Apr 15, 2024
Microcivilization - Ondrej Homola
Hi,

I hope you all had a good month. It's been very productive time for Microcivilization's 0.8 build. With all the new features added to the system, it has come to integrate them all together into a sensible gameplay progression. In this update I'll share more details about some of these new features and how they are (likely) going to connect with the rest of the game you already know.

Many new features are unlocked with new ascensions roughly arriving around second half of current gameplay. As a result I had to stretch the tree out a bit.

Autonomy resource
As I mentioned in my previous update the Autonomy resource will go through a complete redesign. The general idea is to use Autonomy as a 'mana pool' to do stuff. Pretty much like Gold is now used. However there's a significant difference between the two resources. First it should actually be explained what the Autonomy represents in-game.

Why do we want Autonomy?
First, let's consider why we need a resource like this in the first place. What gameplay style does this resouce even aims to reinforce?

The idea behind autonomy is to let players choose somewhere between these extremes:

Option 1 - a government strictly protecting and guiding its people through the struggles of the world. With the player being the wise all-knowing hand that rewards, protects and disciplines its faithful population who hardly know what is good for them and would otherwise end-up as hedonistic cannibal heretics ever-struggling in petty internal clashes. Who else than the player to show them a way to civilized society...

Option 2 - a government that promotes individual merit, personal freedoms and admitting that no single ruler knows more than the massive experience of community, the player guides their population into independence, self-sustainability and self-governance where everyone's voice is heard and no-one is left behind...

Sweet huh? Well unless things go sideways and option 1 ends up with a totalitarian dictatorship, purges and slave camps (more on that in future updates) or if option 2 ends up with a collapse of control and a coup leading to an orwellian animal-farm version of option 1. So there's the gameplay 'we all want and love'...

What is Autonomy
The resource itself represents the ability and will of your micro-population to govern and act on their own impulse. Mathematically:

Let P be a total number of your Population.
Then let Autonomy A be a number of P who are not complete gullible uneducated ignorants.


Armed with this foolproof definition we can now clearly see what autonomy would offer us as benefits and at the same time as potential problems.

The bad news
As per the definition, autonomy will be representing some kind of attribute belonging to your population. For that reason autonomy will strictly by capped by the amount of your Pop size. You can't have more independent-thinkers than you have actual people right?

This constraint alone will make autonomy rather hard to get, especially in large and fast-growing empires. Roughly speaking a single point of autonomy will be about as valuable as two gold coins. Considering the population in level 40+ can reach into a million, this makes growing fully independent society a long term goal.

With new system a new breakdown details. This time it will be necessary to provide cross-linked information of what is boosted by autonomy and why.

The other bad news, is that each single death will cause a loss of two autonomy points. People get scared. And their will usually then turns to prioritizing their own family survival, than the benefits of others. Forcing out legion of unarmed militia to fend off invaders may quickly ruin the self-governance ability of the democratic society and create a need for your authority to help get them back on their feet (or on their knees if you choose).


The good news

Other than by population loss, Autonomy will not drop unless you say so. Only by using (or abusing) your population's will you spend the hard-earned autonomy resource. Is that a good idea or bad idea? Depends.

Autonomy will provide not only a mana-pool to use special abilities, but also a set of passive bonuses.
Since autonomy is scaling with population, these benefits will also scale with population. This single reason can potentially make all 'autonomy provision' benefits far more powerful than existing resource progression provided by workshops.

For instance earning +1 Stone per 1000 Autonomy points could easily grow to a +1000 stone in modern era (which is huge even if this is added as a flat bonus not boosted with +% modifiers). Therefore some of these benefits will not be easy to get. Some will only be accessible through Wonders or Unique heroes with complementary down-sides.

One of the basic autonomy skills is a boost to your Militia cap and charging speed. If all goes wrong, sacrificing your passive bonuses to gain extra counter-crisis capability can be strategically wise desicision. Keep in mind that Militia also causes direct death and thus more autonomy loss.

