May 23, 2024
APICO - ellraiser
Hey Beekeepers!

Just some other fixes and a workaround for people who didn’t get the final achievement proc!
~ Ell

Patch Notes

General Changes
  • You can now retrigger the credits (+ achievement) by clicking on the obelisks
Bug Fixes
  • Fixed a crash post-credits if you pressed a key to continue instead of clicked/gamepad
  • Fixed respawning not resetting any sleeping/sitting status
  • Fixed Spooky Caterpiller having a cube for a sprite (spooooky)
  • Fixed Ploppers+Hoppers not targeting the corner grid squares of their area-of-effect
  • Fixed Hoppers not being able to distribute filled + empty filters
  • Fixed Hoppers not able to distribute items to Bug Hotels (bee careful what ye wish for)
  • Fixed Beebox/Beebank/Buttbox output being a hopper gather target (not intended)
  • Fixed Xmas+Halloween tracks not working in music players
  • Fixed Anvil not being able to fix spades, pickaxes and crystal tools
  • Fixed achievement menu steam function (maybe)
Gravity Circuit - DomAnt
Hello everyone. This is an addendum patch, 1,2.0b, which mostly addresses a few issues identified by our players:

Levels
  • Fixed some spikes being on the wrong layers in two of the final levels, when Master Levels were enabled. This led to those spikes not having any collision.
  • Fixed a camera connection between two screens in Cyberspace (Warehouse Area), which led to players being able to lead the camera to a place where it's not supposed to go.
  • Improved performance of couple of object types in Power Plant. This should make the stage run more smoothly on lower end hardware.
  • Warp Portals (the green ones) in Cyberspace (Warehouse Area) now refresh air actions like air slide when exiting them.

Burst Techniques
  • Fixed an issue with the aerial version of Flying Strike, where its hitbox may spawn on the "wrong side" if player changes direction during the startup.
  • Fixed an issue where Clone Array did not get its duration refreshed if it was already active, and player used a "dumb cancel" (slide on the same frame as the technique activates).
  • Changed how Surface Render Burst Technique's multhit timers work, making it do a bit more damage against bosses.

Misc
  • Made hazard damage calculations consistent. When player touched spikes or lava, the game would check if Surge Protector (Booster Chip) was equipped, apply its effect if it was, and then increase damage based on if player had Fading Onyx equipped. However, if player got crushed by a moving object, these two steps were done in the opposite order, which could cause some slight difference. This change makes Surge Protector apply its effect first in both cases, because the spike situation is more common than being crushed.
  • Added some safety precautions into the Bestiary screen's code, if the game's Linux AppImage is being run through Proton. Specifically, one particular shader seems to not work correctly when the AppImage is running through Proton, leading to a game crash. This fix attempts to pre-empt that particular crash, though it may make the bestiary enemy/character sprites invisible if the issue does occur.
  • Fixed an oversight where the description boxes did not update on the equip screen in pause menu, if the loadout swap button was used
  • Fixed an issue where grabbing and throwing an icicle (Mountains stage) would break the icicle if you grab and throw it a second time.
  • Fixed an issue with doors, where if some upwards vertical velocity pushed you slightly above the door (on Y axis) just as you entered it, the door transition might play out a bit weird. Fixed by forcibly moving Kai down a few pixel units if he was higher than the door upon the door transition starting.
  • Fixed a minor issue where data chips may float in place, as opposed to bouncing when they spawn.
  • Fixed an issue where a certain boss in the final levels might clip out of bounds, possibly softlocking the fight.
  • Fixed an issue where Kai's palette may appear wrong when he dies under certain circumstances (ex: while frozen, or while Function Overload is active).

As always, if you find any other issues, let us know. In the meanwhile, happy gaming!
Age of Water - pryanick
Captains, during the last 2 weeks we’ve released 5 updates for Age of Water, where we’ve paid special attention to fixes and improvements based on your feedback from Steam, social networks, and in-game messages. Thank you for your active participation in Age of Water!

Resetting crew skills
As players were progressing through Age of Water, they were researching new weapon types and unlocking crew skills. And with each next level, the desire to change the choice they made earlier for each character was likely to grow.



So we’ve added an option for this. You need a Smith’s Neutralizer that can me bought in the store at the base. How does it work? After buying it, go to the “Crew” tab, choose a character and press the “Reset” button, then reassign skill points as you like.



