Duck Life 9: The Flock - EG_TORTURE
Hello Folks! Hope you are all ready because... WE'RE RELEASING THE GAME IN 2 DAYS FROM NOW! We can not wait for you to put your hands (or wings if you're an actual duck) onto the game!

Let’s keep going with the recap of the most important features coming to Duck Life 9! Shall we?


Speak easy


We’ve given unique personalities to every character on the island, while also retaining the relatable, approachable, and slightly absurd personality of the series. You’ll never quite know what to expect when you start talking to someone! It’s a feature you’ll look forward to, not just something to smash the “A” button through.


We’ve taken a lot of inspiration from the Animal Crossing series of games and how well they get across an animal’s character in only a few lines of text.

Building the ultimate village


With a bustling flock, your ducks need a place to call home. Create a thriving duck village using resources earned from races and training games. From cooking pots to training centres, every aspect can be tailored to your ducks' needs. And let's not forget about the essential duck necessities – somewhere to sleep and yes, even somewhere to poop! Adorn the village with decorations and shops, where ducks can find stylish hats, costumes and more. Just make sure to recruit a suitable shopkeeper first!

Upgrades, upgrades, upgrades!


Everyone loves upgrades, and here in the Flock almost everything can be upgraded! Want access to more training games? All you need to do is upgrade your training centre! Everything, down to the speed at which you chop down trees can be improved, so get saving your resources and set yourself some milestones! With a little hard work, your ducks will soon be the buffed-up lumberjack powerhouses they know they can be!

Check out the drip


This time around, clothes are more than just for show. You can put them on a duck to give it bonus levels! Each item of clothing you equip provides its unique combination of skill benefits. You might want to use them to make up for a particular duck’s shortcomings and turn them into a more rounded racer, or to boost its highest-level skills all the way to the moon!

This means that as well as making your ducks look all spangly and catwalk-ready, they also function a little like the weapons and costumes from Duck Life Adventure, which had certain affinities and resistance bonuses tied to them. Don’t worry - your inventory will have more than enough space for you to chop and change your looks between the members of your flock!

Sharing is caring


Of course, you can acquire clothes from many different sources - shops, race winnings, or even from the jelly coin machine! Above you can see a pretty chilled-out duck modeling the fabulous rabbit outfit, as if he could get any cuter. Should you choose to pair items from a matching set together, you’ll often end up with a duck who is an absolute powerhouse in one or two particular skills. Bunnies are good at jumping, so you can expect to bound ahead in races! If you recruit a new duck to your Flock, they will often bring some clothing with them. Ducks love to share their wardrobe, so you'll be rolling in options before you know it!

Also, seeing as you’re controlling more than just one duck this time around, you won’t be locked to just one single copy of each costume, hat or shoe. If you want to give the entire flock a single uniform look, then you bet you can try!

Cool Runnings


“And they’re off! Billy takes the lead followed by Heather, Derice just behind with Lucy at the rear, it’s anyone's game so early on. Wait! What’s this? The crowds are cheering Lucy on and she’s pulling out front!”

“Derice is now in last place and seems low on energy, how is he going to recover from this? But wait! Derice has just pulled out an apple and he’s regaining his strength, there’s a chance he can win this!”

This is what the races are all about. We want everything you do to matter. Having food is essential to keep your duck's energy up, and motivating them helps your duck race ahead. These races are about endurance and skill. Being prepared will ensure you come out on top!

I wanna be the very best


It’s not just about running, between you and the goal are obstacles that will challenge your duck's other abilities. This is why we train, people!

The races are set on wild terrain. Sometimes it'll be smooth sailing, then BAM - a cliff drops into the ocean. Talk about a quack attack! Don't freak out though - we got your duck's back. The races are beatable for all. If you don’t have flying unlocked then the race won’t require it; however, the extent at which you trained your duck in flying (or any other ability) will determine their ability to do that task.

To the victor goes the spoils


At the end of it all is the grandiose celebration, on par with the Olympic Games or the Grand Prix! When your duck crosses that finish line, cue the confetti cannons! Cameras flash as the crowd goes wild, cheering your feathered champion's success. Your hard work paid off big time! Even if your duck doesn't nab first place, keep on training! There's always another race ahead and victory could be yours. Just imagine your duck standing atop that podium, gold medal gleaming!