Compared to gold, population and free housing, autonomy will not have any beyond-limit penalty so you can stay on Max autonomy all the time with no extra risk. (exceptions will exist, more on this in the future). Same as before autonomy points are used by auto-combat, auto-click and auto-construction skills however their cost is now represented always a X per second to allow long-term calculation for AFK play.

Another good news is that autonomy will be feeding into a number of other late-game mechanisms mostly to those available on Blue faction heroes. Overall you will have to make a decision whether to keep your autonomy up for passive bonuses, or use-up the autonomy on abilities that may prevent you falling to the next upcoming crisis.


Library and Theater

With the new autonomy mechanisms tied to other parts of the game, Theater and Library can now be turned into their originally intended roles as main workshops of autonomy flow.

Similar to other resource workshops, Library will be the main source of autonomy points. Representing the practical education of society, library feels to be the natural choice to drive autonomy spread and a 'vertical' improvement of your population. The active charge power of Library is now modelled in the same way as Marketplace - turning other charges into autonomy surge. This creates a bit of symmetry between those two workshops.

Caps & Recharge speed of workshops is now using similar mechanic with military units so there was a small unification of the UI display of the recharge in progress so that both systems use the same philosophy and numerical representation.

Theater stays to be the only workshop providing you with permanent value - Heroes. However with economy of gold and autonomy in place, it can be properly tied to Marketplace and Library to form up a combo. Theater will now have independent rolls for hero and corruption drops, so it will not be a guarantee to always end up with one. It will also be possible to scale up its charge cap, recharge rate and allow dropping of unique heroes.

To compensate for all that, theater will be the only workshop which passively consumes resources instead of providing them (gold and autonomy in this case). This places Theater sort-of to the top of the food chain of your economy.

Other changes


Automation Skills moved to ascension
After much consideration, core automation skills - Auto-Construction and Auto-Combat have been moved off to Ascension tree. That means they can now be unlocked at any point and used regardless of your hero setup. The previous setup, where only Blue hero faction had this ability proved to be too limiting and prone to re-equipping. It is still planned to keep Blue faction specialized for autonomous play, but having removed the skills themselves, opens more flexibility to combining blue faction with other colors. After all it is not intended to reward single faction builds, but instead promote multi-color builds.

Research queue
Research can now be queued. So you can select any tech available down the line and they will automatically get switched as they are finished researching. With several new decisions to be done in tech tree during gameplay, auto research has become a rather tricky problem to solve - similar to automatic world-map expansion.

So for now neither of those two (auto research or auto quests) will exist. When the system gets more mature, those two autoskills will probably appear. For now research queue should solve the tediousness of repetitive runs.

New Corruptions
New features mean new punishments. Main mechanism for punishing the player are Corruptions. So far there have only been a few trivial Corruptions that are 'generally bad debuffs' but nothing to really strategize about. The new version will introduce new Corruptions which will provide a very distinct punishment to one of your economic aspect, but also provide an option to turn another aspect to a benefit.

The first new Corruption will be Despotism (Leader-specific corruption) with a unique ability that hides all risks from you, while providing resources based on lack of Autonomy.
The other will be Fanaticism, which will (among other effects) penalize Research while gaining of rush of Autonomy from free workers.

Charge cap
Until now, workshop charges were scaling up with upgrade levels. With the new system it is possible to scale workshop cap with Hero traits. In fact the Blue faction can now specialize on Workshop Cap increase. This will enable hoarding of resources through period of AFK play mostly. This also opens the door to other features planned for the future tiers.

A tiny bit of update on Workshop hover details was necessary to include all traits that boost the workshop from other sources (e.g. from map tiles or from autonomy)

Militia upgrades
Militia is the main unit tied to the autonomy for obvious reasons. Militia has therefore been updated to increase in power with technologies in the same way other units do. Militia cap, damage and recharge rates will also be subject to various new abilities revolving around Blue faction and Autonomy resource.

Black Lotus redesign
Black lotus now has it's fate determined for the future tiers. The original plan was a bit more modest than the new plan (which I don't want to share yet). However the difficult decision was to change existing black lotus behaviour for Tier 1 entirely.

