Prepare for a knowledge rush to unfold across Arinar! This week, seize the unique opportunity to stock your shelves with precious tomes – this is your chance to gain new knowledge or expand your present wisdom!
The rarest non-class Books of Enhanced Penetration, Enhanced Critical Hit, and Enhanced Accuracy can now drop in all Dungeons on Mythical difficulty (with higher drop rates in higher-level dungeons)
Expert Skill Books (a total of 180!) for every class can now drop in all Dungeons on High, Heroic, and Mythical difficulties
x2 drop rate for the non-class Books of Critical Might and Battle Humility in all Tombs and Outposts
x2 drop rate for the non-class Books of Desert Majesty, Power of Spirit, and Power of Life from Treasuries for the Horrors of Dunes, Music of Magic, and Wild Hunt guild events
x2 drop rate for the non-class Books of Critical Frenzy and Threatening Humility from Tribal Chests
x2 drop rate for the non-class Books of Absolute Strength and Might of the Depths from Pirate Chests
x2 drop rate for the non-class Books of Controlled Humility, Magic Extension, Magic Resistance, Physical Protection, Magic Protection, Enhanced Critical Damage, Enhanced Critical Healing, Melee Combat Tactics, and Ranged Combat Tactics from the raid bosses Demon of the Golden Sands, Orcinus, Captain Giant Octopus, Engineer, Black Elm, and Dungeon Horror
x2 Guild Points earned in all Dungeons.
Event duration: 13.05 13:00 CEST – 20.05 12:00 CEST
Fighting for Singleship: I am Chased by a Bunch of Women But I Just Want to Play Video Games - Kocolino
Quality of Life Updates
* added a setting window for the user to be able to modify the game sound master volume * added a single time tutorial popup at the beginning of your first level
* made the enemies to respawn off the screen * chests are now respawnable after a while * special chests remain opened after you maxed out your specific buffs * fixed main screen leaderboard font size
Offsprings of the first men, once again, welcome back to another update! ːthetreeoflifeː
We're excited to celebrate the Endless Replayability Fest with a new update and a special 20% discount on Steam for newcomers to TFM’s Early Access journey. ːreexcitedː
As we pave the way for our next Major Update, we're thrilled to offer a sneak peek at the ongoing changes. Please note, the majority of the game’s content currently appears outdated, and in-development art assets may be visible throughout the user interface. ːnewquestː
It's been a transformative journey with weekly updates for over two years. Our commitment to transparency about our plans and daily tasks has been a cornerstone of our development process. However, this openness has also brought its challenges. We've learned that our community's feedback can sometimes diverge significantly from our initial expectations. Moving forward, we aim to better align our development with your feedback, embracing "listen, adapt, and execute" approach deeper, ensuring that every feature resonates with your expectations. ːFistpumpː
Here's a brief rundown of what’s ahead: We'll first finalize the newly implemented features by integrating their corresponding content into the game. Following this, we will introduce our restructured building categories—Craft, Collect, and Class—which are designed to streamline gameplay and enhance strategic decision-making. This update will also include a new system of Identifiers, where Tier and Color coding will clearly indicate the necessary stats for equipping and utilizing items. ːkrlvlupː
Changelog
version 0.7.28
◆ [Feature] Characters can now gain experience to their character stats to equip better items and use better consumables. ◆ [Content] Transmutation now uses Divine Favor instead of Magic Dust. ◆ [Balance] Threat modifier calculation is now multiplicative. ◆ [UI/UX] Summon Party button added to map object detail panel. ◆ [UI/UX] Modified the behavior and logic of the summon party button based on the player's faction and party status. The claim button is also updated based on the faction's claim status and the player's party combat state. ◆ [UI/UX] Party characters can now be summoned to the claimed constructions after completing their side objectives. ◆ [UI/UX] The game starts with side objectives revealed in the starting region if there are any. ◆ [UI/UX] Skill icons now display skill cooldowns to provide more accurate and detailed information. ◆ [UI/UX] New notification: Claim ready for a side objective. ◆ [UI/UX] Complete overhaul for the notifications and alerts, including their information, colors, tooltips, and icons. ◆ [UI/UX] Overhauled character movements and related indicators. ◆ [UI/UX] Track button added to map object detail panel. ◆ [UI/UX] Removed the list of constructions for the map view, now the top-left part of the map displays a map legend to help which icons represent what. ◆ [UI/UX] Refactored character stat tooltips to show stat experience. ◆ [UI/UX] Updated the map descriptions including recommendations to ease the selection for first-time players. ◆ [UI/UX] Complete overhaul for the keyboard shortcuts, removing unused bindings and cleaning the related structure. ◆ [Fix] Elder characters cannot be assigned to constructions anymore. Assigned characters retire from their assignments once they gain the elder trait. ◆ [Fix] Fixed an issue that occurs when a character dies but their father had died before they were born. ◆ [Fix] Fixed summon party button being visible on non-main constructions. ◆ [Fix] Fixed an issue where the codex panel is opened via the question mark icon on top right. ◆ [Fix] Fixed an issue where path reward tooltips pile up on each other when selecting multiple trait level rewards one after another. ◆ [Fix] FactionConstructionDoesNotExist prerequisite now checks for rewarded map objects as well. ◆ [Fix] Adjusted the logic to check if a construction is built or unlocked based on the faction id; for the player's faction, it checks if the construction is built or unlocked, and for other factions, it checks if the entity has the construction. ◆ [Fix] Prevented the elder characters from breeding. ◆ [Fix] Fixed tracked main construction name persisting on screen after restarting the game.
