May 19, 2024
The Deadly Path Playtest - Owl_Skip
Remaining resources show when mousing over production buildings
BLEACH Brave Souls - prj-bleach-*****
Available: 5/19 16:00 - 5/31 15:59 JST



This Summons features new versions of characters involved in the epic battles of the Hueco Mundo story arc.

The draw rate for featured ★5 characters in this Summons is 4.5% and 1.5% for all other ★5 characters. The x10 Summons guarantees one new character on Step 10 and Step 20.

Furthermore, you'll receive a free "Choose a New ★5 Character Summons Ticket (Jugulators)" on Step 25.

The Choose a New ★5 Character Summons Ticket (Jugulators) can be used to choose one of the new characters below.

Characters:
Ichigo (Fierce Battle version)
Grimmjow (Fierce Battle version)

See below for details.

Character Details: Ichigo
・Characteristics
- Attack type: Ranged strong attack
- Soul Trait: Technique Droplet Drop +30% (max)
- Skill: Damage to Enemies Not Afflicted by an Ailment +100%
- Skill: Technique Droplet Drop +20%
- Skill: Technique Droplets +10

・Character Details
Thanks to his skill "Increased Damage to Enemies Not Afflicted by an Ailment," Ichigo can deal great damage to enemies who aren't afflicted with a status ailment. Since none of his attacks can inflict status ailments, Ichigo's damage will be continually boosted in single player quests where he is the only character being used.

Furthermore, he has both a skill and a Soul Trait that increase the number of Technique Attribute Droplets he can collect, making him very useful in Co-Op Quests and Epic Raids. His skill 'Technique Droplets Acquired +10" increases the Technique Attribute Droplets received when clearing a quest by 10, and his Soul Trait "Increased Technique Droplet Drop" increases the amount received through drops.





Character Details: Grimmjow
・Characteristics
- Attack type: Melee normal attack
- All attacks: Lacerate
- Skill: Damage to Lacerated Enemies +60%
- Skill: Flurry in Guild Quests +2
- Skill: Killer Effect in Guild Quests +50%
- Skill: Melee Damage in Guild Quests +30%

・Character Details
Grimmjow can inflict the damage-dealing status ailment Lacerate with all of his attacks, increasing his damage output. His skill "Damage to Lacerated Enemies +60%" means that after inflicting Lacerate on an enemy, he can further increase the damage he deals.

Furthermore, he is a great choice for an auto-controlled character in Guild Quests with a lot of Quincy enemies. In Guild Quests, the skills "Flurry in Guild Quests +2," "Increased Killer Effect in Guild Quests 50%," and "Increased Melee Damage in Guild Quests 30%" significantly increase his damage output.




Season of War (Beta) - sinorcreate
The update has been available since May 13th (UTC-8), but only now we got around to writing a list of changes ;)

((Unfortunately, at the moment the English language in the game has been removed until Jule 24th*, as part of the revision))

Big background :)
Alpha 1.4.0 was an outstanding update for Season of War, which managed to attract many new players, taking the quality to a new level. Alpha 1.4.5 - continued its success, completing the cycle of Alpha versions.
It became obvious to us how fundamental the concept of what we wanted to create in the release should be. And what do the Players want?
But we are faced with more complex questions and challenges.

The most important problems of the latest Alpha versions were graphics and variability. Many Players wanted to see a higher level of graphical performance, and also wanted to choose their playing style through, for example, the choice of abilities.
If we could solve the issue of graphics without making any decisions about changing the architecture of the game, then the issue of variability was an issue for us. The architecture of the Alpha version itself, which dates back to the end of 2018, although it was seriously improved several times, was not tailored to the ability to choose anything. This was due to the fact that initially we considered Season of War solely as a story game, but in the future we had to adapt to the desires of the Players and the market itself.

There were other problems, both those that required architectural adjustments and those that did not.
The most basic feedback we received was about: a request to return Saves immediately in a new form (i.e. based on autosave), problems with a pop-up window suggesting installation of “Direct X Play” for some builds of Windows, requests to add a minimap to the game, changing the work of levels, with a request to introduce different appearances of heroes into the Game, etc.