Mass Disassembly



How much time have you spent in the sea, disassembling weak armor and low level machine guns that have outlived their usefulness and were just eating up space in your hull? We’ve seen your messages about how tedious it is to go through each item separately. Now you can highlight several items at once to send them to the disassembly queue and get resources.

Boarding ships
Imagine how sad it is to forget your belongings in the hull of your previous ship as you switch to a new one after boarding it! We’ve seen several messages from players who lost all their items, having forgotten to put them onto their new ship.
Now after capturing a ship, all your items will be carefully put in a drifting chest that you’ll be able to collect.

Lost cargo



Here are some more improvements related to the sinking of your ship:
  • now all post offices are respawn points: this way you’ll be able to reach the place where your ship was sunk faster and reclaim lost cargo;
  • lost cargo chest can be bought for corks from one of the traders at the Three Whales or on the Tirpitz;
Share your loot with friends
One of the most popular requests from players that has received the highest priority from the developers is a system for sharing experience and loot after a battle. Sometimes you kept attacking an enemy just to see some passer-by finish them off and receive all the experience and loot.
Justice has been served! Part of experience, medallions, and loot for sunk enemies can now be received by the players who damaged them. And we’ll keep improving rewards for team play.
We’ve also adjusted battle scenario delays! It means that enemy spawns have been slowed down and now feel more organic. And there will be less cases where enemies spawn in the same place after a battle.
Let’s list other fixes that are meant to make leveling up and crafting easier:
  • the amount of resources gained from excavations and defeating enemies has been increased to make progress more comfortable;
  • the number of mining points in locations where you can farm resources has been increased;
  • an error that caused the crafting progress on the player’s base to continue while displaying as being canceled in the IU has been fixed;
  • crafting on the base now correctly continues even if the player is offline.
We also try to make the gameplay as comfortable as possible, so we’ve replaced emojis with more useful ones and added an option to disable music on the base. After all, constantly listening to an out of tune guitar can ruin the mood and distract from serious tasks :)



We’d like to thank all of our active players who send bug reports, helping us to find problems in the game. We carefully consider each one of your messages and do everything we can to make the game more stable and enjoyable for you.
Soon we’ll tell you what other improvements and fixes the developers are working on right now!
Venture's Gauntlet VR - bearhammergames
This update pushes Venture's Gauntlet to full release



Improvements

  • Two New Maps: A new ObstaCorp Hub World and Stage 9 for a grand finale.
  • Incredible new slow motion mechanic for nailing dramatic jumps and avoiding turret blasts.
  • Improvements to turret gunners with new detection/voice system.
  • New story featuring Adam Venture, the crazy billionaire behind ObstaCorp and Venture's Gauntlet
  • More checkpoints added and maps split into nine stages of 15 mins length each.
  • Polish Improvements on climbing, archery, ziplines, shield summoning, and more.
  • Cross platform leaderboard update for playing with friends and doing competitions.
  • Improved Tutorial and full EFIGS+ JA/KO/ZH localization options

We will be pushing another update this week with some PC VR specific graphics improvements to turn back on shadows and boost the graphics level higher. In the future we hope to make some more new PC VR specific maps as well where we can really push the graphics, that is our dream as game devs.

Huge thank you to the PCVR community who supported our early access release, we hope to continue to support this title and add more content as it's been our dream to make the most intense obstacle course experience you can have in VR!

May 23, 2024
Dream Engines: Nomad Cities - Suncrash
Another patch fixing some issues, including a fix for a rare and elusive bug that managed to survive since the early days of the Early Access. Thank you all for reporting these issues and for your patience in waiting for their fixes.

