Fool's End - Aloon
-More sound effects added for the snake enemy.
-Minor stability improvements.
-Logo updated in main menu.
Dungeonmans - [APro] MadjackMcMad
Headmaster Bad Identify from Pay2Lose no longer applies to Delicious Monster Steaks.

Scouting's bonus to overland combat encounters now lasts a little over 100 rounds, instead of just 20.

Maybe for realsies fixed the filter on the Blacksmithing menu? Probably!

Redistribution of Health should no longer target your own dear pet bird.

Pressing ctrl+arrow keys now once again rotates the contents of your hotbars.

Fixed a typo in the description of a secret power that I don't wanna spoil in the patch notes for new players.

Enemies should no longer drop loot into open sky spaces. Because that's not fair. However, I bet in rare cases we're still gonna see things like a pile of copper or a deadpulse in an open sky space sometimes. I hope not.
Necrofugitive - ( ̄ー ̄)
Hear ye, hear ye! A Necrofugitive news announcement doth come!

Greetings and salutations, dear friends. This is your friends over at Black Garden Studios with additional news and information about Necrofugitive and the latest other projects from our studio!

First and foremost, we thank you for your continued support over the days, weeks and months, and hope you will continue to enjoy playing the Necrofugitive demo and all it has to offer. As we continue to develop the title, it brings us great joy to hear your feedback and see your content online, be it a playthrough or article related to the game.

As for the game itself, today we are excited to share a new character that you will encounter during your exodus from the realm of your oppressors. Before we get too much into the nitty gritty of it all, it is only fair that we give a small spoiler warning. Those who wish to experience Necrofugitive blind without any external knowledge should skip the following section. With that all said…

A New Enemy Unit Draws Near!

Veteran players of the Necrofugitive demo may already be somewhat familiarized with the morale and fear systems that we have in play. The horrors and chaos of the prisoner’s escape does much to strike fear into the hearts of soldiers just as swiftly as dwindling morale will cause them to turn heel and flee for their lives. Joining the kingdom’s forces is a special unit that knows no fear.

Meet the Paladin.



The Paladin is a special unit type that we have heard mentioned and requested by name across the years from our players, and one that we are excited to finally reveal. As implied by the previous passage, the Paladin’s got a few unique qualities that set him apart from his comrades. First and foremost is an unwavering devotion to his cause. While most units can be scared into submission, the Paladin is unflinching. Conviction and fortitude drive his every move, and that translates into a morale boost for his comrades as well.

In his arsenal, the Paladin employs a great shield that can protect himself and others from harm, allowing him and his allies to advance safely. You’ll find his tenacity to be both inspiring and frustrating to contend with. Please look forward to meeting him in Necrofugitive.

We’ll have more information to share about the title at a later time.

Game Release — DEAD MAN’S HAND: Card Roulette Action Available Now!



For those of you keeping up with our latest updates, you may have heard that Black Garden Studios has been working on another title as well.

DEAD MAN’S HAND: Card Roulette Action is a 2-8 player online multiplayer title that combines Russian roulette with the unpredictable nature of card games. Mixing elements of Steampunk, Dystopian-Cyberpunk and robotic gamblers with revolvers and playing cards, we’re confident that this title will give you and your friends something to talk about.

As mentioned in our previous update, we began working on this game so that its release could help generate additional funding to work on Necrofugitive. That means every single sale brings us that much closer to being able to work on game development full-time.

We will be supporting DEAD MAN’S HAND: Card Roulette Action with free content updates over time depending on the overall sales of the game, so be sure to throw your hat in the ring. If you were looking for a way to support the studio, this is your chance. It costs only $5, so don’t be shy about getting a copy for your friends as well.

That's all for this update! Thanks for reading and continuing to support the team over at Black Garden. We'll be checking in again with more news and announcements in the future, so be sure to stay tuned.
Braveland Heroes - Julkin
Hello, Bravelanders!

The new spring event is here! It is a great chance to get prizes. The most successful ones can even win a super prize! Are you ready?

The king announces the tournament. Fight shoulder to shoulder with your comrades, try to get a Demon into your army!

The event won't last for long, so hurry up and join the tournament. Prove yourself worthy to wield the power of this fighter!


Monomyth - RatTower
Hi, dungeon-crawling fans!

It's time for another update! Monomyth is finally entering its Open Backer Beta phase. You can hear all about it in the new devlog. As always you can find the transcript below!