From now on, each Black lotus will destroy a Gold lotus you gained in the same scenario. Thus if you earn 10 Gold Lotuses, but due to high amount of deaths you also acquire 3 black lotuses, you'll only end up with 7 Gold lotuses. Black lotuses are not preserved (at least not in ascension tier 1).

A few details are added to ascension screen to explain black lotus calculation. Scoring is still old and will change after balancing is done in the next couple of weeks.

That in essence makes black lotus a pure punishment as opposed to before, when it could be also used as a 'consolation prize' to unlock certain abilities. Along this line, the rules of obtaining Black lotus will also change. There will be more lucrative ways to gain Black lotus for different short-term survivability benefits (and vice versa).

To share a few spoilers though, previous mechanism where Black lotuses are gained as a resource and used to obtain new ascension will reappear later. Black lotus' role will be one of the central moving pieces of the ascension tree after the Babel tower scenario together with the emergence of other Lotus types.

What's next
The existing version 0.8 now has all new features programmed into the system. Those features are not fully tested, and far from 'variated' (for instance we will need more corruptions, more new crises and a plenty of new technologies in the tech tree). Also all the new features will have to go through balancing, so that the player experience progresses as expected.

This 0.8 version is probably going to be the biggest update of the early access phase in terms of 'things impacted'. So the balancing and testing phases may in fact be longer than I estimated. Still my plan so far looks realistic to reach beta in May. The sheer complexity of the 0.8 features cross-dependency is also one of the reasons I failed to deliver the planned 0.7 patch supporting cloud saves (the cost of switching context for that update would be very counter-productive). But hopefully I'll get to this patch as soon we're closing to the beta (possibly merging the cloud saves support with 0.8 - but nothing is decided yet)

Next time I hope to share more details about the new adversary concepts that will accompany crises beginning from mid-game and will introduce some more challenges to the player. Also hopefully to show the final look of the v0.8 tech tree.

See you,

Ondrej

Project Warlock - RV Novar
Hey Warlocks,

As per last week's announcement, the Open Playtest of Project Warlock II: Reworked Chapter 1 is now live! It’s starting today and running all the way until next Monday.

The aim of this playtest is for everyone who hasn’t yet had the chance to play Project Warlock II to dip their feet into Reworked Chapter 1, which reflects changes to the game from the last two years of Early Access. You will be able to try out the upcoming improvements and help us reshape Chapter 1 as we add the finishing touches to the update.

Project Warlock II: Chapter 1 tells the story of Palmer, Warlock’s disciple, whose affinity for guns and a touch of magic fuels the fight against the ruthless demonic army. The reworked Chapter 1 is the fruit of player feedback in combination with paying homage to the original Project Warlock game, and is how we see Project Warlock II going forward with Chapters 2 and 3.



A quick recap of what’s changed from the previous version:
  • A fully revamped upgrades, perks, and skills system
  • Brand new weapons with new alt-fire methods
  • Adjusted magical skills
  • Elemental runes for weapon enchantment
  • and much, much more
To join the playtest, head to Project Warlock II's store page, scroll down to the Playtest section below Demo, and request access. Since it's an open playtest, you will automatically gain access to the Playtest build, and Project Warlock II Playtest will show up in your Steam Library.

We've prepared a short Feedback Survey for you to fill out once you play a fair bit of the Reworked Chapter 1.

You can find it here: https://forms.gle/3GDd1pVAvTosVLrY7

We can't wait to hear your feedback - here on Steam forums, the feedback survey, or in our Discord.


Life is Feudal: MMO - Leofric the Loyal


Exciting times ahead, Feudals!

We are thrilled to announce the return of Life is Feudal: MMO to Steam this April 18th. To make this comeback even more special, we're slashing our subscription prices by 25%! This new pricing kicks in on the same day as our Steam relaunch, accompanied by fantastic bonuses for all.

Bonuses

Who doesn't love a good bonus? New adventurers stepping into the perilous lands of Abella and current lords with active https://ltg.com/game/life-is-feudal subscriptions will enjoy 7 free days of play.

