Jun 14, 2024
RAID: Shadow Legends - GreenKnight CM
Hello Raiders!
In this issue of RAIDDigest, we’ll give some explanation on Free Gear Removal Item, remind you about the Yncensa’s Buff [Poison Cloud] fix, and mention a few other things that a reputable Raider needs to know!

Grab some coffee, sit back, and dive into our regular #RAIDDigest!

Free Gear Removal item.
Free Gear Removal items that you get from the Cursed City will remain in your Inbox for 99 days, unlike the ones you received as a gift after the recent release.
Rewards that were in the slots now occupied by Free Gear Removal boosters, now have been redistributed to neighboring reward slots of the same resource (Energy, Silver, etc.)
In the future, we’ll rework the design of these pop-ups to make them more straightforward. For now, if you don't want to apply a Free Gear Removal item, you need to mark the checkbox “Do not ask again this play session"” and click "Cancel" .

Slayer set: its fix is not forgotten!
In the latest release, we should have fixed a bug so that the Slayer Artifact Set only caps the repeated damage on AoE skills whose damage scales based on an enemy's MAX HP.
Sadly, the fix did not work as we expected, so we revised it, and will finally release it in the nearest big update.

Yncensa Grail-bearer's buff [Poison Cloud] is bugged and will be fixed
Yncensa Grail-bearer's buff [Poison Cloud] will stop being extendable starting from one of the future patches.

Special Upcoming Tournaments
Following the introduction of the Epic Empowerment feature, we're launching several classic Dungeon tournaments (Ice Golem, Fire Knight, Dragon, Spider), with the condition of using Epic Champions only. Stay tuned for in-game notifications!

CvC Tournament and Personal Rewards
Now let's move to the final traditional part of the Digest - CvC Tournament. The next CvC Tournament will feature Personal Rewards - sharpen your swords and prepare for battle, everyone!

That's it for today's Digest. Have a great weekend!


Jun 14, 2024
Esports Godfather - jinsediaoying
Happy weekend! Here are the new additions and fixes in this update.

New Content:

Added 10 new pieces of equipment:

· Mask of Fury: Increases critical hit damage by 5% when critting, stacking up to 3 times.
· Heaven Sword Increases damage by 35% when attacking targets with higher current HP than oneself.
· Dragon Slayer: Increases attack power by 40 when attacking targets with lower max HP than oneself. Stacks up to 5 times, with a maximum of 1 stack per round.
· Feather of Phenix: When this hero’s HP drops to 0 for the first time, restores 500 HP.
· Shockwave: Generates a card “Shockwave” and adds it to your hand.
Card “Shockwave”: Starts with 10 counters.
Can only be played with 10 counters.
Choose any enemy hero to attack, then remove all counters.
This card returns to your hand immediately after being played.
· Demon's Scythe: Each hit deals extra damage equal to 4% of the target's current HP, ignoring armor.
· Vessel of Doom: Deals an extra 30% damage to the first attack target (if it’s an AoE attack, a random target is chosen). Activates once per round.
· Fountain of Corruption: After activating this equipment, gain 1 stack of “Corrupt Power” each turn. Stacks up to 10 times. Automatically gains 10 stacks of “Corrupt Power” at the start of the final battle.
Corrupt Power: In combat, deals extra damage equal to 10% per stack to the first attack target (if it’s an AOE attack, a random target is chosen), then removes this effect.
·Nice Guy Card:Spawn “Nice Guy Card” card and add it to the hand.
Card “Nice Guy Card”: Choose an allied hero, the target gains the “Good Person” effect, which cannot be stacked.
“Nice Guy”: Upon entering fight,immediately gain 80×target's level shield.

· Angel Jiejie's Redemption: When the equipped hero participates in a kill, all surviving allied heroes share a shield equal to [50 * hero level].


Fixes:

· Fixed the issue where our special action target selection was invalid when the enemy had more than 5 participating units in a match.
· Fixed the issue where the club upgrade items could not display the upgrade tree diagram.
· Fixed the issue where the equipment "Lunch box" did not take effect.
· Fixed the issue where some text was not localized.
Tacview - BuzyBee
FEATURES & CHANGES
  • ADDED Option to display the event that triggered the playback pause in the 3D view
  • ADDED Support of PilotEyeGaze* properties for professional simulators
  • ADDED DCS: Kola Map
  • ADDED DCS: F-4E Phantom II advanced telemetry
  • ADDED Various Artillery 3D models to the database
  • ADDED option to map routes in the Track Injector Add-on
  • IMPROVED CSV files support
  • IMPROVED Mach speed handling over 80km of altitude
  • IMPROVED Sea vehicles now remain displayed after destruction
  • IMPROVED GPX tracks without altitude can now be imported (at 0 ASL)
  • IMPROVED Eastern Mediterranean Front theater v3.2.1 for Falcon BMS 4.37.3
  • IMPROVED DCS World Channel, South Atlantic, Normandy and Syria terrain and runways
FIXES
  • FIXED Charts with distances on horizontal axis were not working anymore (regression)
  • FIXED RecordingTime property was improperly set during the import of some files
  • FIXED scale of Hawker Hurricane
  • FIXED scale and orientation of C-130 Hercules parachutist object
In Sink: A Co-Op Escape Prologue - JordanC
Welcome to our third developer diary!


