible the empty slot will be selected as your "banned hero". In other words, there's no advantage to leaving slots empty.)

This new system addresses a number of problems the previous system had: you can't forget to ban; you don't have to learn that sometimes suggested bans are ignored by the game; you're not on a tight clock to make a stressful decision that, in the end, most players make the same way almost all the time. As an added bonus, it also makes targeted bans impossible, whether those bans are against known personalities or random players in a pub match for which you've looked up data.

Some game modes (ie., Captains Mode, Captains Draft, Ability Draft, Turbo) either didn't have a pre-game ban phase, or already had non-standard ban rules. These modes are unchanged.

Dota Plus Pre-Match Matchmaker Analytics

Millions of Dota players interact with the matchmaker every day and every single one has different priorities when looking for a game. Some prefer to get into a match as quickly as possible, and are willing to accept a higher skill variance in the game to save some time. Others want every match to be perfectly balanced, and are willing to wait longer for the best chance at the closest game. Other players care less about the skill level of the other players, and much more about their personality and behavior in-game.

We've long wanted to build features to let players find matches that better align with their individual preferences. Early attempts ran into two main problems:
  • First, while players are good at describing their preferences to other people, they aren't necessarily good at describing their preferences as inputs to a complex, global matchmaking algorithm ("I value skill variance 13% higher than the average Dota player!"). How can we create tools that let players express their preferences naturally and directly?
  • Second, changes to the matchmaker affect all Dota players, so we tend toward caution. The matchmaker is always trying to strike a balance between individual player preferences and the health of Dota as a whole. (If matches of Dota are bad, whether because of wild skill gaps or poor player behavior, that's bad for Dota as a community. If every match is perfect, but takes three hours to form, that's bad, too.) New matchmaker features available to everyone at once risk breaking the matchmaker, and if we break the matchmaker, we break Dota. How can we ship new matchmaking features and learn how they work in practice while keeping risk to Dota as a whole low?

Within the new experimental umbrella of Dota Labs, and initially limited to Dota Plus, we're shipping a first pass of a feature that Dota players have been asking us for forever: When you find a match in Dota, Dota Plus will present some information about how the matchmaker evaluated the match, like an estimate of skill range and player behavior scores. You'll have a chance to accept that match or requeue to wait for a match that's better for you and your current preferences.

We were careful when building this feature to make sure that any information we included would enable players to express individual preferences about what kinds of matches they prefer, but not grant a competitive advantage of any kind. The new dialog can tell you that the skill variance of players in a match is high or low, but not whether you and your team are on the high end or the low end.

Why is this a Dota Labs feature? The only way to know for sure how millions of Dota players are going to interact with a feature is to ship it, so that's what we're doing. We've done extensive modeling, but there's still real risk here: We may be wrong about how players will use this feature or how it will affect the overall matchmaking experience in Dota. We don't want to let those fears that we might be wrong stop us from doing something that may benefit millions of Dota players, so we're shipping this as an experiment. Shipping it inside Dota Plus limits access, and accordingly limits the risk to Dota as we learn about how everyone interacts with it. As with the other Dota Labs features, time and your feedback will tell whether it grows, or changes, or gets retired.

Onward

We know many of you are looking forward to Crownfall, and we're looking forward to getting it into your hands. We're wrapping things up and expect to release in mid-April. We'll see you then.
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