For our veteran players, we’re offering a generous 30-day bonus to everyone who has Life is Feudal: MMO in their Steam library. Not a Steam player? No worries! Link your old account with your current https://ltg.com/game/life-is-feudal account to claim this bonus.

We value every member of our community. If you're already playing via the https://ltg.com/game/life-is-feudal platform and bought a subscription at the previous rate, you’ll receive an additional subscription bonus adjusted to the duration you paid for before the price cut, plus a unique title exclusive to this offer.

Stay tuned for more exciting updates. We look forward to seeing you in Abella very soon!



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

Discord

X (Twitter)

Facebook

Reddit

Twitch
Zeepkist - Fiets38
- Awarded Event Cosmetics
Unbroken - MGP Studios
Greetings Everyone!

FPS Fest has just started and with that, the Demo will be going live real soon. It was initially planned to go live together with the event, alas due to a critical bug it had to be postponed for a bit.



Nonetheless, the demo will go live as soon as possible and will be available for 1 or 2 weeks.
It will consist of a nice chunk of gameplay: the War Memory tutorial as well as part of the main game (restricted to a small part of Nelsons Crossing) as well as a specially prepared action levels preview loop.

Regarding the Early Access Release, I've decided to push it back by around 2 months. The game is more or less ready for an Early Access release, however after PAX East feedback I came to the conclusion the game would need improved onboarding and introduction of gameplay mechanics and gameplay flow. This time will also be put to good use to polish up other areas in the game. Long story short: the extra 2 months will result in a major amount of polish for the Early Access Release and will only turn out for the better.

Expect a follow up announcement soon when the Demo goes live.

Thanks for tuning in!

Cheers,

Mike
Trimurti Online - GO_Killzone


Greetings Adventurers!
This week's update is all about buff!
We're currently looking at every skill for each class and therefore adjust it accordingly.
This is done so the skills are ready for 2nd job!
And above all, we reset everyone's Chakra & Skill points!

General Fixes
- Fixed an issue where monsters colliding the EnemySafeZone is trapped and constantly walking at the same point
- - They will now be teleported back to the origin point of their spawn
- Added a delay when increasing the skill's level
- Skill slots will now be greyed out during the process of increasing a skill level
- Fixed an issue where Pamir monsters runs too fast
- Fixed an issue with the quest "Justice Pill" & "Safekeep the Justice Pill" where it tells you to submit the quest to Rui Shan
- Fixed an issue where Kubasang is hitting too fast
- Fixed an issue where the stun VFX when applied to Pamir monsters it will be on the ground instead of "above the head"
- Changed the following items to now be stackable by 10s
- - Raga Mani
- - Nila Mani
- - Visazan
- - Luvati
- - Om Yantra
- - Manipura
- - Vishuda
- - Anahata
- - Azna
- Replaced the default loading screens
- System Log will now log your traded gold
- A system log is added when you craft Seito Potions

HUD (Heads up Display)
- Updated the target elemental information style & icons

Feature
- Added a new feature that will indicate your level gap against target monster
- - Grey: -99 ~ 0 Levels
- - White: 1 ~ 10 Levels
- - Yellow: 11 ~ 20 Levels
- - Red: 21 Levels above

Developer's Note
With this added, this will generally tell you that your damage penalty is applied according to the level gap.

Core Formula
- Added AttackType vs ArmorType formula to NPCvsPC
- - Monster's damage will now vary according to your amortype
- Fixed an issue where Nerve still giving high damage boost to Monks as opposed to Muscle

Balance
- Removed the Defense Penalty from the level gap against monsters
- Lowered the monster critical rate and now scales according to the level gap between monster & player
- Updated the damage of Races against Armor Types
- Update to RaceVSMagic damage
- - Magic will deal more damage against Demon
- - Magic will deal more damage against Undead
- - Magic will deal less damage against Golem

Developer's Note
With this changes, Mages deals higher damage to Demons & Undead and falls behind against Golem (which has high magical resistance)

