下一站江湖Ⅱ - 下一站江湖Ⅱ
​各位大侠:

为了庆祝6月6号首部资料片“江湖霸图:开宗立派”的正式开启,我们在今天开始了为期7天的限时特惠活动,并将放出该资料片的预热更新版本暨江湖Ⅱ的第十五次更新:

1.本次更新将开始兑现给所有购买了“江湖如梦DLC”玩家的福利升级承诺

2更多“江湖霸图:开宗立派”资料片内容相关请查阅资料片预告(点击前往)

【本次更新内容】

1.“DLC江湖如梦”免费升级福利一:两套全新时装、坐骑“苍云”、跟随特效“侠云英杰”

2.“DLC江湖如梦”免费升级福利二,给以下功法特效升级:“降龙”!同时,此功法深受大侠们喜爱又同样是情怀武学,我们将为其新增一招,希望大侠们喜欢!(技能新特效需要装备激活)(收到不少大侠建议,相关名字与文案将在6.6第二弹中优化)

注:武学“九剑”“七伤”的“江湖如梦DLC”福利升级特效将在资料片后续几弹更新放出。

3.开放第四难度:

a)直接解锁即玩(上次公告后收到大量玩家反馈,因此临时做了调整!我们将持续关注大家体验,做更好的优化)

b)如有通关任意难度的玩家,开启此难度后可获额外天赋点

4.优化了轻功草上飞的体验,现在草上飞状态跳跃后落地依旧延续草上飞状态

5.优化了轻功游墙术的体验,现在游墙术可以竖着使用

6.修改了轻身功原地释放问题

7.修复了手柄操作下,地图介绍弹出时影响手柄操作的问题。

8.修复了手柄轻身功闪避出现位置偏移的问题。

9.修复了手柄操作下不能钓鱼的问题。

10.修复了手柄操作下车夫传送地点图标选择会出现错选的问题。

11.优化了手柄操作下查看大地图的操作,光标移到地图边缘地图会自动滑动。

12.优化了手柄操作下大地图自定义标记功能。

13.优化了手柄轻功,现可施放飞檐走壁垂直跑墙和神行百变空中坠地。

14.新增了手柄视角反转选项,可在操作设置界面开启。

15.新增了手柄视角和光标速度调整选项,可在操作设置界面调整。

16.修改了玄真位置,不容易因为战斗掉入水中。

17.修改了《折返医馆》任务可能会卡住的问题

18.系统设置里新增自动对话选项,默认关闭,需要开启的玩家在游戏设置里开启即可。

19.田园1301,173位置临时新增选择解除npc跟随功能,主线通关后的玩家可前往该位置选择想要解除跟随的npc,请注意解除跟随时请确保已经完成了主线以及该NPC相关的支线任务,并且需要解除跟随的npc就在主角旁边。

【本次更新时间】

Steam、蒸汽平台版本预计将于5月28日23:59更新

(感谢各位大侠的理解,我们会尽量提前完成更新)

【攻略查询、BUG及优化提交】

白天都在跑版本,群里或者外网很多消息可能看不到


1.各位大侠可以前往《下一站江湖Ⅱ》官网,点击右上角提交优化建议和BUG,同时也可以查询反馈进度: 

下一站江湖Ⅱ官网:http://jh.inmotiongame.com/(很多需要攻略交流的大侠也可以点击这里,右上角进入官方攻略交流专区)

2.也可以直接进入BUG及优化进度表直接查询:

http://jh.inmotiongame.com

(我们所有BUG的修复顺序是按照大侠们提交给我们的相同BUG条数多少来排序的,因为人手有限,还望大家见谅!但一定会清理完)

BUG修复进度表:

http://jh.inmotiongame.com/portal/index/buglist

优化更新进度表:

http://jh.inmotiongame.com/portal/index/proposelist


白玉京工作室 拜上



Do You Remember? Playtest - Hematite0
fixed the exposure being incredibly bright in the first level

fixed the secret level not working
SQUIRMISH: The Videogame of Brawling Beasties - FaustLogic
Changes:
  • Added new HYPERSPAZ button. While this button is held down, the game runs at 2X speed. Use this button to fast-forward quickly through parts of the turn.
  • HYPERSPAZ is also engaged by holding Right Trigger on game controller or Spacebar on keyboard.
  • HYPERSPAZ is for SOLO play only, not PvP.
  • Keyboard shortcut for big paper card view moved from Spacebar to B.
  • Fixed a PvP bug with STEALER GRABBER's HITPOINT HEIST ability. If a player activated HITPOINT HEIST but then immediately clicked DONE without moving any damage, the game would get stuck.

Cards affected (bug fix):
  • STEALER GRABBER
Until Then - Tara | Modus Community Manager
Hi all!