  • Fixed a very old and elusive map generation bug in which sometimes ruins or other resources failed to spawn because the area they were intended for was too small. Huge thanks to all the players who sent me save files to help reproduce and solve this issue once and for all.
  • Added Korean fonts so translation mods into Korean display properly. Note: Korean is not officially supported and keeping translation mods up to date depends on the mod author and are not guaranteed.
  • Tweaked the green research and green refining city core modules so their bonuses are a bit more worthwhile.
  • Fixed bug with overachiever achievement that required a "Challenging" difficulty level in contrast to the achievement description that did not specify this. The achievement no longer has a difficulty requirement and can be acquired at any difficulty level.
  • Fixed turret range display when hovering them or when moving turrets, so they take into account upgrades and installed modules that change the attack range.
  • Turret vision range increased for turrets with high attack range, and upgrades/modules that increase attack range also increase the vision range now.
  • Fixed a bug when the setting to enable free camera in management mode by default was enabled, in which switching to management mode by pressing the F shortcut directly from combat mode would switch to management mode without enabling free camera.
  • Fixed a translation issue for the "Can't land here" indicator that only appeared in English regardless of the selected language.
May 23, 2024
Ripple In Dirac Sea - diracsealab


Welcome to discord https://discord.gg/yESKc39f
How soul like 5000 hours+ player play Ripple In Dirac Sea
No more need to say. Come and fight!
May 23, 2024
Multiplayer Platform Golf - Robot Assembly
Changes:
- redesign lobby map selection screen (this was just in progress for the level editor)

Bug Fixes:
- fixed bug where game would end early sporadically
- fixed crash when entering lobby from race condition
Dungeon Stalkers - Dungeon Stalkers
Surprise Test Live Streaming Event
Community Announcements - c.x1ang

5月23日臨時メンテナンスについて

臨時メンテナンス時間:
2024.05.23(木) 
18:00~19:00(UTC+9)
メンテナンスお詫び補償:ルビー*200

親愛なる指揮官様:

一部不具合修正のため、臨時メンテナンスをお行い致します。


毎日訓練

・クイッククリアの金貨獲得数量と表示数量に合わない現象を修正しました。

少女試練

・ヘレナ試練のキャラクター名問題を修正しました。

少女降臨

・少女レア度に関する説明問題を修正しました。

システム

・特定の状況で連携技の動画異常問題を修正しました。



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Old School RuneScape - Mod Yume
This week’s update brings minigame improvements and some tweaks to recent Skilling changes from Project Rebalance.


Changelog

[expand type=show more]

Project Rebalance: Skilling Tweaks
  • Expert Mining Gloves now work with Sandstone and allow players to mine one extra unit before the rock depletes.
  • HOTFIX: Increased the minimum contribution required for loot eligibility at Zalcano to 75, up from 50.
  • HOTFIX: All players must now deal at least 5 ‘armour’ damage to Zalcano to be eligible for drops.
  • HOTFIX: Applied a delay to re-entering the Brimhaven Agility Arena after teleporting out.
  • Increased XP and lowered fail rates when pickpocketing gnomes, paladins and heroes.
  • Re-adjusted the fever spiders’ loot table.
  • Corrected messaging that plays when the Ore Sack at Motherlode Mine is full.
  • Efaritay’s Aid now correctly interacts with tier 1 and 2 vampyres.

Minigame Improvements
  • Adjusted XP drops from various activities in Trouble Brewing.
  • Converted Pieces of Eight from tangible items to account variables, in-line with other minigame currencies.
  • Added a ‘Classic Free-to-Play- option to the ‘Magic’ dropdown in Clan Wars set-up. This setting makes Bind the only ‘freeze’ spell available.
  • Fully-grown plants in Tithe Farm no longer decay.
  • Tears of Guthix now shows your Personal Best while collecting tears.
  • Visually updated the entry barrier in Guardians of the Rift.

Other Changes
  • Players may now set their own +x% and -x% buttons in the Grand Exchange. Right-click the button to alter the value.
  • Changed how Verzik scales in Theatre of Blood.
  • Added a warning message when releasing Mature Tecu Salamanders.
  • Restored the troll tunnels leading to Trollweiss to single-way combat.
  • The Staff of the Dead’s special attack is now cleared when using a Rejuvenation Pool.
  • Added a new option which allows players to choose which sound plays when they are hit by an enemy.
  • The left-click option on Elven Teleport Crystals can now be toggled between Lletya and Prifddinas.
  • Adjusted animations on wyrms to make them more accessible for players at risk of seizures.
  • Fixed a bug which allowed players to skip Vet’ion’s second phase.
[/expand]


Project Rebalance: Skilling Tweaks



It’s been a couple of weeks since the first part of Project Rebalance went live, and we’re happy with where most of the changes are at. Even so, we have a few more tweaks for you this week.

