Pathfinder: Wrath of the Righteous - Enhanced Edition - Necessary
Greetings, Pathfinders!
We’re back with part two of our article about the new archetypes in A Dance of Masks DLC, which will be available on June 13th.
You can read the first part here: https://store.steampowered.com/news/app/1184370/view/4155211502139959812?l=english

Ranger — Sable Company Marine
For players who wish to take to the skies, this archetype offers a unique opportunity! The Sable Company Marine and their tamed hippogriff have trained at an elite academy to hone their skills in mounted combat. This unique pet can attack foes from the sky, and wreak havoc by diving down among the enemy ranks. The hippogriff’s powerful wings can also knock back adversaries and send opponents flying. At the height of their career, the Sable Company Marine and their hippogriff are so skilled in aerial combat, they can decimate an enemy with a single attack.
Dispatch your foes with targeted precision as you soar over the battlefield with your trusty hippogriff!


Magus — Bladebound
This archetype was heavily inspired by Alucard from the Castlevania animated series. Have you ever wished the magus could use more than one weapon while still casting magic effectively? If so, you will definitely enjoy this new archetype!
When the Bladebound makes a pact with the sentient Black Blade, they are bound together by more than a common purpose. The Black Blade is a powerful magical weapon that becomes stronger each time the magus levels up. It will eventually become so powerful that it can act on its own, and will no longer need the Bladebound’s guiding hand in battle. The magus can then send the Black Blade to attack their foes while they switch to another weapon.
The Black Blade will protect the Bladebound in battle, even if the magus loses consciousness. It is also incredibly loyal to its partner, and will always return to them at the end of a fight.
Slice your enemies to pieces with the help of a loyal and powerful blade!


Warpriest — Mantis Zealot
Not every warpriest is a beacon of light and hope on the battlefield. The Mantis Zealot is a member of the Red Mantis, and worships the evil deity Achaekek, whom we are adding to the game. Shrouded in a purple veil, the Mantis Zealot moves swiftly across the battlefield and mesmerizes their victims with a dance of death. The serrated blades of their twin sawtooth sabres can tear an enemy to shreds when other weapons barely leave a scratch.
As the warpriest’s faith grows stronger, they will learn to invoke their deity to summon hordes of flying mantises. They can even hide in the swarm, becoming almost indistinguishable from the surrounding insects. When this archetype reaches the pinnacle of devotion, they can take on the aspect of Achaekek and become an unstoppable force of devastation.
If you hear the sound of snapping mandibles behind you, turn around — you might just find yourself face to face with a ravenous mantis!


Kineticist — Kinetic Sharpshooter
This kineticist has the advantage of firing charges from a ranged weapon. Although the Kinetic Sharpshooter cannot build up force before attacking, they can stockpile charges in their quiver in advance. This means they do not have to waste their time building up force at the beginning of a fight. Instead, they can use their weapon to attack right away.
There are also a few new infusions that are unique to this archetype. These infusions are only applicable to ranged weapons, and can enable the Kinetic Sharpshooter’s charges to bypass resistances, break armor, or ricochet from one target to another.
Although the Kinetic Sharpshooter may seem like a simple archetype, it is very powerful on the battlefield.
Take advantage of your ranged weapon to target your opponents from afar!


Arcanist — Magic Deceiver
Last but not least, we want to tell you about the Magic Deceiver, which is an archetype we’ve been working on for a long time.
Some learn magic to gain power, while others do so in pursuit of a higher purpose. A magic deceiver is someone who has learned how to fool magic itself, combining known spells to devise entirely new forms of manipulation.
At 1st level, a magic deceiver gains the ability to create fused spells, combining the effects of two regular spells from their spellbook. We have implemented a fused spells interface specifically for this archetype.
The Magic Deceiver doesn't receive bonus spells from ability scores and cannot add spells from other classes' spell lists to their spellbook. By combining the effects of different spells, the Magic Deceiver creates their own fused spells, names them, and writes them into their book. The magic deceiver can have up to 10 fused spells in their spellbook at a time.
A fused spell gains the effects of both initial spells.Those effects are applied in order, one after the other. A fused spell gains all the descriptors of the initial spells, has a spell level equal to the highest level of the initial spells, is always cast as a standard action, and cannot be modified using metamagic.
When creating a fused spell, the magic deceiver chooses between the corresponding properties of the initial spells. If the initial spells belong to different schools of magic, have different spell shapes, or require saves of different types to avoid their effects, the magic deceiver chooses which properties will apply to the fused spell.
The choice of the spell's shape also determines its range, targets, and whether or not it is affected by the target's spell resistance (if the initial spells have the same shape, the best options are chosen for these properties). If any effects of a fused spell require its target to make saving throws, the target always makes a single saving throw, excluding cases where it is required to make another save after a failed save (such as the phantasmal killer spell).
Keep your enemies guessing as you manipulate magic to create new spells and take control of the battlefield!



We’re so excited for you to try out these archetypes, and we hope that you’re excited too! See you in the Worldwound!
V Rising - SLS_Jeremy


Greetings Vampires!