Kickstarter backers of the 15-dollar tier and above will soon receive an e-mail with their Open Backer Beta key. Please remember that these keys are not final. They will be locked shortly before the game enters Early Access.

I am looking forward to your feedback!

Best Wishes,

Michael

-----------------------------------------------------

Hi, dungeon-crawling fans!

It’s time for a new update on the project! In this one, we’re looking at some very interesting stuff because Monomyth is about to start its Open Backer Beta phase. So let’s take a look at it!

I spent the last few weeks fixing more of the problems that were pointed out during Steam Next Fest. Monomyth received plenty of updates and hotfixes. Among other things its UI was improved, the inventory system was adjusted so items could be rotated, existing quests were tested and fixed, framerate options were added, a new enemy type was introduced, and so on. Some of these things were also added in the demo version. Meanwhile, for the closed beta, I have developed a mapping system that will probably please the Ultima Underworld fans among you. Now the project is finally approaching a state where it can be pushed into the next, and final, testing phase before early access.

I have talked about the Open Backer Beta many times in the past. It’s the phase in which all Kickstarter backers from the 15-dollar tier upwards are invited to test the game. This, of course, also includes encore backers.
They can leave their feedback in the respective Rat Tower Discord channel or use the prepared feedback form, which is linked in the game’s system menu.

If you are a backer, you will soon receive a Steam key per mail. Don’t forget to check your spam folder. It’s important to know that this is not your final game key! This is only a testing key and it will be locked shortly before the early access release. You will then receive your final key, either for GoG or Steam. As far as the choice between those keys goes, I will soon send out a form with which you can request a GoG key - otherwise, you will be sent a Steam key.

Let’s quickly go over some comments on the OBB:
Concerning content, the first phase of the Open Backer Beta will contain the new beginning, the heartlands, and a mini-dungeon. The second phase will then introduce plenty of content including several areas, big and small, as well as the game’s main hub.

It is in this constellation that the game will probably launch into early access. But before that happens I want to work over a few features - first and foremost combat and AI, but, of course, also the feedback given during the OBB.

During early access, there will probably be two major content updates. The first will introduce the last beta area, which still requires some polishing. Other than that it is pretty much ready, so I hope that it won’t take too long. After that I will start working on the last chapter of the game and, of course, also the backer content.

And that is already it for this month. As I mentioned, if you are a backer and you want to join the beta test, keep an eye out for that testing key. Look into your spam folder as well. You will receive an email from me shortly. I will keep you updated, and see you soon!
Town of Salem 2 - shapesifter13
This patch has support for 2 new languages (Thai and Vietnamese), along with a bunch of bug fixes.

New Language Support
• Thai language support.
• Vietnamese language support.

Improvements
• Wildling hearing whispers will now be colored red.

Bug Fixes
• Fixed a bug where Necromancer using Ghoul would not notify teammates of who is getting hit.
• Fixed Soul Collector being inconsistent when collecting souls.
• Fixed the chat color option to correctly show purple as the option instead of blue.
• Fixed bug where Disco Inferno achievement triggering when igniting an already dead player.
• Fixed a bug where Pestilence was getting the "Lose a duel to a pirate" achievement when Pirate loses instead of getting it when a Pirate wins.
• Fixed Succumbed To Pestilence being impossible to earn.
• Fixed bug where Trapper achievement for seeing War kill a player isn't being granted properly.
• Fixed bug where Crusader was not getting notification when they save a player from being Poisoned.
• Fixed Marshal achievement for Tribunaling death isn't hiding until after the game is over confirming they hanged death.
• Fixed Jinx achievement for attacking a Werewolf with your "Rampage" attack is not set to hide until after the game.
Aground Zero - David Maletz
A new weekly update, and this one's a big one! You might've seen the in-progress videos of the moon and beetle explorer, but those are now both in game, along with new quests to obtain them!



Changelog:
  • Added Beetle Explorer (spaceship)
  • Added the Moon
  • Added the Timeskip (questline) - you might want to check in with the professor afterwards
  • Added the ability for Com Stations to manage workers and structures.
  • Added a com device that lets you access com stations in orbit (from anywhere) - check the vending machine.
  • Added a repair button the to vehicle inventory window (hit X while riding a vehicle)
  • Generators wont accept more than 1 exotic matter in exotic matter mode.
  • Improved transparent object rendering
  • Minor improvements and bugfixes



I hope you enjoy the update - I know some of you have been waiting for the spaceship and moon to be released since I shared the sneak peeks! Unfortunately, it has been somewhat difficult for me to do weekly updates (I often don't have enough to share after only a week and it's been tough to keep the content coming), so I'm going to slow down a bit for the next few months. However, don't worry, progress is still being made!
REVERSI xVSx Playtest - eeeitestieee
The addition of VS AUDIENCE allows broadcasters to compete with viewers through comments.
Let's Pet Pets - Mathew Kelly
Fixed bug where combo quests would not be able to be turned in.
Life is Feudal: MMO - Darkfall


Welcome, fellow feudal lords, to the second instalment of the Life is Feudal: MMO Developer Diaries!

