Dwarves: Glory, Death and Loot Playtest - ichbinhamma
- Added Passives to Knight and Paladin offhands:
-- Bleeding Blade: 50% chance to cause bleeding
-- Thorns: Melee attackers take 10% of max hp of the defender as damage
-- Retribution: 20% chance to parry melee attacks
-- Epiphany: 10% chance to apply 'Inspire' when healing
- Added new item:
-- Iron Mace - Mace (1H) - Passive: Thorns
-- Stormforge and Iron Mace will for now only be available as starting items for testing
- Endless battles will now always grant exp and gold if a dwarf survives
- 'Holy Fire' Rune now additionally adds Wisdom as burn damage modifier
- You can now exit the battle report by pressing the Right Arrow Key
- Fixed an issue with the navigation in the Rune Circle
- Fixed an issue with the player settings for autoprogression in Endless Battles
- Fixed a bug where Ember Staff would target dead Orcs in Endless Battles
May 3, 2024
Warehouse Manager Simulator - CalICosDev Studio
- Fixed bug: The pallet on the forklift was not loading correctly.
Sker Ritual - Wales Interactive CM


Happy Friday, Sker Islanders!

PLEASE NOTE: the following update will be out later this evening on Steam and tomorrow on consoles.

We are out of our hotfix era and into an official patch once again! We've got ADS Sensitivity Sliders, we've got improved stability and performance, plus updates and improvements on audio! Check out the full patch notes below.

Sker Ritual
Patch v.1.0.1 - 03/05/2024

ADDITIONS & IMPROVEMENTS
- Added 8 New Leaderboards, Fastest Completion of Main Story & Fastest Completion of Hidden Story for each map (PC only)
- Improved stability on consoles at high waves
- Added Aim-Down Sight Sensitivity sliders for Mouse & Controller
- Added a Flip Trigger option for Controllers
- Added an animation to the Miracle Selection in-game so the text can become bigger
- Added 2 audio volume sliders for Player Footsteps & Enemy Footsteps
- Using your Ultimate Ability no longer puts the weapon down
- You can now pause if you're the host of an online game and everyone has quit the game
- Reduced volume of footsteps
- Improved audio mix clarity by prioritising player focused actions and reducing clutter
- Stopped the mouse cursor to disappearing if the player dies while in menus
- Improved performance when a lot of enemies are on the screen
- Improved performance when spawning enemies
- Improved performance when using dynamic resolution
- Changed Volumetric Fog setting to now have quality settings instead of on/off (PC only)

BUG FIXES
- Collision fixes across all levels based on community reports
- Fixed an issue causing the online teammate nameplates to look delayed
- Fixed some objective markers not re-enabling on some objectives if you fail them
- Fixed an issue causing the scoreboard to update the kills incorrectly
- Fixed playtime statistic in the menu showing time incorrectly if it went above 24 hours
- Fixed an issue causing you to equip your weapons right after you die and walk around dead with weapons
- Fixed an issue causing the Supercharger to take your weapon and never give it back
- Fixed an issue causing recoil and some weapon springs to be too fast if your framerate is too fast
- Fixed footsteps on metal surfaces
- Fixed footsteps being framerate dependant
- Fixed footsteps playing twice

Once again, we've been blown away by the love from the community, especially with the release of the roadmap! You can support us even more by reviewing the game and or buying DLC, there's loads to choose from. Diolch yn Fawr, its Welsh for Big Thank you, Sker Islanders!

Wales Interactive Team

https://store.steampowered.com/app/1492070/Sker_Ritual/


Discord
Website
Wales Interactive Twitter
Sker Ritual Twitter
Facebook
Instagram
Steam
Youtube
Twitch
Reddit
TikTok
Besiege - Von
Hello Everyone!

In this week’s post we’re going to talk about building for The Splintered Sea’s water environments, explaining new mechanics you’ll need to consider and showing you some new tools to help with machine building.

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

Building for water presents a more complex challenge than building machines for land or maybe even those that fly. We have worked to make aquatic machine building as accessible as possible, while maintaining the complexity of physics simulation you’ve all come to expect from Besiege.
With that said, we advise you to start simple and build your understanding of The Splintered Sea’s water mechanics as you go, before attempting large & complex creations.



With the introduction of water to Besiege, every physics object in the game (including blocks) now has a “buoyancy” value attached to it. The more buoyant a block is, the more mass or other external forces are needed to sink it.

