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We'll participate in the Steam Endless Replayability Fest which is from May 14th to May 21st. There will be good discounts during the event. You can buy it then (although it is not expensive now).
New Content
Second batch of rare relics.
Ker's Stone -After attacking with [Burst], our unit gains 2 ROUNDS [Power]+2, and refresh duration of previous gains
Bloodlust Mask -When our unit dealt damage to unit other than target in an attack, gains [Burst]+4 -When defeated unit other than target, gains extra [Burst]+8
Cup Of Triumph -When an enemy was defeated, adjacent allies gain 2 ROUNDS [Power]+2, and refresh duration of previous gains
Shield Spike -After our unit being attacked with [Defended], gains 2 ROUNDS [Power]+2, and refresh duration of previous gains
Bird Flute -If our unit's DEF from landscape decreases after moving, gains 1 ROUNDS [Defended] equal to the decreased value
Archery Target -When our unit [Shoot] target at farthest range, gains [Burst]+5
Magic Relaxer -When our unit relieve [Fatigue], recover equivalent HP
Corrected the initial value of the label's y-position slider in the bottle design panel
Fixed when mixing different vintage grapes would show double strings of the wine name
Fixed the problem where non-vintage (mixing vintages) wines displayed ‘0’ as the vintage on the bottle label
Fixed the issue where racking multiple lots, skipped(click Next without racking anything out) wines would be lost
Now, when keeping the vineyard block open, weeds and other grape statuses will update correctly without the need to reopen the window
Fixed the problem where starting or loading a game, current trophies would not reset
Resolved the issue where, even when the cellar door wine list is empty, the door sign would still show as open
Known issues: We had a few reports that racked mixtures would sometimes show an empty profile. But transferring other content into the vessel could make it work again. Regrettably, despite our efforts, we haven’t been able to reproduce this issue. If you come across this issue, we kindly request that you use our in-game bug reporter or visit the Steam discussion board to report it. Please provide a detailed description of the circumstances when it occurs. Your feedback is invaluable, and we appreciate your support and assistance!
Thank you to all our dear players for your continued support! 🙌
Light and Shadow - Schatten über Empyria - Zeldagamer97
The game has now been further translated into the English language so that players can enjoy more of Light and Shadow - Shadows over Empyria. Efforts are being made at full speed to fully translate the game, and it won't take much longer.
Updated booking screen options so that you can now select specific finishes
Added default finishes for many match types to save modmakers some time
Added properties for each finish that determine whether the crowd will like it, whether the loser will like it, whether it will hurt match quality, and whether it can cause a title change
Organised match modifiers on match edit page in alpha order
Added search to Match Gimmicks on booking screen
Added search to gimmicks on Change Character screen
Added option to change brands from the My Workers screen
Added Celebration angle beat
Set promotion tag name to match tag team default name when adding new promotion tag teams
Added unassign all from brands button on brands page
Small style updates
Fixed video backgrounds when you have a background.mp4 file in your Game Folder
Adjusted viewership for PPVs to match reality better
Fixed bug where tag title matches would not have an opponent
Fixed bug where being Engaged can never be seen or set
🛠️ Skin Editor Fixes, Arrow keys to adjust options
Fixed not being able to clone skin elements from the default skin “Pulse”, and the legacy default skin.
Fixed skin editor not scaling with resolution changes.
Fixed note hit animation sprites sharing one sprite
Added the ability to set precise values in the options. You can use the left and right arrow keys to adjust the sliders while hovering over the slider.
Reduced the blue tint over background images in-game
Thankfully, English-speaking people are also playing the game, so we have made it possible to play it in English as well, although we have used a tool to translate the game. It is not yet complete but may be at least playable. I am sure there are many oddities and I would be happy to learn about them.
→ver0.82 ・We have used tools to translate, but once in-game short messages, etc., are now also in English. You can choose the language you want to use from the SUPER ALICE DOLLS properties of the Steam client.
・Fixed Alice getting stuck when she ran out of stretch puppets in certain situations.
Starship Simulator Dev Playtest - Fleetyard Studios
I know it's not Friday, but I've just pushed out build 0.225.0.11 because I need some testing done :)
The B Deck corridor and stairwell area now have their final flooring tiles (they do still need a final detail run though).
Connected the new floor tiles to the ship customisation system.
Changed the design of the B Deck stairwell landing slightly so it flows into the corridor better.
Wall/Floor panels will now show/hide in sequence based on distance to the player. It looks nicer that way.
Exposed a selection of hardware/platform C++ functions to Blueprints so that we can detect the current RHI and GPU details, etc.
Upgraded Unreal Engine to 5.4.1 in the hope it fixes the Nanite Tessellation compatibility issues with Vulkan and/or Proton.
Fixed a number of issues that cropped up with the 5.4.1 upgrade.
From what I can see at face value, 5.4 is running more smoothly than 5.3, although it's hard to tell for me because my GPU is temperature throttling. I'd appreciate any feedback you have on whether 5.4 is running better.