version 0.7.29
◆ [Feature] New Tutorial feature accessible using the F12 key, which displays key buttons for game features and controls on a single screen. ◆ [Feature] New Tips feature accessible using the F11 key, providing guidance on gameplay flow, concepts, and how to play. ◆ [Balance] Randomization of newborn genders is not completely random anymore; opposite gender will be forced to be born if consecutive babies of the same gender appear. ◆ [Balance] Dropped items from settlers now go straight to the stockpile. ◆ [Balance] A new trait introduced to control which enemies drop their equipment upon death. ◆ [UI/UX] Overhauled almost every aspect of the game editor with the goal of clearing unused objects, updating fields based on recent changes, and fixing inconsistencies. ◆ [UI/UX] Implemented CharacterAssignedToConstruction objective. ◆ [UI/UX] Implemented CharacterAddedToParty objective. ◆ [UI/UX] Implemented PartyRaised objective. ◆ [UI/UX] Implemented FactionCharacterLootsDoodadDefinition objective. ◆ [UI/UX] Implemented SkillAddedToSkillBar objective. ◆ [UI/UX] Implemented CharacterBound, CharacterBred, CharacterInspired objectives. ◆ [UI/UX] Implemented TrackFaction objective. ◆ [UI/UX] Overhauled main menu and game settings. ◆ [UI/UX] Build and Character panel buttons now display icons. ◆ [UI/UX] Elder, Adult, Child, and Total settlement character counts are now displayed below the Characters panel button. ◆ [UI/UX] Empty, Full, and Total settlement building counts are now displayed below the Build panel button. ◆ [UI/UX] If all Base buildings have been constructed, clicking the Build button will directly open the Reward tab instead of the Base tab. ◆ [UI/UX] Autosave interval option implemented. ◆ [Fix] Prevented track button from showing up on doodad detail panels. ◆ [Fix] Fixed top bar buttons still having focus after clicking and moving the mouse elsewhere. ◆ [Fix] Fixed summon party button being visible on Gathering Tree's detail panel. ◆ [Fix] Fixed track button tooltip remaining on screen after clicking track button. ◆ [Fix] Fixed character detail panel buff, debuff, and need indicators being placed far left of the panel. ◆ [Fix] Improvements and fixes for the TAB keyboard shortcut, now correctly switches between characters. ◆ [Fix] Fixed trait level up reward randomization on reroll. ◆ [Fix] Fixed tooltips for transmutation items. ◆ [Fix] Fixed rewarded map objects count calculation for the production panel. ◆ [Fix] Fixed Memoria's starting characters' dialogue. ◆ [Fix] Fixed an issue where dismantled map objects undergo another requirement check when built again. ◆ [Fix] Fixed doodad progress durations. ◆ [Fix] Fixed updating empty and occupied construction count when a character's assignment is changed. ◆ [Fix] Fixed rewarded constructions being marked as locked when construction placement is canceled and production panel reopens. ◆ [Fix] Fixed effect area instances not being found issue on map unloaded. ◆ [Fix] Clearing character's outfit slots when character dies. ◆ [Fix] Fixed invaders icon not being visible after game is loaded.
We've updated the roadmap to reflect these changes. Post-update, we'll focus on gathering your feedback for further balance adjustments, content enhancements, and final polish in preparation for the full release. ːkrheroesː
Enjoy the Endless Replayability Festival on Steam, and here’s to many more hours of adventure and fun!
Have a fantastic week, and we'll see you in the next update! ːSmallRedHeartː
Extremely Realistic Siege Warfare Simulator - Neverland Entertainment
1. Added 3 maps for infantry battles, Pinch Pennies, Rock Up, Ace Strategist. In the 3 maps, the store does not provide ballista and catapult. 2. Adjusted the strength of reinforcements in 2v5 maps. 3. Removed cavalry from Path of Arrows’ store. 4. Fixed some UI interactions.
This has been a long long update in the making but hopefully takes Tiny Football to a new level with limitless content and community engagement. With a new editor and workshop integration, players can not create and share content in Tiny Football. Much of the data structure in the game had to be refactored and a ton of testing (thank you to all those who participated in testing!) and bug fixing!