We are thrilled to announce Until Then will release next month, on June 25. That's just five short weeks to go until you can embark on your journey with Mark and the crew!



Thank you for your patience and understanding as the team works diligently to create the best version of the Until Then experience possible!



We cannot wait for you all to get your hands on the full game. Be sure to stay tuned later today for some additional fun news regarding AAPI Heritage Month!
Oddsparks: An Automation Adventure - MMT Brenden
Thanks for testing out our latest beta multiplayer patches!

We've fixed the most occurring desyncs and have pushed it to Beta. If you're playing multiplayer, we'd love for you to update/try out the beta and hopefully it should be a better experience.

If you haven't tried swapping to the new branch and want to try it:

The changes shouldn't break your save but you should keep a backup of your saves just in case. You can find your Oddsparks save files at:
%LOCALAPPDATA%/Oddsparks/Game

You can access the beta branch by:
  1. Right clicking the game in your Steam Library
  2. Selecting "Properties"
  3. Going to "Betas"
  4. Opting in to the "Beta" branch in the drop-down.
    (You may need to update the game and restart Steam.)
May 28, 2024
Monsters of Mican - Skittzo
This patch addresses an issue where the state of the doors after the DR boss would sometimes load improperly when loading a savegame.

Also addresses an issue where there was a delay in activation of the post-Core boss state upon loading, which could lead to the player being stuck in level geometry.

Additional changes:

- This update should allow interaction highlights to occur on loading
- This update should also allow for additional stability with party/individual effects wearing off properly
- Fixed the "flee to" location in the lab level

Thank you as always for your patience!


EDIT:

Just uploaded another minor patch which fixes one stairway in the tower level which was mistakenly flagged as single time use.
May 28, 2024
SeaOrama: World of Shipping - Seikto
Ahoy, Seaorama Captains! ⚓️

We’re pleased to announce that Patch 2.0.6 for Seaorama: World of Shipping is now live! This update brings essential fixes and enhancements to improve your gameplay experience. Here's what's included:
🔧 Fixes and Enhancements
  • Fuel Warning: Improved fuel warning notifications to help you better manage your fleet's fuel levels.
  • Advisors Fire and Load: Fixed issues related to firing and loading advisors for smoother crew management.
  • Fuel Consumption: Adjusted fuel consumption rates for more accurate fuel usage tracking.
  • Trip Days Recalculation: Corrected the calculation of trip days to provide more accurate voyage planning.
  • Ship Assign Colour: Updated ship assignment colors for better visual distinction and easier fleet management.
  • Contract Button Text: Fixed the text on the contract button for clearer navigation.
  • End Game Message: Enhanced the end game message for a more informative conclusion to your gameplay sessions.
  • Manager Behavior & Stats: Added more information about managers' behavior and stats to help you make informed decisions.
  • Manager Level Up: Managers now level up with or without ships assigned, providing continuous growth and improvement.
  • Auction Price Adjustment Fix: Resolved issues with auction price adjustments to ensure fair and accurate bidding.

We’re dedicated to making Seaorama: World of Shipping the best it can be and appreciate your ongoing support and feedback. Enjoy the latest fixes and enhancements!


The Seaorama Team 🚢💙
May 28, 2024
Trash Goblin - MilkySmith
We've got a nice livestream happening!
FREELIFE Playtest - leoniu
New Features
NPC
Expansion of monster types, adding monsters that can attack from a distance.
New NPC behaviors include turning their heads and opening doors.
Vehicles
Optimized vehicle modification experience, improved functionality UI.
Scenes
Optimized city night lighting effects.
New functional buildings added: nightclub, convenience store, and coffee shop.
Weapons
Adjusted weapon modification parameters.
Not only will these changes make the weapons look snazzier, they effectively change the damage types the weapons can deal with.
Others
Optimized display of player health bars.
New player voice display; now you can converse with nearby players.
New player's name display.
New consumable item - Blueprints, which allow unlocking weapon modifications or vehicle modifications through study.

Bug Fixes
Fixed the issue where houses constructed by players were not visible to others.
Fixed the issue where players could not see each other.
Fixed the issue where cars do not appear when driving from a distance.
Fixed the issue where monster NPCs do not appear.
Fixed misalignment of build wheel text.
Fixed the issue where parcel markers occupied by players do not display.
Fixed the issue where scrolling through items in the backpack using up and down arrows during looting did not work.
Fixed the issue where pressing jump occasionally displayed a "backpack too heavy" message.
Fixed the issue where exposure to fire-type attacks does not change temperature in cold conditions (same when attacked by cold while on fire).
Northgard - Shiro_Steven
Hello Vikings!