Some blocks are more buoyant than others, like wooden blocks, but we’ve also added Barrel blocks whose buoyancy can be customized to much higher values than any other block. Conversely, the Ballast block can be used to increase a machine’s overall mass, or density of mass in a specific area to help balance it. This can be particularly useful when constructing large ships.



If you want to build a machine that floats, you need to ensure it's overall buoyancy exceeds it's overall mass. To make a submarine, something designed to be underwater by default, you'll need to balance it's mass & buoyancy, making it "neutrally buoyant". This will mean you're not constantly fighting against a rising or sinking force.


Just as each machine in Besiege has a “center of mass”, the same is true of buoyancy. Balancing your “center of buoyancy” is essential to ensuring your machine doesn’t become lopsided or even capsize.

Besiege already has a handy tool that displays a machine’s “center of mass” and to aid you with building for water we’ve added a “center of buoyancy” visualization to the same tool. The closer together your centers of mass & buoyancy are, the more stable and controllable your machine is likely to be. A machine’s “center of buoyancy” is only calculated using blocks that are submerged in water, so you’ll need to lower the hull of a ship beneath the surface in order to get useful information from it, for example.



A machine’s “center of mass” is indicated by the red orb and “center of buoyancy” by the blue orb, as shown above.

We’ve also added an orange arrow to the tool that shows the machine's “center of density”. This arrow shows the part of your ship that is most likely to sink first. In the image above for example: the machine’s rear has a significantly higher density than the front, therefore the orange arrow indicates this part of the machine will dip lower in the water. To remedy this, you'd either need to reduce the density of mass at the stern or increase buoyancy there.

Generally, keeping the “center of density” near the center of your machine will ensure it performs optimally, but when making ships you may wish to center it toward the vessel’s stern. This will make the machine’s front more buoyant (relatively) and naturally cause it to rise slightly, enabling the vessel to more easily crest large waves.



Although the aforementioned tools were created to help you build machines for water, they’re only part of the picture and it’s important not to hyper-focus on them. The practices discussed in this post are not applicable to every type of machine and the tool visualizations are not always perfectly accurate. We’re dealing with incredibly complex calculations here and we hope to continue refining these tools as we get more feedback from the community.


Another feature of The Splintered Sea’s water simulation system is “Shape Dependent Drag”, which is applied to blocks that are passing through water. This creates a realistic feel to your machines by causing resistance, as it attempts to push itself through the water.


The image above was taken in our debug mode and shows areas of a machine that are causing the most drag when it moves forward. The colours show the amount of relative drag each block is causing, with red blocks creating the most drag.
Considering the shape of your machine design will be important to ensure it’s able to move through the water easily and in a controllable manner.


In this post we’ve covered the basics of building in water and some best practices that will help when designing aquatic machines. If you’re an avid machine builder and looking to broaden your engineering knowledge with concepts of greater complexity, we’d encourage further reading.
Metacentres and Center of Floatation are topics which could be of interest, there’s also this article by Subhodeep Ghosh which does a good job illustrating these concepts.



That’s all for this week’s post, but we hope it’s given you a glimpse into the exciting new machine-building frontier that is The Splintered Sea! Next week we’ll be taking a look at the expansion’s campaign levels, environments & occupants…

See you next week!
Von

If you haven't already, please consider wishlisting the expansion and check out The Splintered Sea’s steam page for more information! :)
May 3, 2024
Mareld - ttry
Update - v 1.1.6
- You can now use healing food on multiple stacked characters at the same time.
- A button to collect all cards into the inventory at once has been added to the backpack.

Update - v 1.1.5
- Fixed inaccuracies in the text of some languages.

Update - v 1.1.4
- Now, placing food directly at the campsite(Broken Airship) will restore health points to all characters.
- Introduced a feature allowing multiple synthesizations directly with items such as wood, metal, and crafts.
- Corrected an error in the compass hints.
- Resolved a bug that prevented scene loading due to incorrect stacking when entering plot sequences.
- Addressed discrepancies between some characters' skill descriptions and their actual effects.
- Fixed a bug where stardust synthesis could affect other cards under specific conditions.

Update - v 1.1.3
- Fixed issues where some character skills did not work as expected.
- Fixed issues where deleting cards sometimes did not produce the correct results.
- Fixed inaccuracies in the text of some languages.