Win or lose, you're all champions in our book. But strap in for the ride of your life as we go for the gold! Heart-pounding action awaits at the ultimate duckathlon. Let's get quackin', racers! Fame and fortune call - it's time to make history!

That’s everything for now, but come tomorrow for another recap! Join our Discord channel to stay updated and join the discussion. We’ll also be posting trailers and updates on our YouTube channel, and if you’d like to wishlist the game, you can do so now on the official Steam page.

See you on May 7th.





May 5, 2024
Legion TD 2 - Multiplayer Tower Defense - Lisk

Expected patch release: Monday, May 6 (Pacific Time)

News
Major Updates

New Skin: Test Subject Robo

Introducing the latest model from the Adventure Laboratories.

New Secret Card: Unmasked Zeus

Hell, it's about time that the mask mandates have been lifted.

Coming Soon
New units coming next month!

Game Balance

Classic


Priestess of the Abyss & Azeria
- Invigorate: Max stacks: 5 --> 3

Nerfing the synergy with Lost Chieftain and Sacred Steed spam in Classic only.


PvE
- Increased mythium sent on waves 21+ to close out games a bit sooner


Megamind
- No longer can roll Hybrid (this was already the case for Ranked).

This makes Megamind consistent across all queues.

Masterminds


Cash Out
- Gold: 21 → 20

Cash Out is out-performing Greed, so bringing it in line with a small nerf.


Fiesta
- Gold gain from leaking: 13-48 → 12-51

Rescaled to give less gold early game and more gold late game. This makes the early game less coin-flippy and gives players more agency against Fiesta.

Legion Spells


Lizard Army
- Mythium: 45 → 50

Low win rate and pick rate.

(Caster Pennywise was right)

Fighters


Looter / Pack Rat
Attack speed: 1.08 → 1.11

Low win rate and pick rate.


Fire Archer
- Attack speed: 0.966 → 0.99


Dark Mage
- Mana regeneration decreased by 7%

Shifting power from Dark Mage to Fire Archer.


Whirlybird
- Giga Boomstick: Now uses mana instead of an ammo system, allowing it to synergize with Sacred Steed, Pegasus, Magician, and Starcaller

This allows Whirlybird to be viable after the early game with mana sources.


Green Devil
- Health: 1250 → 1240
- Attack speed: 1.282 → 1.266

Slightly high win rate and high pick rate.


Berserker / Fatalizer
- Attack speed: 2.22 → 2.17

High win rate and pick rate.


Gatling Gun
- DPS: 117 --> 115
--- Damage: 49 --> 47
--- Attack speed: 2.38 --> 2.44

Nerfed thresholds against wave 3.


Vulcan Cannon
- DPS: 321 --> 317
--- Damage: 135 --> 130
--- Attack speed: 2.38 --> 2.44

Very high win rate.


Holy Avenger / Sovereign
- Aegis / Final Judgment: Attack speed gain per stack: 4% → 3%
- Mana gain on attack increased by 14%
- Mana gain on being attacked increased by 29%

Now reach max mana more quickly but reduced stats.

Mercenaries


Four Eyes
- Damage: 65 → 42
- Death Stare: Damage: 5 → 10

Solidifying its identity as a counter against raid bosses.

Waves


Wave 10: Granddaddy
- Attack speed: 3.64 → 3.57


Wave 11: Quill Shooters
- Attack speed: 1.64 → 1.67


Wave 13: Drill Golems
- Attack speed: 1.55 → 1.57

Shifting power from wave 10 to 11 and 13.


Wave 15: Giant Quadrapuses
- Attack speed: 0.75 → 1.47
- Dual Shot removed


Wave 18: Wale Chiefs
- Damage: 185 → 134
- Attack speed: 1.45 → 2
- Poison-tipped Pole: 270 single-target and 20 splash damage every 4th attack → 180 single-target damage every 3rd attack


Wave 19: Dire Toads
- Attack speed: 0.78 → 2.22
- Spit Shot removed

Experimental changes. If cheap unit spam resurfaces, we may consider bringing Dual Shot, Split Shot, and the area of effect damage on Poison-tipped Pole back.