Another week of our covert war against sinister forces wages on (because the only sinister forces should be us), and with that, we bring you another list of fixes and adjustments to better perfect your experience of those lovely, blood-soaked Vardoran nights.


This hotfix will feature the following changes:

General

  • A number of visual effects have been updated to improve performance in combat.
  • Optimizations for doors in castles to improve performance in big castles with lots of doors.
  • Made doors fade out in front of the player.
  • Optimizations have been done to a number of UI elements to improve performance.
  • Added a 2 second immaterial buff to players when exiting Dracula’s Throne Room.
  • Some objects in Cursed Forest have been optimized to improve performance.
  • Fading added to some archways in Iron Cave (Dunley Farmlands) and Spider Cave (Cursed Forest).
  • The behavior of the music being played from the Music Box has been recalibrated to more accurately replicate the behavior of the default castle music.
  • Various optimisations and bug fixes on sound effects.
  • Improved precision and performance of occlusion culling.


Bug Fixes

  • Fixed an exploit where it was possible to escape Dracula's throne room with Blood of the Immortal.
  • Blood of the Immortal is now removed when a player is downed, preventing an exploit where players could use Blood of the Immortal during the first phases of the Dracula fight.
  • Fixed an issue where Blood potions icons got stretched with misaligned texts.
  • Fixed an issue where Blood potions didn't have their blood % displayed when in the action bar.
  • Fixed visual feedback on physics for some objects in Mortium.
  • Fixed shapes on some rugs in the player castle, to make them more circular.
  • Fixed a spot next to a build area in Gloomrot South where players could get trapped.
  • Fixed player collision on player castle fireplaces, making the collision not stand out too much from the object.
  • Fixed a bug where the yield when harvesting multiple plant types would merge instead of displaying a separate yield number for each type of plant harvested.
  • Fixed a localization issue for the “Close” button in the Servant menu where the wrong text was used.
  • Fixed an issue where players with shards would get locked out from using waygates outside of raid hours.
  • Fixed issue where boss music often restarted on top of the already playing instance when disengaging a boss.
  • Fixed an issue where killing a boss on brutal after it had already been defeated on a lower difficulty on the same server did not trigger the brutal achievement.
  • Fixed an exploit where players could get free resources by dismantling workstations during relocation.
  • Fixed an issue where an old setting could cause erroneous behavior during building.
  • Fixed an issue where the “wallpaper fill” feature could cause server lag.
  • Fixed an issue where the /r (reply) command in Chat did not work in some cases.
  • Fixed an issue with overdrawing UI.
  • Fixed a material issue on the Spear Summons by Cyril the Cursed Smith.
  • Fixed an issue where Recipe Tracking did not work in the Player Crafting menu.
  • Fixed a material issue in some of Adam the Firstborn’s spells.
  • Fixed an issue with Rowdain Steed that caused it to face the wrong direction while not mounted.
  • Fixed an issue where the Blood Soul version of Domina the Blade Dancer would get an off-setted return position when encountered during an incursion event in the North Fortress Ruins. This caused her to sometimes exit combat if the player walked a short distance away from her.
  • Fixed an issue where Dracula could at rare occasions teleport outside of the arena and reset during phase 1.


Dracula Balance Changes


These changes primarily target brutal mode, we are looking into a few changes to address difficulty and scaling in co:op vs solo for a future patch. Our intention is to make the fight more balanced for solo players as well as co:op players. Right now the fight is a bit over-tuned for co:op and we are looking at some additional changes to address this.

The changes done to Brutal mode are made to ensure that Dracula can be defeated with more types of weapons and spells. Additionally, swapping spells between phases should not feel like a necessity. These changes aim to make Phase 3 less punishing if players don’t manage to kill all ads while making Phase 4 less stressful and all in all reduce the overall amount of RNG and requirement on defensive builds and/or top DPS builds.


Phase 1

  • Wolves spawned in co-op health reduced by 20%.

Phase 2

  • Damage done by his long dash, where he summons an additional shadow, reduced to 180% from 250%.

Phase 3 (Brutal Only)

  • Blood Souls movement reduced to 0.75 from 0.9.
  • Blood Souls healing reduced to 3.5% from 5%.

Phase 4 (Brutal Only)

Curse of Dracula now increases damage taken by 1% per stack instead of 3% per stack.
Waves of Projectiles now spawn every 3.0 seconds instead of every 2.5 seconds.
Projectile velocity reduced to 10 from 13.
Increased the duration of the shrinking blood storm effect to shrink over 80s instead of 60s.
Slightly reduced the knockback on the pushback blood novas.
Increased the impact duration for ethereal sword aoe’s to 1.4s from 1.2s.




If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!

We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game

IMPORTANT NOTE! Please report any issues you encounter after this patch here.

ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.

Stay vigilant in the shadows of Vardoran, our fellow Vampires!



Eternally yours,


/Stunlock Studios
War Thunder - Blitzkrieg Wulf


The history of French military victories at sea stretches back to the 17th century, from the War of the League of Augsburg. France pioneered many naval innovations, launching the first ever steam-powered battleship and diesel-electric submarine.