In today’s Sneak Peek, Art Director “Emak” lifts the curtain on how we design each clan with a unique identity in mind

Who is Emak??

Hello everyone, I'm Emak. I've been managing Northgard's art production for a few years now.
I started working in the video game industry 20 years ago, first as a 3D artist, then as an art director. I joined the Shiro Games team at the beginning, so I'm part of the "four old men" that created Evoland. I was in charge of the 3D part of the game.
I'm now the Art Director for Northgard, designing the characters, setting the mood for the clans and drawing most of the illustrations. I also do some animation and even some special effects.



The clan’s identity

The main difference between the upcoming Clan of the Hounds and previous clans is that it doesn’t have a warchief or traditional combat units (warrior, axe-wielder, shield-bearer). Much of the work revolved around the five special units - the Brawler, an unarmed fighter and shaman who can evolve into one of the four warrior classes (the Berserker). We took a lot of time and care to design l these units in order to maintain a graphical consistency between them all.

I started designing the Brawler as a Shaolin monk, because to me it captured the essence of a spiritually adept martial fighter. For the martial aspect, it was obvious to make him shirtless with lots of scars. His wristband designs are based on pads that boxers use to spar.

For the 'spirituality' part, it's a mix of many religious items: he wears a strong rope as a belt, like a medieval occidental monk. This belt is decorated with rosary beads. His head is covered with a scarf, like the spiritual leaders of many different religions.
To make his design more viking-like (this is Northgard afterall!), I added Celtic patterns to the scarf and belt buckle.

It's a very simple design because it has to represent an early version of the shamanic warrior he's going to become, something neutral where we could add elements of equipment to turn him into a unique unit.

[expand type=showmore][/expand]
The clan’s units

Each berzerker is defined by the spirit of an animal that gives it its specificity. We have :

The Wolfskin, a classic warrior with a two-handed axe
The Boarskin, a savage warrior with a double-bladed spear
The Foxskin, an assassin with throwing knives
The Bearskin, a strong shield bearer
For each design, it was important that the connection with each individual animal was easily noticeable. I also wanted to avoid a "cliché" design with the bear's head as a helmet.
That's why each unit has some elements that refer to the animal it's associated with:

The Wolfskin’s design is more fluid. Long braided hair and long cuffs give him a more sophisticated look. He is the "DPS" type, but not the more robust one, so it was important to me to have these two aspects: the strong shirtless warrior, but with some more elaborate details that make him less primitive than the Boarskins.

The Boarskin hair is reminiscent of the animal's crest, the tusks he wears like a necklace and his tattered clothes give his look a perfect blend of savage and rough. Even in the animations, the fighting style is more "primitive".

The Foxskin's hair is reminiscent of a fox's tail and moves in the same way. Their design is more elegant than the other warriors, and the fact that they wear more clothing makes them look weaker than their peers.

As the defender of the group, the Bearskin should be as imposing as his animal. That's why he was designed with a very tufted cape and full leather armour to emphasise the defensive aspect. In my opinion , the shape of the character and his posture in the different animations have to work together. So the Bearskin's poses are more massive, more grounded.



As I said earlier, animations are very important.
The Berserkers are the most important part of the clan. It's a "small pop" clan and all your attention will be focused on these units. So it made sense to spend more time giving them a great look, attitude and pose. Each of the five units have unique idle and winning animations that give them more personality: some are more proud, some more rogue, etc.

Final word

It's always a challenge to create a new visual identity for a clan. For the Owl, the fact that the warchiefs were three priestesses and the mysticism of the clan led us to the Slavic design. Inspired by the spirituality of Bulgarian voices and the beauty of traditional Balkan dress, we created floral and colourful outfits for these ladies.
For the Clan of the Hounds we had to create a huge contrast to the previous one. The outfits are a declination of browns, we have leather, metal, furs... everything should be tougher and harder and make you think that "Hound" is a fighting clan.

Throughout the production of Northgard, we strive to improve the quality of the graphics: sometimes textures are reworked, renders are improved... For this clan, the 3D models of the five new units are based on the latest Warchiefs models, allowing us to add more detail. I hope you'll enjoy playing them as much as we enjoyed making them!

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/?utm_source=news&utm_medium=news&utm_campaign=wishlist&utm_content=sneakpeek2_art_design

Thank you so much for reading our second and final sneak peek of the Clan of the Hounds!
We're really happy you enjoyed them!

If you want to see more of Emak creation, here is a link to his Artstation!

We read the first feedback and it seems like the content in that form of "Dev insight" has been mostly appreciated. We know some of you are still waiting for patch notes detailing the incoming changes outside of the clan, but don't worry, it'll be here on release!

See you on Thursday for the release of the Hounds!

-Shiro Games Community Team

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