Even before the release of the latest Alpha version, at the end of August and beginning of September 2021, we created several closed surveys with our Audience, talked with our old Players, and carefully analyzed all reviews on Steam from ordinary Players to Curators. Based on this feedback, choosing the most basic ones and combining them with our ideas, we created the final concept of the Game, which should appear before us for release.

We began to think about how best to proceed, since, in fact, we did not want to develop an even more global update than Alpha 1.4.0. We understood that development could take a while.

But in the end, after considering all the options, we made the difficult decision that we would rewrite the entire game, creating a completely new architecture, since the old architecture was already outdated. And we will introduce all the planned changes. We sincerely wanted to please our Players with the final work ♥

Development was delayed... Rewriting the game by building a new architecture, heavily modernized mechanics, completely new graphics, graphic style, etc. was not easy. At the same time, since 2022, difficult events have occurred in the world due to which we had to transfer our forces to our truly commercial products in order to find a new source of finance. Our guys had their own difficulties. We all postponed the update, postponed it 9 times, then we stopped mentioning when exactly we would release something. This product was a real challenge for us. However, no one gave up - we worked for 963 days, but we promised and kept our promise. The update is now available in the Game!

We also inform you that there will be no more global updates in the form of large-scale reworking of anything (The exception is the transfer of the Story campaign to a new architecture in a large update planned for the future). All subsequent updates will be dedicated to the continuation of the content (the Game turned out to be very short) and improvements to the existing version of the game. We will try to bring the game to Release in less than a year.

Global conceptual changes

1) More RPG elements have been added to the game (for example AOE abilities)

2) The game has become tied to the choice of the Player, for example the choice of abilities, or resistance to damage. Which can either complicate or facilitate the passage.

3) (In experimental mode) The description of everything that is in the Game has become simplified. The game tries not to use exact numbers or clarify nuances anymore. According to our idea, this will allow Players who came only to kill time - not to load their heads, and give people who want to play the game at speed, to give the spirit of exploration - to find these nuances not prescribed in the Game. For now, we'll see the reaction. If the Audience likes this concept, then we’ll leave everything as it is.

Plot changes:

Here, unfortunately, we decided not to release the story campaign for Beta 1.0.0 yet and it became unavailable. But due to the fact that you can select the old version of the game in the new Launcher, you can play the Story Campaign through the old version of the game.

We sincerely regret this, but we had to do this so as not to delay the development. However, the next global version will focus exclusively on the story campaign, in which the plot will even continue a little.

Graphic changes and changes in locations:

(The most significant changes, along with changes in gameplay and technical execution)

1) A completely new graphic style was developed and implemented

2) Now in the game 99.3% of all textures are completely new textures drawn from scratch, but approximately 0.7% are old textures that were left over from the previous version of the game (in real numbers, old textures - 4 pieces). We left them as they looked pretty good.
That is, all models of all heroes have been redesigned, all interfaces have been redesigned, all locations have been redesigned, etc., etc.

3) New objects have been added that were not there before, such as ferns, stones, flags, swords, etc.

4) All surfaces have been changed, locations have become consistent, the effect of square surfaces has been removed

5)LoginScreen has been updated. Now it is also sensitive to the time of day specified on the user's computer. In total there are 4 different types of screen: Morning (from 6 am to 12 pm), Daytime (12 pm to 6 pm), Evening (6 pm to 11 am), Night (from 11 am to 6 am). The Player's time is also displayed in the Main Menu.

6)We have completely redesigned the game interface. We tried to make it unusual, but memorable and with some references to the old version.
For example, the new game interface now displays: Hero status, Minimap, About the task, Game help, Player rank, Menu, Selected damage resistance

7) An even greater number of new effects in battle have been added, especially since there are 48 abilities for heroes alone, several times more than before.

8) The game received a significantly larger number of color schemes

9) Pop-up message windows have been redesigned

10)The locations have been conceptually redesigned, for example, “Selredazh Forests” now look more tropical, rivers and mountains have appeared, “Enchanting Forest” has become coniferous, etc.

