Riftania - Rift Haven
Hello Riftanians!

One thing I am going to start with here is I have changed where you spawn in the beginning of the game!

Previously it was on the beach in Northern Rift's Vertex, now you spawn inside the tiny house inside Rift's Vertex: Rifthaven! You also have to go inside the Inn and recruit Tricia!

I think this will be safer and be more direct on where the player should first be exploring!

Over the course of a few days I have done a pretty decent change to the game in terms of the beginning I think these few new skills will really help filling the gap that I widened between double attacks and Triple attack which used to be obtained way lower at like level 23, now its around 28..

Hero:

Level 18 - Mana Fortified Slash Adds user half of Intellect on top of the Attack formula

Warrior:

ADDED Confusing Smack level 11 to Warrior (Originally only a Berserker Move)

Level 20 - Lash Out - Swiftly attack the target first in the turn order!
Raises Crit chance by 6% for 3 turns! 20% Daze enemy!

Level 23 - Sunder Magic - Deals damage based on the user attack + enemies Intellect

Level 25 - Heavy Strikes - Double Heavy Swing and +10% attack on user!

Mage:

Felt like this one was needed

Reflect Magic Group - Adds Reflect Magic to entire Team + Deflects 20% damage


Other Notes:

Changed Travelling Merchant Shop to be a 3rd Random Rotating Shop with a lot of medium tier armors weapons and skill books and high tier consumables and food!

NERFED Sky HEALER HP Significantly they should no longer make the Sky Watcher absolutely impossible at level 15-25
Apr 7, 2024
Tactical Vengeance: Play The Games - briobob
Update 1.3.6.4

Are we doing well and enjoying the day to the fullest? We are ready with a new update where we have continued to work on the graphics for the game. We have made several changes to the multiplayer system and added some new multiplayer features. This update also applies to the demo, except for the multiplayer. Read more below.

New Multiplayer function

  • Introducing our exciting new multiplayer features! With the addition of the Player List, you can now easily view all players in your match, and even take actions such as kicking, reporting, and requesting friendship on Steam. Please note that kicking is reserved for the server (match creator), and you cannot perform these actions for yourself. Access the Player List conveniently located under your Team Icon and Rank Icon on the right side of the in-game menu.
  • We've also made significant updates to the multiplayer system. Now, you can seamlessly monitor all connected Steam players in your match directly from your Action UI, including their levels and more.

New Changing to the game

  • We've continued our efforts to fine-tune the game's graphics, ensuring an immersive experience like never before. Our new fine tuning of the game's graphics provides incredibly beautiful details compared to before, creating a better picture to enjoy the game in. We do not expect to have to make many more changes to the graphics in the future.
  • Additionally, the revamped Needs Spawning feature in Create Match now provides tailored options for each map's unique challenges.

Hot Fix

  • UI's for 16:10 issues has been fixed.
  • Client Character Selection UI has been fixed.
  • Play Ground murky on Mesh issues has been fixed.
  • AR10 Weapon Thirdperson issues has been fixed.
  • Sniper Weapon Thirdperson issues has been fixed.
  • Hunter Sniper Weapon Thirdperson issues has been fixed.
  • HDR screen issues has been fixed.
  • Main Base doors sound too loud issues has been fixed.
  • Conquest End game text issues has been fixed.
  • Demo text in Find Match isseus has been fixed.
  • Spawning Lethal after change weapon in Weapon Market issues has been fixed.

Follow our Discord for the latest updates. To our fantastic community: Your support is the driving force behind delivering the best possible gaming experience. Thank you for being with us on this exciting journey!



If you experience any bugs, please report them to us as soon as possible on our Discord.

MT Games Interactive Team

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DIRECT CONTACT - 81mountain81
A minor update on the FAL weapon, HOT fix.
Apr 7, 2024
Drag Racing Kaos - "One More Run" Playtest - eboyungs
  • Fixed Southern Belle invisible objects in shutdown.
  • Adjusted Southern Belle trees to new realistic ones.
  • Fixed Back and Save Tune buttons for all Funnycars and Altereds.
  • Fixed menu buttons not appearing after exiting certain screens.
  • Made some loading changes on the Car Select screen so certain body style groups dont take so long to load.
  • Edited all engine specs in car select screen to show min rpm, max rpm and max torque at rpm.
Captain of Industry - Captain of Industry
* Fixed curb rendering on tiles with decals.
* Fixed hydrogen excavator that would not go for fuel when there were only diesel fuel stations assigned with trucks.
* Fixed hydrogen excavator that would not get fuel from hydrogen station if its tower was assigned only with diesel fuel stations.
Community Announcements - Tree_of_Savior_JP
日頃より「Tree of Savior」をご愛顧いただきありがとうございます。
「Tree of Savior」運営チームです。

本日以下の内容を含むリロードパッチを実施いたしました。

【対応内容】

(23:49 実施)
・新規/復帰ユーザーにコンテンツ招待状効果である「チャレンジ報酬5倍アップ」が適用される問題を修正

啓示者の皆様におかれましては、上記の内容についてご理解とご了承の程よろしくお願いいたします。

今後とも「Tree of Savior」をよろしくお願いいたします。

「Tree of Savior」運営チーム
Apr 7, 2024
Murasame - taisiro122
A major update with all-new graphics was implemented.