Today we will be taking a look at how incorporating colorblind accessibility has profoundly changed our approach to our game design!


https://store.steampowered.com/app/1858650/In_Sink/


It was only after we released the Prologue for In Sink that we started to realise that some of our community members were having issues with the colors. Many of these players were either colorblind themselves or were playing with colorblind friends, partners, or family members, and they were finding the color-coded puzzles to be very difficult as a result. We wanted to resolve this issue and make In Sink a more accessible game for colorblind players, but we also wanted to retain the fact that our game was language-less. The big question was: What else could we add to our puzzles to help players describe certain elements to each other without using language in any way?


The answer was to add numbers and symbols!


Now everything that has a relevant color also has a symbol and/or a number associated with it, so the game can be played entirely without describing a single color!



The symbols in the game are in a 4x4 or 3x3 grid with the inspiration coming from the game Keep Talking and Nobody Explodes. They are easy to describe so as to not add an additional challenge for our colorblind players. For example, looking at the symbols and numbers featured in the images below, “two diagonal lines” or “Lever number 8” are both two simple ways to summarise what you are seeing.



In short, we wanted to give players as many options as possible for describing what they are seeing to each other, rather than limiting it to colors only. This has changed the way we approach the design of our puzzles and has brought up even more interesting discussions, such as how people describe certain symbols, why they choose to describe them in that way, and what signifiers do people naturally default to when solving puzzles (i.e. do you prefer to use the colors, the symbols, the numbers, or a mixture of all of them?). Rather than limiting our puzzle design, it has opened up new avenues for consideration and has left us with even more to talk about in future dev diaries!

Looking for your missing piece to the puzzle? We’ve got plenty more for you to sink your teeth into.

Don’t forget to wishlist In Sink, join our Discord server, and follow us on social media!


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In Sink: A Co-op Escape Adventure - JordanC
Welcome to our third developer diary!


Today we will be taking a look at how incorporating colorblind accessibility has profoundly changed our approach to our game design!


https://store.steampowered.com/app/1858650/In_Sink/


It was only after we released the Prologue for In Sink that we started to realise that some of our community members were having issues with the colors. Many of these players were either colorblind themselves or were playing with colorblind friends, partners, or family members, and they were finding the color-coded puzzles to be very difficult as a result. We wanted to resolve this issue and make In Sink a more accessible game for colorblind players, but we also wanted to retain the fact that our game was language-less. The big question was: What else could we add to our puzzles to help players describe certain elements to each other without using language in any way?


The answer was to add numbers and symbols!


Now everything that has a relevant color also has a symbol and/or a number associated with it, so the game can be played entirely without describing a single color!



The symbols in the game are in a 4x4 or 3x3 grid with the inspiration coming from the game Keep Talking and Nobody Explodes. They are easy to describe so as to not add an additional challenge for our colorblind players. For example, looking at the symbols and numbers featured in the images below, “two diagonal lines” or “Lever number 8” are both two simple ways to summarise what you are seeing.



In short, we wanted to give players as many options as possible for describing what they are seeing to each other, rather than limiting it to colors only. This has changed the way we approach the design of our puzzles and has brought up even more interesting discussions, such as how people describe certain symbols, why they choose to describe them in that way, and what signifiers do people naturally default to when solving puzzles (i.e. do you prefer to use the colors, the symbols, the numbers, or a mixture of all of them?). Rather than limiting our puzzle design, it has opened up new avenues for consideration and has left us with even more to talk about in future dev diaries!

Looking for your missing piece to the puzzle? We’ve got plenty more for you to sink your teeth into.

Don’t forget to wishlist In Sink, join our Discord server, and follow us on social media!


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Jun 14, 2024
Enchanted Blacksmith - Tanuki Sun Games
Fixed:
  • Improved physics of crate models.
  • Improved physics performance when there are many filled containers.
  • Added missing collisions in some houses.
  • Now the merchant correctly groups items such as swords.
  • Spanish translation.
  • Fixed some cart problems (like flying away in some situations).
  • Crates left on the workbench no longer cause problems when crafting.
  • Fixed several problems related to the horse's physics when objects (such as crates) were underneath it.
  • Fixed road signs collisions.
WARCANA - sheldon_team17


Greetings arcane mages! We're currently streaming gameplay from the WARCANA Next Fest demo on Steam! Join our pre-recorded stream at 7pm BST on Saturday, as we see if our defences will survive the onslaught in WARCANA! 🛡️

⏰ 7PM BST - 15th June



Like what you see? Play the WARCANA Next Fest demo for yourself and don't forget to wishlist:

https://store.steampowered.com/app/2022930/WARCANA/

Miss the stream event? Don't worry, you haven't missed out- we'll be playing the stream on our Steam Store page throughout Next Fest! Or even better, play our Demo until 17th June!