Classes
[h5]Monks[/h5]
- Fixed a critical issue where the cooldown of Visa Crow was wrongly based on the TP of the skill
- Reduced Battle Weapon attack Rate, you attack much faster now
- Visa Crow cooldown is set to 10s on all levels
- Basati cooldown is set to 10s on all levels
- Mantra Shield cooldown is set to 10s on all levels
- Andara Zala cooldown is set to 10s on all levels

[h5]Mages[/h5]
- Fixed a critical issue where Hima (Mage Skill) does not have a success rate
- Fixed an issue with Mantra (Mage Skill) does not have cooldown
- Fixed a critical issue where Hima Lesman does not have a success rate
- Fixed a critical issue where Hima Batia does not have a success rate
- Reworked Mage Skill: Mukuti Roca from Anti-Casting interruption to Increase Magical Accuracy
- Updated Mukuti Roca Skill level requirements
- - skill level 1 : player level 12
- - skill level 2 : player level 20
- - skill level 3 : player level 28
- - skill level 4 : player level 36
- - skill level 5 : player level 44
- Hima Batia's hold duration now increases according to skill level up to 12s
- Hima now has proper success rate
- - Starts at 91% and increased by 1% per skill level up to 100%
- Hima cooldown gradually decreases as you level up the skill
- - Level 1 ~ 2: 9s
- - Level 3 ~ 4: 8s
- - Level 5 ~ 6: 7s
- - Level 7 ~ 8: 6s
- - Level 9 ~ 10: 5s
- Mantra cooldown is set to 5s on all levels
- Hima Lesman now has proper success rate
- Hima Batia now has a proper success rate
- Augni Guna, Hima Guna & Ru Guna duration increased
- - From: 6/8/10/12/14/16/18/20/22/24
- - To: 30/40/50/60/70/80/90/100/110/120

[h5]Warriors[/h5]
- Renamed Warrior Skill: Baruna Force to Baruna Roca

[h5]Assassins[/h5]
- Hima Rada's slow reduction will now scale according to the skill level
- Hima Rada's slow duration now increases according to skill level
- - Slow duration starts at 6s and increases by 2s per skill level up to 24s at level 10
- Updated Hima Rada's cooldown
- - Level 1 to 5: 5s
- - Level 6 to 10: 8s

Quality of Life Changes
- Fixed an issue where you dont do auto-attacks after each cast of skill with melee classes & bow
- Fixed an issue where you dont do auto-attacks after each cast of buff skills with melee classes & bow

Known Issue
- Auto-attacking does not work after casting:
- - Samate
- - Svitri Force
- - Paraka
- Mantra Skin has issues with its cooldown
- Augni Guna, Hima Guna & Ru Guna has issues with its cooldown
- The delay between leveling a skill will be adjusted on next update
- The AI for Pamir monsters will also be updated on the next update
Apr 15, 2024
Castle Constructor - Sisyphean Games
This patch fixes some more reported issues. See the list below.

Fixes:
  • Levels - Fixed the edge tiles on the Flood Plains level not properly being set as unbuildable.
  • Targetting - Fixed an issue with aiming volleys, catapults, etc where the end point would jump around while the mouse cursor was near enemies.
  • Keep - Adjusted pathfinding to keep enemies from getting stuck at the base of the keep.
Apr 15, 2024
NOOO! MY BODY! Playtest - Batto
- hitbox of buttons in the main menu
- Added a pause menu
- Animated the "fog"
- Added a visual mini-explanation of the controls in the first level
- Fixed cheese, where you could walk over the hand enemys
- Added an intro cutscene for the boss
- Added a boss-theme
- Removed cheese for the boss
- Boss now "announces" his next attack visually
- Changed the hitboxes of the boss
- Added playtester and publisher to the credits

Apr 15, 2024
A Fool's Art Gallery - reflectionfrequency
Hello again!