First, an update on Expert Mining Gloves, which have been re-enabled for Sandstone with some minor balancing changes. Initially, players were able to mine a whopping three extra Sandstone before the rock depleted, which was a little stronger than we intended. As of today’s change, they’ll be able to mine one extra.

Sticking with the Mining theme, we also hotfixed a couple of Zalcano changes. To deter leeching, all players must now deal at least 5 armour damage to Zalcano, regardless of how much health damage they deal over the course of the fight. Additionally, the minimum contribution required has increased to 75, up from 50.

A third hotfix applies a delay when re-entering the Brimhaven Agility Dungeon after teleporting out. This prevents players using the Achievement Diary Cape to repeatedly teleport out, re-enter and tag a pillar close to the entry ladder, resulting in unexpectedly high XP rates.

Last week, we reduced fail rates when pickpocketing paladins, gnomes and heroes – but many of you still feel they don’t hit the mark. This week we’re improving their fail rate even more, and re-upping XP per pickpocket. Note that XP per hour for these NPCs does scale drastically with your Thieving level. Paladins, for example, ramp up from ~90,000 XP per hour at Level 70 to ~180,000 XP per hour at Level 99.

Along similar lines, we’re walking back a change we made to fever spiders loot table last week which turned them into powerful, risk-free AFK moneymakers. That’s another kind of spider altogether, so we’ve taken things down a notch by replacing the Rune Medium Helm and Battleaxe with their Adamant equivalents and swapping Water Battlestaves for Limpwurt Roots. We remain open to further changes following your feedback.

To round us off, we have two tiny tweaks:
  • Corrected messaging that plays when the Ore Sack at Motherlode Mine is full.
  • Efaritay’s Aid now correctly interacts with tier 1 and 2 vampyres, instead of reducing damage dealt to them.


Minigame Improvements



Today’s update also brings a selection of QoL changes to minigames all over Gielinor:
  • Various skilling actions in Trouble Brewing now provide XP for the associated skill:
    • Capturing a Monkey awards 15 Agility and 15 Hunter XP.
    • Increasing the Boiler pressure awards 80 Strength XP.
    • Lighting logs in the Boiler now awards 320 Firemaking XP, up from the 40 XP provided when adding logs to the Boiler.
    • Obtaining a Bitternut awards 160 Hunter XP.
    • Depositing a Bitternut into the Hopper awards 640 Cooking XP.
    • Obtaining Scrapey Tree Bark from logs awards 160 Fletching XP.
    • Depositing Scrapey Tree Bark into the Hopper awards 320 Cooking XP.
    • Obtaining Sweetgrubs awards 160 Hunter XP.
    • Depositing Sweetgrubs into the Hopper awards 320 Cooking XP.
    • Adding your team's coloured water to the Hopper awards 320 Cooking XP.
    • Figuring out how any of this results in ‘Rum’ earns you the gratitude of the entire Community Management team.
  • The reward currency from Trouble Brewing, Pieces of Eight, have been converted into a variable stored on your account rather than a physical item. This brings them in line with other Minigame currencies.
  • Added a new 'Classic F2P' option to the 'Magic' dropdown while setting up a Clan Wars game. This setting makes it so that Bind is the only 'freeze' spell available in a game with this setting enabled.
  • Fully-grown plants in Tithe Farm will no longer decay.
  • Tears of Guthix will now show your Personal Best while you're collecting tears.
  • The Guardians of the Rift entry barrier has received some visual updates. It should be even more red when you're unable to enter the minigame, and we've added a new 'Red, Eye Open' variant for scenarios where the player count has reached 200 but the game has not yet started.

It's worth noting that our next QoL Poll will see us focus on more significant changes to some minigames/activities, including Wintertodt and Guardians of the Rift.


Other Changes

Just like all good updates, we've got a scattering of smaller updates spread throughout a variety of content that's not easy to group up with everything else.

Up first is a change to the Grand Exchange interface, allowing you to set up your own +X% and -X% buttons when buying or selling - for the trader in a serious rush.

You can use these buttons to enter in any custom amount you'd like to strike the perfect balance between 'less spam clicking on the 5% button' and 'paying millions of GP for one niche Quest item'! Right-clicking on the button lets you customise this value at any time.