■Update Contents
(1) Graphic renewal
 Character standing pictures, event CG, battle graphics, and UI have been replaced with new materials.
 New event CGs were added.
 Replacement of some background materials
2)Addition of OP
 Addition of OP movie
3)Higher resolution
 Increased screen resolution from 540p to 720p.
(4) Functional improvement
(4) Minor improvements such as faster loading speeds, etc.
Fallen Gods - Mark Y. @ Wormwood Studios
Without knowing who he was, I had seen Ivan’s work for years: his fantastic portraits are in virtually every game developed or published by Wadjet Eye Games (the publisher of our two adventures, Primordia and Strangeland), and he contributed beautiful backgrounds to Quest for Infamy, another awesome adventure game. When a couple of his scene illustrations came across my Twitter feed back in early 2021, I immediately wanted him to join the Fallen Gods team, and I reached out not even realizing the common ground and friends we shared.

Since then, I’ve discovered why everyone who works with Ivan wants to collaborate with him time and time again—he is the consummate teammate: immensely talented, committed to the common effort, and considerate of his colleagues. One thing that stands out in particular is Ivan’s ability to integrate his illustrations into the other aspects of the game (its gameplay, its sprites, etc.), so that his art enhances those elements rather than detracting or distracting from them.

Ivan's answers and some of his art are below, and you can find more his work on Twitter.


Mark: Like Wormwood Studios itself, your prior projects have been point-and-click adventures like Unavowed, The Excavation of Hob’s Barrow, and The Charnel House Trilogy. How is illustrating for Fallen Gods different from your work on those games?

Ivan: One of the trickiest aspects of creating art for games is that more often than not you’re creating small, detached parts of the whole—a floating head for a portrait, a standing sprite of a character, an empty background to be occupied later. This means you have only limited control over how your art would actually look in the end, and a lot of effort goes just into making all those disparate elements mesh together. Making illustrations for Fallen Gods was a different beast—much closer to classical book illustration, it was a welcome change in how much freedom it allowed, both in terms of interpreting the stories, and in terms of control over your compositions, color palettes, and style.

Another important difference was in the role that the illustrations play in the game—the way I see it, they are not there to create a rigid, specific game-space, but to create little windows into the imagined wider whole, to expand the possibility space and to spark the players’ imagination. And each illustrator brought their unique flavor to that shared table, which was always inspiring.


Mark: Many of the event illustrations depict followers, enemies, scenes, items, and the like that appear elsewhere in the game as sprites or backgrounds. How do you approach illustrating those elements so that they complement the pixel art?

Ivan: Drawing characters that would also appear in the game as tiny pixelated people was an interesting challenge—the small sprites stand in for entire groups of people (churls, priests, fighters, etc.), whereas the ones I illustrate are individuals involved in specific events. There’s a clear difference in the level of abstraction there, but the player should still be able to relate one to another to make informed choices. My solution for this was to always take a couple of visual cues directly from the sprites—a piece of clothing, a haircut, a particular color, but change the rest—that way you both get a sense of continuity, and get to expand and enrich the world of the game by showing a wider variety of its inhabitants. In a funny way, it was a bit like drawing fanart for a game you’re working on yourself.


Mark: One of your largest undertakings on the project is a multi-stage victory path involving first a clash between armies, then a battle between the god’s warband and the elite enemy forces, and finally a direct confrontation with a single powerful foe. How do you capture the shifting scale and focus of a long event like that?

Ivan: I wanted to make that sequence feel grand and sweeping, so it made sense for me to think about it as if directing a film, and then boiling it down to a couple of essential shots. So we start with a bird’s eye view “establishing shot” to create a sense of scale, and then go down to the ground, right into the fray. Presenting a scene from different viewpoints has its own challenges—it’s easy to go too far and end up with a disconnected collection of images, but I've tried to anchor them with repeating visual elements and recognizable topography—the fact that the battle takes place on a river helped with that a lot.

Another important part of the cinematic approach was emphasizing the passage of time. Thankfully, as an illustrator you get full control of the weather in your art, so it was only a matter of deciding how it should change to best accommodate the story we’re telling. For that I’ve turned to another film technique often used in animation—making a color script. A color script is a visual way of presenting a story simply through the change of color palettes in the scenes. In our case we move from ominous gray to orange-red, and then to red and black. You can probably tell how this story goes just from that.

Apr 7, 2024
Keep the Heroes Out - YarnCat Games
Hello everyone! Thank you so much for playtesting our demo and making suggestions and reporting bugs! It's been great seeing what people have been thinking of the game.

This is a very early version of the game, we're aware of a lot of the things that are lacking such as animations, a tutorial, a way to undo actions, mouse selections and better explanations. We're at first focusing on fixing the more glaring bugs before moving on to more quality of life and visual fixes.



Talking about bug reporting and bug fixing, we now have an in-game bug reporting tool! If you run into a bug and you're unsure of what happened you can press Escape to access the options menu and click on Bug Report, it'll open this form that can be used to send us a log of the game and type some information about the bug. This is very helpful to help us find new bugs and narrow down what could be happening by looking at the game log.

Still on the bugs subject, there were some cards that weren't working as intended, mainly equipment cards and a couple of the scroll cards that involved spawning. Those have all been fixed in this update!



Once we solve the last few pending bugs on our list we'll be working on adding more helpful hints to the player on what each action does while in-game, a better explanation of the heroes turn as it happens and a full tutorial that Luis is planning and writing as we speak :) And lastly we'll be working on adding the undo option to more of the actions (Currently the only undoable action is move).



Thanks again! We hope you're enjoying the game!
Apr 7, 2024
The Witch Veils: The Mansion - Pato_The_Duck
Bug fixes
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