Duguay-Trouin is available for Golden Eagles and is here to stay!
This light cruiser is available for 1,600 Golden Eagles.



When: From May 22nd (11:00 GMT).
Where: France > Bluewater fleet > Premium vehicles.

About this light cruiser
  • The Duguay-Trouin is fragile but fast and well-armed and is best suited for teamwork. Use it to protect your allied ships from air attacks. Its 155 mm main caliber guns are also ready to give your opponents a really tough time!


Earn the “Emblem of the French naval academy” decal!
A themed decal for this day!



“Emblem of the French naval academy” decal

When: From May 22nd (11:00 GMT) until May 24th (11:00 GMT).
Task: Play 3 battles using French naval vessels at rank III or higher to receive the “Emblem of the French naval academy” decal!

Additional details:
  • You must use a minimum of rank III.
  • Your activity must not be below 70%.
  • You can complete the task in random battles, except for Enduring Confrontation missions, and [Assault] mode.
  • Track your progress in the hangar by clicking Nickname → Achievements → Holidays → National Sailor’s Day in France.
  • You can find the decal in the “France → Navy” tab in the Customization menu.
May 22, 2024
My Dream Setup - LD


While we are finalizing the new update that will be released next week, we would like to host a Setup contest for you all.

💻Theme of this contest is "Gaming with friend".

The rules are simple, just take 1-4 screenshots of your setup and post it on our Discord server in the #setup-contest channel (Note that only one submission allowed)

The event's deadline is on Wednesday, May 29th, No more setups will be accepted after that. We'll then review the submissions before announcing the winners.

🏆Prizes

3 winner will get:
  • Free Steam key to any My Dream Setup DLC for you or to share it with a friend.
  • Special discord role on our server!
Let the contest begin!

Keep up with the latest news
We share all the updates on several platforms. Join our other communities to stay up-to-date!
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Have a great time playing our game!

https://store.steampowered.com/app/2200780/My_Dream_Setup/
May 22, 2024
UBERSLAUGHTER - Gooch Sniffer Gary
-Added vsync option in video settings
-Added Limit Framerate option in video settings
-Made the god finger gun ability actually target almost every enemy (not triangulators or Big Baz). Also made it less laggy. Also made it so you have to actually visibly see the enemies. Anything in the way of the enemy, including other enemies, will prevent it from being targeted.

May 22, 2024
Numb - Just Don't Think About It - Error 404
It's been a busy year. Seven months have passed since we released the alpha demo on Steam, and many aspects of the game have changed drastically since then. We appreciate all your support and feedback. Thanks to this, we are now removing the demo to make room for a new, improved version, which is very close to the quality of the final product.

We are also going to refresh the Steam page to make it more appealing and provide better clarity on the entire ‘Numb - Just Don’t Think About It’ experience.

Expect an update in the coming weeks.
Sugardew Island - Your cozy farm shop - roka_robert
Hello dear Community, 👋

today we're back with an update to give you an insight into the current state of development and some additional information for you.

Character Editor 🎨


The last few weeks we have been working on a Kickstarter stretch goal, the character editor. This feature was very important to many of you and of course to us, so we made sure that this goal was realized first. 🥳

You can design your character completely freely in the character editor and outfits, hairstyles and accessories are not gender locked. You can wear what you want and what you feel comfortable in.

You will get more information about which other features have been added to the game in the next update! 😊

Next Steps & New Release Slot🌻

We are working on the implementation of the other stretch goals. Thanks to your great support and the successful Kickstarter campaign, we were able to unlock some stretch goals, but this also means more work for us in development, which is why everything is taking a little longer than initially expected.

We will probably not reach the original release date in the 2nd quarter of 2024, which is why the release date is realistically more likely to be in the 3rd quarter of this year. We hope for your understanding, because we want to use the time to provide you with a great game and realize all your well-deserved features. 🥳

Thank you for your support 💓
Team rokaplay







May 22, 2024
Our Adventurer Guild - TheGreenGuy
Bugfixes:
- Fixed a bug where Heal Potency did not apply on healing spells(Reduced MAB scaling of heal and Group Heal by 10%, because healing will be much stronger now. There shouldn't be much difference in the early game, but stacking heal potency in lategame might make Harmful healing too strong. I will see if a nerf is necessary)
- Fixed a bug where clicking on a unit could sometimes move them at the same time

Sorry about the patch size. This bugfix felt necessary to upload immediately.
May 22, 2024
Wrong Landing - Hobzas
News:
- Improved starting helicopter scene (better animations and sounds)
- Caves now even more visible
- New buildings and story things that fill up the island
- New textures in facility
- Balance changes

Fixes:
- Some animations fixed
May 22, 2024
Mechanical Lab - naitvinter
The Mechanical Lab demo will be part of Steam Next Fest. Additionally, the demo will be available on Steam on June 6, 2024, just before the festival start. Thank you all for your support and I encourage you to play
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