11) The Game now displays the hero’s state in the form of a cat symbol -
Dark Green - Excellent Hero Condition
Green - Good condition of the hero
Yellow - The hero feels worse than usual, but within normal limits
Red - Poor hero condition
Dark red - Critical health condition of the hero
Why a cat? Will be explained in the next versions of the game :)

12) Conceptually the internal interfaces have completely changed :
1. The resurrection interface, the Battle Progress Log, the interface for the beginning of chapters - were removed, instead of them there is one interface - in it you can select abilities, appearances of heroes, learn more about the mission, see the level, rank, display in the game world, find out which hero you will be play.
2. Help for the game - was renamed “Encyclopedia”, changed visually, and became easier to understand. It is stylized as an old album, and the presentation of the material is simplified, not tied to the mission or hero.

13) The chat has been improved, both in the new and in the old version (In the Launcher you can now select the new Beta version or the old latest Alpha version)

14)Game resolution increased from 1080x680 to 1366*768

15) New interfaces have appeared:
1. Display of the hero in the game world (Former name: Wardrobe) - indicates from what damage the appearance and appearance of the hero on a mission protects. You can hide it though. Additionally, you can configure - disable the inclusion of the interface when choosing a look, if you click on the corresponding checkbox.
2. Bags with abilities. An interface where you can see all the Techniques or Abilities available for your hero. In total, one hero has three bags, each for its own specialization and, accordingly, its own type of damage (example: physical, fire, etc.). You can find out more about each specialization by clicking on the corresponding button in the interface.

16) For almost every interface, when you move the mouse, the game will display a description of its function.

17) Removed the menu with financial support for developers

18) New backgrounds were created, for example, for choosing abilities, Loginscreen, etc.

19) Updated Season of War logo

20) Now in the Beta version the Studio logo from 2022 is also displayed

21) The launcher has been completely redesigned

22) The animation of hitting enemies has been improved, there are more interface animations

23) A minimap has appeared. Minimaps display the location itself and a little location outside the mission for better immersion in the game. The minimap is explored through the "Fog of War". It was decided not to enter the card

24) “About the task” - is no longer a pop-up window, thus does not stop the Game

25) The level bar will be displayed up to all levels that will be on the release version of the game

26) Resistance to enemy damage is displayed visually in color

27) A huge number of new abilities and textures for them have appeared, such as AOE abilities

28) Appearances for each hero have appeared in the Game

29) Completely new character models (not redesigned) have appeared in the game: Resistance skins for opponents, a separate texture for the Champion, a model of provocateurs. Models when applying the ability “Muteness”, etc.

30) Now look the character's face is directed strictly towards the mouse cursor

31) The Game's lighting and shadows have been completely redesigned

32) Abilities are now always displayed, with the return of the Story Campaign - and in story missions too.

33) Added earth surfaces


Music and Sounds:

1) The music has been changed again, mainly using not music created by SinorCreate, but independent soundtracks, distributed mainly under free licenses for everyone - CCBY 4.0/3.0

2) There are a little more sounds

3) Made the Game a little louder

Gameplay (Design changes):

1) Previously in the Game there were no differences in what type of damage was dealt. Now there are differences due to the introduction of resistances into the Game.
1.If you have resistance to damage inflicted by the enemy, then the damage is absorbed. (Immunity). The same goes for the enemy.
2.If you have resistance to fire damage, and the enemy deals you damage from water magic, then you receive increased damage. The same thing is the other way around.
3. Damage resistance can be seen visually by color

2) Artificial intelligence of opponents has been improved

3) The magician has been redesigned, now he summons one of three abilities (Fireball, Water Ball, Air Ball) around the hero towards the hero. At the same time, a ball of water freezes the hero if he has no resistance to water.

4) Bosses have been reworked - Islok and Gilbert - now completely different in all phases

5) The Champion was redesigned - he has more abilities and has his own model

6) The characters were reworked: Rastor, Lunizara, but some abilities remained from the old version of the game

7) Antonizar has been completely redesigned

8) Conceptually specializations have been redesigned. Now each character has three specializations. Specialization is now a certain collection of abilities and techniques for a specific magic or characteristic. At the same time, the Player can combine his build from abilities and techniques of different specializations

9) Specializations have changed, although some specializations remain in the game under a different name

10) It is now possible to move diagonally :) (W+A - upper left corner. S + B - lower right corner, etc.)