Update - v 1.1.2
- Added a feature to scroll the screen when the mouse is moved to its edges.
- Optimized hints for certain puzzle elements.
- Auto-loot now also applies when coin.
- Fixed a bug that occurred when attempting to enter combat during scene transitions.
- Corrected various textual errors.
- The certain characters has been subtly adjusted.

Update - v 1.1.0
- The compass now offers hints in certain scenes as well.
- The certain characters has been subtly adjusted.

Update - v 1.0.9
- An icon has been added to the scene, clicking on this icon allows players to leave the current scene from any location.
- The difficulty level of some battles has been lowered.

Update - v 1.0.8
- Auto-loot now also applies when selling items.
- Clocks, Dormitory, and Underground Flower Garden can now be activated by mouse click.
- Fixed an issue where the volume setting was not saved correctly.
- Fixed an issue where synthesis would trigger with five stardusts.
- Expanded the range of screen sensitivity settings.
- Corrected some compass hints.

Update - v 1.0.7
- Fixed a bug where forcefully quitting certain battles could occasionally cause the game progress to freeze.
- Decreased the strength of enemies on the easy difficulty setting.

Update - v 1.0.6
- Added a puzzle guidance feature; you will receive an item called the compass when starting a new game or loading an old save for the first time. Stack it with certain items to receive hints.

Update - v 1.0.5
- Decreased the strength of enemies on the easy difficulty setting.
- Fixed an issue with some language texts being inaccurate.

Update - v 1.0.4
- Now, movement in other scenes can also be performed with a single click.
- Added a recipe guide feature, where you will receive an item called "Note" when starting a new game or loading an old save for the first time.

Update - v 1.0.2
- Now, Leave and Return are effective with just a click.
- In a later update, we plan to add a recipe list.

Update - v 1.0.1
- Fixed an issue where opening the scene would block the cards.
- Fixed an issue where some skills were not working correctly.
- Fixed an issue with some language texts being inaccurate.
Circular Fever - Excelior
Hey all!

Another month already? Feels like they're flying by!
I'm gonna be upfront, not a lot of things were done this month, due to some personal things, like moving house!

So that didn't give me a lot of time to work on Fever.
BUT! We still have some things we can show you all, mostly some new QOL updates, and Accessibility Options!

So let's just get right into it!

Quality of Life Updates

We're working on a ton of new Quality of Life updates! Here some previews:
New Marvellous Hit Effect Sprites
We updated the Marvellous hit effect sprite to better match the colour of the Marvellous text!


Button Sprite Changes
The current sprite for buttons, while it matches thematically with the game, it can sometimes look odd, or hard to read, for this reason, we are experimenting with new sprites for buttons, that make it easier to read.
THIS IS NOT THE FINAL VERSION OF THE SPRITE


Accessibility


Circular Fever aims to be easy to pick up and play for everyone, so we're working on some features to make it easier for some.

Colourblind Modes
We're working on colourblind modes, so that those with colourblindness will be able to play with no difficulties!

Dark Mode
is Circular Fever too bright? Turn on Dark Mode for a darker way to play! With Dark UI, and Dark Note sprites! Coming to a Steam Store near you!


Input Latency
Do your devices have too much input delay? Is it preventing you from mastering every song? Well fret not! We're working on a way for you to add latency to your inputs, so that the effect of input delay is mitigated!

and... That's a Wrap!

And that's it!
You're all caught up with the Development Updates from April!

I only have one question... What's up with this monitor..?
Small War - ABCD
【Bug Fixes】
1. Fixed the bug that the attack range was displayed as a remnant
【What's New】
1. After clicking on the unit, the unit information in the lower right corner will be locked
2. New: You can click on the enemy unit to display the movement range and attack range of the enemy unit
Railbreak - CMM1215
What Lydia Knows Launch Stream!

We'll start the night off with some Resident Evil 1 before hopping into What Lydia Knows with Wordy! Afterward we'll play some Railbreak and finish off Resident Evil 1 before midnight!
Community Announcements - 爆头王
1.增加福利码兑换功能
2.优化部分代码逻辑
May 3, 2024
局外人 L'Etranger - ChrisM


Hello everyone,

It has been a while since we last connected. We are excited to announce that we are in the process of developing a brand new game and would like to extend our gratitude for your continued support.

For updates, please follow us on our social medias:

Weibo: New account is Class2-局外人LEtranger (please note that our previous account, 局外人galgame, is no longer active)
Douban: 局外人galgame
Twitter/X: 局外人 L'Etranger【公式】
...