To keep up-to-date, follow WARCANA on Twitter/X and join the community on Discord!
Jun 14, 2024
Transporter - Shattered Mirror Studio
0.3.8 Fixes

- Fixed and improved placing railway signal onto existing rail signal network or connecting multiple signal networks together.
- Improved train pathtracing and fixed few problems with rail system looping.
- Fixed several issues with city station connections and road station connection getting lost.
- Fixed inconsistent cargo calculation caused by deleting passengers from overcrowded passenger stations.
- Improved road vehicle braking and fixed a few mistakes with vehicle deceleration.
- Fixed diagonal railway ramp loading.
- Fixed road vehicle getting stuck if game autosaves while vehicle is waiting at lights or at crossing.
- Fixed railway crossing.
- Fixed diagonal railway double bridge track connection.
- Fixed inconsistent station connecting when placing, improved connected stations radius highlight and accepted cargo UI.
- Fixed per-car order not being available and fixed dock placement collision from the last update.
- Added a failsafe to prevent Train on track error when no train is on track.
- Improved signal reset when train is moved to depot.
- Fixed town highlight not closing properly.
- Changed road stop UI to make the stop direction more visible.

0.3 Update changed a lot of things, so I had to take some time to focus on fixes, which, same as everything else, took way too long. Hopefully, this should be the last fix update and I should be able to get back to more regular larger content updates soon.
Jun 14, 2024
UBOAT - nihilcat
Dear captains,

There is a new patch ready for 2024.1 beta.

Localization:
- Czech localization update by Spid3rCZ.
- Russian localization update by Hard.
- Ukrainian localization update by vovanvoks.
- Portuguese localization update by AlexShuma.
- Spanish localization update by Miguel Haakon.
- Italian localization update by BeeTLe BeTHLeHeM.
- German localization update by Ruby.

Missions:
- Fix: Ships scuttled with the Ship Engineer skill weren't counted towards GRT progress in missions and campaign objectives.
- Fix: The objective about finding a hut on the Hopen Island was sometimes not progressing when looking at the hut through binoculars / UZO / periscope.
- Fix: The objective about finding the first hut on Hopen Island is no longer marked with a green dot, to avoid confusion that it's located at its location.

Torpedo fire systems:
- Officers are now much more accurate at estimating AOB.
- Fix: On Type IID it wasn't possible to set UZO as the active bearing transmitter on torpedo fire control boxes (the option for it was missing).
- Fix: Corrected typo on "Lagenwinkel" label on TDC and "Schuß" label on the launch lever.

UI:
- Added a new loading hint explaining that it's not possible to charge batteries at maximum speed.
- Fix: Radio stations sometimes weren't listed on the radioman's menu, even though there was an information that they should be available.
- Fix: Chronometer tool wasn't continuing to measure time after it was hidden.
- Fix: It wasn't possible to open torpedo launchers UI from TDC UI, the button was always disabled.

Crew:
- Fix (regression): After the last fix for sailors playing lying on bed animation after selecting them for an external mission, officers started to have a similar problem.

Type II:
- Added a new depth meter in the control room. We will also update the dial in the UI soon.
- Fix: New dial textures on the electric engines.

Type VIIB:
- Fix: It was possible to move through a net cutter on Type VIIB U-boats.

World:
- Fix: Kiel canal is now deeper and it should be possible to traverse it.
- Fix: Kiel canal is now called with its historic name, Kaiser Wilhelm Canal.

General:
- Fix: If an autosave was made, while Uboatopedia was open, the time was permanently slowed down after this save was loaded.
- Fix: Bearing displayed in the hydrophone UI is now within range of 0 to 360 degrees instead of -180 to -180 degrees, to match the scale present on the device.
- Fix: Indicator lights on various devices could be in an incorrect initial state after loading a saved game state.
- Fix: Indicator lights weren't changing its state during a pause.

Yours,
DWS
XERA: Survival - IcedYoshi

XP Boost Event!
We have enabled an XP Boost event for all players which will be active during the next server restart. This event will run beginning today and is scheduled to end on June 17th depending on the time of the server reboot schedule.

Limited Time Boosted Daily Rewards!
We have also added a special set of daily rewards for this weekend only including some of the more rare gear along with skin crates that everyone can earn just for playing! These daily rewards will go live at the start of the next daily rewards rotation later tonight!

...