11) The game's level system has been redesigned. Now all abilities/techniques are not available immediately. And it opens as you level up.

12) Ranks (Former name: Titles) are now given for defeating bosses, the list of ranks is not displayed

13) Difficulty ranks have changed conceptually. Now the player cannot select them, they open upon reaching level 15 - and will be the EndContent of the Game. Accordingly, they are not available in the game now. The game starts with Medium difficulty

14) The training has been reworked - now it is not tied to each hero, it is as simple as possible without additional immersion.

15) Hints on bosses have been removed from the game in order to maintain the spirit of exploration in the game (Experimental decision on our part)

16) Saves have been returned to the Game. Now saving works based on autosaving. It saves the game at the point where the player left the game or went to the main menu. To start saving, nothing is required. Just open the game and it will turn on immediately. At the same time! It is recommended not to exit the game through the Windows task manager - this may affect the operation of saves

17) The balance has been reworked

18) Combinations exist for all heroes


Gameplay (New Mechanics):

1) On each hero you can now choose any ability from any specialization. But only those that are open to you, based on your level.
Important! If you take the ability of only one specialization on LMB and RMB, then you will have a Combination on LMB + RMB. This step was made for the sake of game balance.

2) Character appearances have appeared in the Game. They also allow you to gain some kind of damage resistance. Along with them, the wardrobe mechanics are also implemented.

3) Destructible objects appeared, such as: boxes, barrels, tables, benches. By themselves, they allow you to stop the hero’s ability or technique. Therefore, it is worth destroying them at the beginning before pressing on strong techniques. Barrels explode and destroy all objects in the area

4) AOE abilities and AOE Techniques appeared in the Game. There are now significantly more tactical mechanics

5) The Game now has abilities that require you to hold down a button to use them

6) Dozens of (Abilities, Techniques) for heroes have been added to the Game.

7) The Game has introduced a mechanic for reflecting an ability, which allows you to return the ability with a boomerang when reflected from the level boundary towards the main character. Increasing the damage dealt by 2 times. Example: In Rastor’s new “Electricity” specialization, this type of ability is actively used.

8) An acceleration mechanic has appeared in the Game (Lunizara’s acceleration technique)

9) Abilities have appeared in the Game with the possibility of constant shooting, but with a cooldown time

10) A new opponent has been added - provocateur. Which will follow you and distract you from other opponents, not allowing you to deal damage to them

11) An Attrition mechanic has appeared for Antonizar

12) Leveling has appeared. At the beginning of the game, not all Abilities and Techniques are available. During the game they open as the level increases.

13) Scaling of numbers in the Game balance was used. With the advent of new abilities, opponents become more difficult.

14) New types of damage have appeared


Other changes:

1) Fixed a bug in some Windows builds that suggested installing Direct X Play

2) Optimization has been significantly improved. But perhaps the technical characteristics will remain the same as for the previous version, due to the great improvement in mechanics/graphics. Although we expect that the new version will easily open on computers with 2 GB of RAM

3) The game launcher has been completely redesigned. It was given the name GamesWharf. GamesWharf is our future project of a full-fledged store for our products

4) A choice of versions has appeared in the Launcher. We added it in order to:
1. Hypothetically, if the Beta version is not liked by part of the audience, then it would be possible to return to the latest Alpha version
2. So that you can watch the story through the old version
3. So that you can compare how it was and how it became


Actually that's all! We express our deepest gratitude to your patience and understanding! We hope you enjoy this update and we didn’t disappoint you ♥

The next global updates will not rework anything (with the exception of the Story Campaign), but will continue content, which has become very little in the Game due to frequent reworkings. We also plan to try to bring the Game to Release in less than a year.
Conceptually, the Game will not change anymore. This global update was the largest in history, because de facto it is not even an update, but a new game.

For now, we will take a break in all areas except marketing, and from the first days of June we will tell you more about the new updates, starting their development!