Big changes
Enhanced editor - now players can create and edit their own teams, competitions and seasons. If a competition doesn't exist in the game, create your own!
Steam Workshop integration - In addition to the enhanced editor, Steam Workshop integration allows players to share their created content with other players.
Less strict referees - less fouls, more bad decisions.. more gameplay, more fun.
Fixed some issues with players not getting into goal area when ball in crossing zone.
New jump animation - now players have the ability to jump an incoming tackle if their dribbling skill level is notably higher than the tackling player. Leads to some cool dribbling runs past defending players.
And bug fixes, as always
I look forward to seeing your creations in the editor and Steam Workshop!
- Multiplayer has been renamed to "Sumo" and is now the top option under "Play game" - New "Add players" menu as the top option under "Ready actions" in the Sumo lobby when only one player has joined - "Quick reset speedrun" option under campaign settings. It adds the ability to reset progress on the current profile in the pause menu. - "Next Mission" option in the campaign pause menu - Fixed bugs related to moving to the next mission without going back to mission select - Grabbing a player that ring bounces reduces maximum grab time by half rather than a full grab release - Higher contrast for stat value selectors
Hey everyone! Sorry for the delay - as the Update did drop quite earlier than the patch-notes this time...In addition we're in the Steam Endless Replayability Festival! So be sure to wishlist the game and share it with your friends. Every little bit helps!
Here are the changes for our latest major one, the Exposition Update:
CHANGES
Revamped Beginner-UX - A mix of Mission & Unlocks progression with Tutorial Dialogue to slowly introduce the player to every and each mechanic without overwhelming them nor leaving anything "up to interpretation"!
Flavor Dialogue - a much needed window to inject lore and personality into the universe of Endless Tactics, all with a 'friendly' AI companion to walk you through it!
Grid-View - a smart overlay that subtly unmasks the terrain for what it is, a board. Much better readability with 0 compromises to the aesthetics.
Terrain-Display - An also much needed window into some of the more unconventional gameplay aspects of Endless Tactics, Corrupted Tiles... Also useful for checking out any potential effects and/or advantages for each Terrain type (more soon to come). ============================================================================
New Unit Art - as part of a (WIP) reworking going behind the curtains, enjoy the more readable and cleaner Unit designs (Buildings to come next)!
New Missions!
Greatly reworked and improved UI.
Finally a new and much more readable font!
Better Attack Indicators, with Knockback display and pre-calculations!
Countless fixes and general improvements.
Several visual improvements.
General optimizations.
Improvements and corrections to text.
Much, much more!
Dev Notes: And once again, this ended up being the biggest update so far! More so on the technical side this time, but getting the whole Dialogue system done from scratch will allow me to do plenty more with it in the future, and quite quickly. Overall, this is an Update focused quite heavily in the player's UX, to make it all feel more intuitive and cohesive, while we prepare for the next upcoming major gameplay feature - Artifacts! So stay tuned for that one as well, as it's going to be the final and biggest one.
All in all, likely the most overdue and necessary update to-date, and I'm very glad to finally get it out so I can go back to the "meatier" side of features.
For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!
The game has been completely revised to improve the platform action gameplay and give to the player the experience of a new career hero, starting as a vigilante with the aim of becoming a hero for the city of Dynamo City.
The new version of the game includes the "Campaign" mode in which the story is played chapter by chapter and the "Chapters" mode in which the player can choose which part of the story to play to complete each level to 100%.
As the story progress, Quickclaw will learn new skills useful both in combat and during traversal and will update her costume as she becomes known around the city.
The enemies will gradually become more challenging and numerous, with original characters who will use all their strength to prevent the new hero from triumphing.
The entire game is hand-drawn with sprite animations to best recreate the typical atmosphere of 90s cartoons.
In celebration of Steam's Endless Replayability Fest, the Dead Oculus demo now contains the Endless Conquest gamemode.
You can view the other changes from this patch below.
Visuals
- Updated enemy colours to fit the rest of the colour palette (they are now silver instead of grey) - Drop pod flames are now the colour of the enemy type it contains - Renamed "Zones" to "Areas" in the level select screen
Balance
- SMG damge 0.14 tiers -> 0.16 tiers - Boomerang Bullets no longer deal additional damage - Ricochet now deals double damage - Ricochet maximum bounces 4 -> 2 - Bullet Virus now consumes ammo - Knife fracture now breaks into 3 bullets (was 5); the bullets' angle is now reflected from the knife and the wall it hits - Reduced blaze bulwark fireball count on both sides by 1 - Sped up explosive timer on tesla bulwark & infantry projectiles: 2.53 seconds -> 1.9 seconds - Reordered some unlocks
Bug Fixes
- Fixed a bias that caused your hamsa to point towards zones to the South-East of your character more frequently - Fixed a bug where acid bulwarks would have a chance to immediately shoot when spawning