Wave 21: Legion Lords
- Damage: 135 → 138
- Legion King: Damage: 540 → 552
- Attack speed: 2.63 → 2.56
- Indomitable: +10% damage and damage reduction → +10% attack speed and damage reduction

Now less countered by cheap unit spam.

Pathing & Targeting Fixes

Over the past few weeks, we have fine-tuned the pathing & targeting changes that went out in v11.03 in numerous hotfixes. We will continue to tune them as needed. Most of the changes are already on live servers; v11.04 just has the following:
- Fixed a rare case of units running in circles in lane

Balance Watchlist
The dev team is constantly monitoring game balance, between looking at data and listening to community feedback. If anything is being more closely monitored than usual, it will be listed in this Balance Watchlist section. For this patch, the following are on the watchlist:
- Classic meta and balance outliers (we're still collecting community feedback here)

Improvements & Fixes

Improvement: Menu Visual Effects
Added various visual effects to menu buttons to spice things up!


Minor Improvements
  • Emotes: Added a sound effect (max 1 time per second) when you use an emote.
  • Spectator: Improved win probability formula

Fixes
  • Fixed a bug where pinging autosend mistakenly displayed in the pinging player’s language instead of the message recipients’ language

Community Updates

Game Translations


Legion TD 2's translations continue to be greatly improved, thanks to major contributions from community members! If you'd like to contribute to improving the game's texts further, visit the following link:

{LINK REMOVED}

HUGE thank you to everyone who has helped up to this point!

Closing Remarks

Last few months' patches were huge; this month we've kept things a bit lighter to fine-tune game balance as we've collected more data & feedback on the recent changes.

As always, with any major patch, we'll keep a close eye on things and rapidly hotfix as long as needed.

Thank you again for playing Legion TD 2! We hope you continue to enjoy the game.

If you've enjoyed the game, but haven't left a review yet, please consider posting a short (hopefully positive ) review for the game! If the game reaches 90% positive, Steam will give it more visibility = more players = more freelo better matchmaking!

If you enjoy these updates, please give it a Thumbs Up, too!

And as always, if you have constructive criticism, let's chat about it. Discord and /r/LegionTD2 on reddit are our main channels of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. If you want a guaranteed answer from the devs, the monthly AMAs on /r/LegionTD2 are your best bet.

Sincerely,
The Legion TD 2 Team
May 5, 2024
Sect And Monsters - hewei
1. Reduce weapon production materials by only 4000
2. Mirage Drop Rebirth Stone
Path of the Abyss - suzukin
以下不具合を修正しました。

  • 刹那の詠唱が正しく動作していない
  • 敵のタイムライン上のアイコンが表示されないことがある
  • 冒険の手引きに不正な項目がある
  • 一部英訳漏れ
Atmocity - Dispersing Minds
Hello,
The new update is FINALLY live. It's been long overdue, in part because the new stuff came with a greater need for rewriting old, existing systems. As such, there may be some new bugs introduced as well. I will continue testing over the upcoming week and start ironing out any issues as well as continue the implementation of the painting - which is currently about 80% implemented, leaving some blocks unpaintable.
The new version features:

0.895 -> 0.9
- Added ability to "paint" blocks, allowing for more customized park areas etc. Also prevents a lot of instances of colliders interfering with placement of structures.
- Added props - freely placeable trees (currently, will add more stuff over time).

- Probability of finding hidden treasure when demolishing blocks changed.
- Pine trees resized.
- Pine tree stems no longer green and pine trees also properly follow season colors.
- Grid display now has additional sections. Looks nicer and helps when placing props.
- Changed wind effect for vegetation (so it's not as synced as before).
- Changed vegetation color so that it differs more from grass color (for the standard theme).
- Adjusted grass, asphalt and plaza textures to work with paint mode (changes overall appearance a bit).

- Fixed potential null reference error when drawing construction frame.
- Fixed null reference error when moving certain buildings.
- Fixed null error thrown by some rounded blocks.