(P.S. We also decided not to split the Beta version into two parts of the update, but to separate the future Story Campaign into a separate large update)

Thank you to everyone who was with us, participated in closed testing, followed us and supported us!
See you soon! - Your SinorCreate.
Forum Mortuorum - ManickYoj
Just tidying up before moving onto bigger better patches. Patch 0.4.3 updates the demo with the following:

SFX
- Changes 'hit' SFX to reflect which weapon is hitting. Now, only punches go 'thwack'
- Added sound effects to perks, equipping equipment, selling equipment by dragging, the menu open button, dialog boxes, and alert 'toasts'

Graphics
- Caps framerate to the screen refresh rate to avoid working the GPU hard for no reason (which also causes some GPUs to whine)

Bugfixes
- Fixed a bug where buying and selling a couple of gladiators would cause one of them to be dismissed from the recruiting pool.
- Fixed a bug where all gladiators with the same facial features would inadvertently also share the same skin tone
- Fixed a typo that caused the 'Exit to Desktop' menu button to read 'Exit to Menu'
- Fixed a bug where the tooltip for perks was floating off to the left of the screen
- Fixed bug where the 'start match' sound played even if you were unable to start the match due to having no selected gladiators
May 18, 2024
Random Core Defense - aaaa7369
Error Patch

Fixing errors that result in game over after boss clear
Correction of errors in which the cursor appears to be the previous image
Tower Knight - Sweet Apple Games
Version 0.6 includes the following updates



Windowed Mode
This feature was requested by a user on the discussions page. I was in the middle of working on the background graphics and art but I found a nice place to pause and squeeze this feature in.

Background Art + Graphics
I think background art requires patience to get right. The background is constantly seen by the player, so in order to be pleasing it needs to be subtle. At the moment I am constantly implementing and removing new ideas and trying to select the aesthetic that feels right. There is no formula for this, so it will just take time.

What's Next?
Version 0.7 will include the addition of the final card. Let's just say we can't have a medieval themed tower defense game without flags :)
May 18, 2024
Magic Patrol Envoy - pengeeepeng
1. The three columns of the store interface have been changed to two columns to facilitate screens with narrow widths
2. Remove the Esc feature: The debug UI is used
3. Tips: The client can connect to the server only if the version is the same
May 18, 2024
Random Core Defense - aaaa7369
Errors and UI patches

Correcting the error of marking enemy defense
Raise the difficulty level of boss and wave
Add last boss buff
The difficulty of the 5th round boss. Nerf
Increase mouse visibility
Add Retry button when game clear
Shieldmaker, Commander Up
Correction of error not decreasing in boss stamina 1
Add difficulty selection function
Change the Necromancer Pattern
Fix 100 Round Game Clear Error
Noctuary - G999
Dear players,

Daily Deal of "Noctuary" starts on May 20th! With the discount of 35% off, lasting for two weeks!
At the same time, Gratesca will launch a Developers' Live stream on the first day, and the creators will have one-on-one communication. Don't miss out!
Starting from May 23rd, "Noctuary" and "C.A.R.D.S. RPG: The Misty Battlefield" bundles will be available for sale, with additional bundle discounts stacked. Stay tuned!

Gratesca Studio
19th May, 2024

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We hope you are enjoying your time in Inlixaland, If you encounter any issues during the game, simply would like to provide suggestions to the devs, or If you’d like to share your ideas for upcoming updates, here are some useful links:

Steam Discussion Thread - discuss the game with the community and share your impressions!
BUG report E-mail: support@Gratesca.com

You can also follow our socials for the latest updates and news:
Twitter: @Gratesca Studio
Youtube: @Gratesca Studio

May 18, 2024
BattlePark Playtest - 故奈
更新:
1.添加了版本号来区分版本,不同版本之间联机会大频率掉线。
2.增加了房主服务器位置,南北两地联机,会大频率掉线,建议同地区联机。
3.增加了掉线补偿机制。
4.修正了好评星的部分问题,每局pvp结束会正常增加好评星,由于购买人物和枪械皮肤,房主和MVP稍多。
5.修改了子弹下坠。
6.修改了全屏导致部分崩溃的问题。
7.修改了激战太平洋的地图,增加了可爬上的梯子。
8.修复了部分地图的穿模和碰撞。
...