Next is a change to the Theatre of Blood, specifically to how Verzik scales to one remaining player in Normal mode Theatre of Blood. These changes were initially floated to you alongside Project Rebalance, but have been worked on by a different team - hence their slightly earlier release!
  • If only one player remains during Normal Mode Verzik's P2, only one Nylocas Matomenos (the red one) will spawn, as in Hard Mode.
  • If only one player remains during Normal Mode Verzik's P2, the Lightning Ball damage is capped, as in Hard Mode.

To round us off, here's a list of other tweaks - we're sure your favourite part of today's update is likely to be somewhere in here, as is tradition...
  • A warning message has been added to prevent players from accidentally choosing to 'Release' a Mature Tecu Salamander.
  • The Troll tunnels leading up to Trollweiss, encountered during the Troll Romance quest, have been restored to Single-way combat. This is to correct an error in a recent update where they'd accidentally been made Multi-combat.
  • The Staff of the Dead's Special Attack effect is now cleared when using a Rejuvenation Pool inside your POH.
  • A new option has been added to the Settings menu that allows you to pick your 'hit sounds'. This is the sound that your character makes when they're hit by an enemy.
  • Elven Teleport Crystals now have a 'Toggle' option when right-clicked, which will allow you to set your left-click teleport to either Lletya or Prifddinas.
  • Wyrms have had their animations adjusted to make them more accessible for players who are at risk of seizures.
  • Fixed a bug where it was possible to skip Vet'ion's second phase.


This Week in Old School

Before we sign off, we’re trying out a new newspost feature where we summarise a selection of cool goings-on from the previous week.

Yesterday, we posted a first look at Deadman: Armageddon, the thrilling sequel to last year’s Deadman: Apocalypse. We’ve made a few gameplay changes which you can read all about in this blog. Deadman: Armageddon runs from July 19th to August 3rd, so get your holiday requests in ASAP – or you might be met with the same result we got in this video.

In other Deadman news, don’t forget to vote for Armageddon-themed tradeable cosmetic kits in next week’s in-game poll! Should they pass, you’ll be able to spend your hard-earned Deadman Points on some seriously cool Corrupted Weapon kits – or pick them up at the Grand Exchange, if that’s more your bag.

If you're looking for something to watch during your latest grind, check out this epic piece of investigative journalism, in which star reporter J1mmy delves deep into Neypotzli to document a man driven to madness by the Moons of Peril (spoiler alert, the man is talented community artist 8sat). That's two Golden Gnome winners working hand-in-hand - it doesn't get much better than that!

https://www.youtube.com/watch?v=D_o7gfDVw6E

If you can’t see the video above, click here to watch it.

After all that excitement, why not wind down with a copy of RuneScape: The Gift of Guthix?



This is the first of three new novels packed full of Scape-y goodness, written by Erin M Evans in partnership with Titan Books. It tells an epic tale of the origin of magic, the plight of civil war, and the crushing defeat of the Fremennik Great Invasion. If you'd like to snag a copy for yourself, you can grab one online or from local bookstores. Check out this handy page on the Titan Website for a full list of retailers around the world!

And that's a wrap! We'll see you next week for another action-packed Game Update. Good luck on the gains, and happy 'Scaping!


PvP World Rota

The PvP rota has moved to Period B:
  • 560 - (UK) - PvP World
  • 319 - (US) - Bounty Hunter World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive

World 390 (AUS) for LMS Competitive has been de-activated with this rota.

World 569 (AUS) for Bounty Hunter has been de-activated with this rota.

The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.


You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Abe, Abyss, Arcane, Archie, Argo, Ash, Ayiza, BigRig, Blossom, Boko, Bruno, Chilly, Criminal, Crystal, Curse, Daizong, Dylan, Ed, Elena, Enigma, Errol, Gecko, Gengis, Gizmo, Goblin, Grub, Halo, Harold, Hend, Hooti, Hornet, Husky, Jalo, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Mack, Manked, Markos, Maylea, Meat, Moogle, Morty, Necro, Nox, Nylu, Other, Pumpkin, Redfield, Regent, Rice, Roq, Ry, Sarnie, Saiyan, Shogun, Shroom, Sigma, Skane, Skylark, Smithy, Sova, Squid, Starry, Suharun, Surma, Sween, Tide, Titus, Torrance, Tsourorf, Tyran, Veda, Vegard, West & Wolfy

The Old School Team.
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