I quit my job because it turned out to be an evil credit usery debt enslavement company, which made me too mad to function at it; I would rather be homeless than make those vampires any cash off the hardwork of Canadian small and medium size businesses. Thankfully most of the people I contacted expressed a deep contempt and distrust of all electronic payment systems and stated their business is cash only. You make me proud, angry Canadians. Keep on raging. You deserve it. So am looking for a job again; this manic shifting of life patterns is disrupting game development a bit, but not bringing it to a halt.

Since my game is self published, I don't have anyone lording over me pushing for a rushed released deadline. So please put up with my artistic nature.

On that note, everyone emailing my publisher (Me) about how offended you are, please note I have recieved your complaints about me, and will be firing me immediately. However I willl be rehiring me after we resolve the issue in HR (Also me.), and conclude this tragic affair of cultural offence. After long negotiations with the artist (Me.), our corporation (Me.), has decided we cannot alter the artistic vision or dilute the message. We have however fired HR because no one likes them.

The general next big update is more or less completed, however one additional level I wanted to add to the Spa and Lounge Section is not done. This level breaks the GZDOOM engine completely. It's fantastic. For the last year or so I thought this glitch had to do with my graphics card, or the BSP Node builder (A program that produces information about the map for the engine to read) settings/choice of BSP builder were wrong, along with a whole lot of technical hoopla.

A big thanks goes out to GZDOOM forum member Enjay, for testing an example map I posted, we were able to figure out it's the engine itself bonking out and not anything on the user end. From this I was able to dig up some very hidden on Google limits within the GZDOOM engine, and from these limits I have figured out how to create the map as desired. It's a sort of puzzle with geometry, draw distance limitations, some black magic, and a lot of testing and retesting. GZDOOM can do vast open spaces, more or less, but not to the maximum map size.

The limitation is a sort of blessing in a way, because my other project involves a lot of wide open type maps, but simply having every level be a giant open box is honestly pretty boring and dumb. These limitations allow for big open areas, but also demand a creative use of space to get the full effective range of area within the engine, leading to some pretty strange transition area geometry. It will be worth the wait, I am not promising some cultural paradigm shifting content here like Starfield or Cyberpunk 2077, but it is something I feel you will enjoy for a relaxing space as the world burns around you.

There are also a couple new models from my next game in this update buzzing around and parked on the side of the road.

This is the graphics glitch being sorted out: The walls should be solid, but as you can see it is not.

Apr 15, 2024
Turbo Overkill - wadaholic
To celebrate the FPS Fest, we have released a new Endless map called Syntek! The patch also comes with various other bug fixes and balance changes. Full changelog below.




  • New Endless map "Syntek"
  • Spitters no longer leave acid on the ground after death if burnt alive or destroyed with Ion Blaster
  • Plasma Gun: Microwave beam has slight increase on its damage chargeup
  • Plasma Gun: Increased speed slightly while using the microwave beam
  • Twincendiary now does more damage the longer it is fired
  • Twincendiary damage slightly increased
  • Fixed hands on credits sequence
  • Splits can now be staggered
  • Splits can now be electrocuted with the Waster alt fire (3x charge only)
  • Leapers can now be staggered
  • Napalm Blitz, fixed fog volumes for lower graphics quality
  • You can now skip the last cinematic in Napalm Blitz
  • Fixed Chip respawn bug on Teratek HQ
  • Fixed missing geometry in Open Season
  • Fixed missing geometry in Terminal Eclipse
  • Added a warning to Murder Machine difficulty (are you sure?)
  • New loading screen, now works nicely in 4k and on ultra-wide monitors
  • Credits sequence bug fixed where it sometimes would not return to the main menu
  • Fixed incorrect track name in Endless
  • Weapon wheel no longer can be activated while entering cinematics
  • Instagibber now saves its supercharge with quicksaves/checkpoints
  • Fixed bad Battle Alley geo on platform
  • Updated colouring on some parts of the end credits monsters/Johnny
  • Fixed credits sometimes not loading into main menu
  • You can toggle the main menu hud with Left Shift + X
  • Daddy melee damage reduced from 85 to 55
  • Blecher no longer insta-kills players with their flamethrower
  • RGB sliders for changing the hud tint
...