- Improved performance in construction mode (when placing buildings and other structures).
- Improved performance in iterating through certain larger lists of objects.
- Improved loading performance.

Known issues:
Due to a huge overhaul of bridge code, previously placed overpasses may disappear.
Trees placed as props are currently not merged and as such may be fairly low in performance if many are placed in the same place.
Tool tips for props say "residential building".
Roads are currently no longer merged while I continue to hunt for a glitch making roads "stick" even when demolished.
Existing grass/grass+trees tiles are still present, in the next update these will be automatically transformed into painted blocks + trees.

Also, currently the tips when placing props are not clear. You can use alt + mouse click to scatter trees and ctrl to align to a smaller sized grid as well as to place along a perpendicular line.

As mentioned in the known issues, there are some things that are currently not optimized and may cause performance issues (like if you spam a tonne of trees in the same area). This will be addressed in the next update along with a bunch of other known issues.

There are also some issues with overpasses. This was an issue that could not be avoided given some things needed to be completely overhauled. It won't affect buildings placed on overpasses, it only means the overpass itself won't be visible - it can be destroyed and replaced however,

As for painting, you can now paint on most types of blocks. There are some that still need to be made paintable, but it should be fairly flexible already.





As mentioned above, I've yet to implement proper guidance when it comes to placing props, but the alt and ctrl keys should get you far enough. :)





In order to make the most out of props, I will need to adjust some colliders a bit, so that they can be more freely placed nearby buildings. This will be done over the next few updates as I discover what use cases are most likely. I'm still working on how to make it possible to place trees and other props around rounded edges, but that's coming too.



There's also a new demolition tool, made specifically to remove props. Props are removed when something is built on top of them (like roads or a building), but they can also be "pruned". Once I add non-tree props (like fountains, advertising boards etc.) I will probably make this a different icon :)



Lastly, expect the unexpected, it might not look like much, but this update has meant I've had to dig around a lot of really old and fundamental systems in the game's code, so there may be some new bugs.

NIGHT-RUNNERS™ PROLOGUE - jem
FIXES:
- Fixed car launch/kickflip bug
- Added 2 new Dazegxd songs; "way 2 good(idc)" and "won't tell nobody"
- Increased AI speed
- Added red neon
- Increased car paint reflection brightness and improved how it reacts to light
- Added Ride Height and Front/Rear Camber into wheel adjustments
- Added Chassis Rake handling category adjustment
- Fixed 'Wildfire Prototype' having mismatched end plates
- Fixed Switchblade circuit dash gauges not appearing in UI
- Fixed lay-by wall collider
- [ PATREON ] Added "SPEKTER" bodykit
May 5, 2024
Tempus Bound - Jasonsumm
Now plays perfectly on Steamdeck!
- Entry now rightfully granted to those who seek the Ultimate Ending.
- Main ending achievement now triggering (should work retroactively) - thanks to Missi for finding this one!
- Crate getting stuck around gate fix - thanks to JUICY for finding this one.
- Tail should be wiggling properly now - thanks to TapButton for finding this one!
- Player returning sooner after the disc puzzle.
- Intro cinematic largely skipped once you've made it to the 2nd or 3rd area (or hold jump to skip anyway)
- Ghosting cave mushrooms returning sooner.

+ Many other small tweaks.
WWII Tanks: Battlefield - sp_games
Fixed:
* Fps
* Graphics
* Minor errors
May 5, 2024
Plushie from the Sky - fishwind
In exactly 24 hours' time, "Plushie from the Sky" will be released!!!

At MAY 6th, 0700 PST

Oh boy, this journey has been long, challenging, and blissful. I can't wait to share what's in the game!

Also, I can't emphasize this enough: leaving a review is the best way to support the game! Let me know your thoughts. What do you find fun? Where can the game improve? I'll be reading every single one of them!!!

But for now, it is nap time. I shall sleep so that the Launch button can be pressed on time at 0700 PST.

See you all soon!

Best,
Fishwind
May 5, 2024
后室重生Backrooms Rebirth - SJGZS
Bug fixes, partial map remakes, UI changes
...