Following the success of our first edition, we've taken note of your feedback, suggestions, and burning questions, and have done our best to address them, whether it was by simply replying to you in comments or by answering you directly in a recent live stream.

We're going to do our best to keep up the momentum, and so, for our second Developer Diary, we're looking at the finer details of our upcoming new map, some of the many new exciting new features that will be coming soon, and, how we will approach player disputes.

As before, if you prefer watching/listening to the video itself, we've got you covered:


Player Disputes
Let's start by addressing one of the major questions brought up by the community: How will the team manage player disputes?

Easy, we're adopting a hands-off approach to conflicts within the game. If the game mechanics allow you to do something, provided no bugs are exploited, we will allow it.

Within the world of Life is Feudal: MMO, we want conflicts to be resolved by swords or diplomacy, no matter how honourable or underhanded your tactics are.

We will only get involved if your actions break the game rules, or if there are issues that arise as a result of bugs/exploits.

The New Map
First thing's first, the size. We've long announced that this new map will be a lot smaller, but just how small will it be?

Coming in between 5x5 to 7x7, this map is a really small one, so you should expect a much more intense playing field.



Important: If you think that the map is too small, worry not. We've made sure to develop this map so that it is easily scaleable. So if needed, we can change the map's size without much problem.

A more intense map always gives way to questions/concerns/comments about the Green zones. These zones are separated by offline servers, and to teleport there, you will need an empty inventory.

PvP Changes
All of the changes that we've made to this new map point in one direction, a much stronger focus on PvP. However, it's not just the map size that has been changed, a lot of the game mechanics have been rebalanced or even entirely changed.



Judgement Hour
Though prime times are tied to the servers, when a guild installs a monument, they can choose a time from a selection of pre-set times.

Our hope is that this would result in a much more coordinated and concentrated PvP experience, as all of your neighbouring guilds will have their Judgment Hours at the same time.

PvP combat enthusiasts will be pleased to know that we've also loosened the reins of PvP outside of Judgement hour. Siege constructions can now be deployed outside of Judgment Hour.

All of this may sound rather daunting (and dare I say, unbalanced) towards the attackers, but fear not valiant defenders! You will receive various buffs based on guild rank, these buffs will ensure that the playing battlefield is not skewered to only one side of the equation.

PvPvE, the Knool Camps
Venturing further, PvPvE encounters at Knool camps are going to be a major focus of the game. This is because in order to craft high-quality equipment, you will need to raid these camps.



However, that's not all. Securing these treasures is only half the battle. You will need to (somehow) safely carry your loot home—vigilance against bandits on the journey home will be paramount.

Trading
Thanks to the smaller map and the various changes introduced so far, trading in our medieval realm has grown more perilous. No more teleportation, you'll need to transport the goods yourself. Just like with the Knool camps, bandits are sure to be active, so you'll need to prepare yourself well.



Godenland anyone?
This developer diary has focused mainly on the upcoming new map, so perhaps the Godenland players may feel a bit left out.

Rest assured, Godenland fans, we remain dedicated to supporting both maps equally, with ongoing development informed by player feedback and reactions.

We are actively developing Godenland in a way that will be directly beneficial to those who play there, which means that we're taking on a strongly player-driven development path. Sure, we have a priority list (fixing the major bugs and game pain points are on top), but we are going over your feedback and reactions every day, and we use that to form the direction of the game's development.

So, if there is something that you want to see, or feel that we need to fix or change, let us know either here as a comment or in our Discord server.

That brings us to the end of this developer diary, we hope that you've enjoyed what you've read so far.

Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:

Discord: https://discord.gg/QDrMBsvGMg

X (Twitter): https://twitter.com/lifeisfeudalmmo

Facebook: https://www.facebook.com/LiF.MMO/

Reddit: https://www.reddit.com/r/Life_Is_Feudal_MMO/

Twitch: https://www.twitch.tv/longtalegame
...