Incremental Town RPG - v3t1n_link
[ENH] Workers move faster
[ENH] Increased boost for resources speed upgrades
[ENH] Increased boost for multiple workers
[ENH] Balanced crafting recipes
Phantom Brigade - [BYG]Da BossMan
Changes and New Features
Additions
  • Released the Mod SDK to simplify modding and enable more complex modifications. The project includes the tools we used to develop Phantom Brigade and we're very excited to see what you create with them! Check out this article for more details!
  • Added support for Steam Workshop. You can subscribe to mods using the Steam client: once downloaded by Steam, the mods will be loaded on. Just like with local mods, you can inspect your installations through the Mods section of the main menu.
  • Improved the mod menu to fit longer text, display more information and support embedded links
  • Improved lighting on distant terrain
  • Improved the appearance of dissipating missile trails
  • Improved backgrounds on several maps
Fixes
  • Fixed incorrect materials appearing on the ground in place of grass on multiple maps
  • Fixed units receiving constant damage from sliding over flat ground
  • Fixed an issue where tanks could get pushed into terrain and become difficult to destroy
  • Removed cavities under the terrain of many different maps
  • Fixed Vent and Charge actions only being available if the associated module was installed in the torso. The actions will now be available no matter the module location.
  • Fixed AI not respecting the duration of some actions leading to unusual behavior and overlapping actions
  • Fixed the embedded laser turret on boss enemies being able to shoot units through the boss's body
  • Fixed a large number of bugs and deficiencies in the modding system. More information available here
Known issues
  • Enemy mechs may not eject when they normally would
  • Occasionally, destroyed mechs are flung around the map after viewing replay mode.
  • Tooltips can flow off the sides of the screen in some circumstances.
  • On launch, it seems audio is occasionally not playing on the main menu and in gameplay except for cutscenes. If you do encounter this please relaunch your game.
  • There is a chance of the province liberation event being interrupted by other post-combat events, meaning the opportunity to participate in the parade is not given to the player when the province is won.
  • Some events do not end correctly - this could be caused by playing with an older save file.
  • Sometimes patrols can get stuck behind the mobile base without engaging in combat. This can be resolved by entering liberated territory briefly.
  • Performance issues are common.
Rise for the Fight - Early Access - Reece Makes Games
Hello everyone.

I am excited to announce the new Beta Snippet for Rise for the Fight!

Beta Snippets are little sections of what you can expect when the beta is released. Think of the snippets as Pre-Betas. These snippets will be gradually changed with new features, content, bug fixes, and so on.

The Beta Snippets will be available for everyone, and the full beta, once finished and released, will also be available for everyone.



With that said, here is the changelog for Beta Snippet 1:





ADDITIONS AND ADJUSTMENTS:

- Overhauled Upgrade system! The new system will now give you the choice to upgrade your gun from the following 3 options: Rate of Fire, Mag Capacity, and Damage.
Press 1 to upgrade
- Brought back Headshot damage! Snipers will now one-hit kill a player if shot in the head, and regular guns will deal double their current damage instead of being a one-hit kill. Hitting a headshot on a sniper will grant you the shiny headshot kill trophy.
- Added NEW Map: Plaza / Spacious and cozy, with two lookouts with a powerup at each one. This map will replace Villas.
- Retextured Stadium.
- Remodeled Pathed Pillars.
- Maps and Modes that are vetoed off will no longer be repicked once a new vote starts.
- Decreased Max Veto Votes from 5 to 3.
- Decreased Slide Cooldown Timer from 1s to 0.6s. I'll be keeping the feature where the slide timer is paused if the crouch button is pressed while the cooldown is active.
- Dropped Controller support.
- Added a Minimap! All modes will now give players a minimap with the exception of Infected players in Infection.
- You can no longer slide in any direction. You will now be able to slide only forward.



SANDBOX CHANGES:

- Attempted to make all guns more usable at close-quarters.
- Increased Zombie Attack Speed in Infection from 1.25 to 2.
- Decreased DSG4 Rate of Fire from 3 to 2.
- Decreased DSG4 Pellet Count from 10 to 5.
- Increased DSG4 Damage from 5 to 10.
- Decreased SG3 Bullet Spread from 25% to 20%.
- Decreased SG3 Rate of Fire from 1 to 0.5.
- Increased DMR10 Damage from 25 to 35.
- Decreased DMR10 Rate of Fire from 3.5 to 2.5.
- Increased P13 Mag Capacity from 12 to 16.
- Decreased P13 Damage from 35 to 25.
- Decreased CP6 Rate of Fire from 3 to 2.
- Decreased HMG22 Rate of Fire from 15 to 12.
- Increased Frayr-G1 damage from 9 to 10.
- Decreased HAM-GUN Rate of Fire from 7 to 6.
- Increased HAM-GUN Mag Capacity from 35 to 40.
- Increased SR76 Mag Capacity from 3 to 4.
- Increased SR76 Rate of Fire from 1 to 1.5.
- Raised SR76 position when aiming to help with ADS Accuracy.
- Decreased SR76 Damage from 100 to 50, since there is headshot damage.
- Removed SR76 Scope, and replaced it with iron sights. This has been done so I can figure out how to properly implement scopes on Sniper Rifles.



GAME MODE CHANGES:

(Universal)
- Removed SG3 from all multiplayer modes besides Juggernaut. This DOES NOT include single player modes like Moshpit.
- Decreased Player Movement Speed from 8/12 to 5/8.
- Decreased Player Slide Force from 150 to 50.
- Increased Kills to Win for lobbies greater than 3 from 20 to 25.

(Gun Party)
- Added FRAYR-G1 to Gun Party.

(Gun Cycle)
- Added DSG4 and PR5 to Gun Cycle.

(Infection)
- Decreased Infected Slide Force from 250/400 (Rampant) to 100/125 (Rampant).
- Decreased Infected Movement Speed from 10/16 to 6/10.
- Increased Infected Damage from 50 to 100.
- Increased Last Man Standing health from 180 to 200.



BUG FIXES:

- Fixed Ladder Climbing not working.
- Fixed Upgrade Prompt not appearing in Gun Party.
- Fixed players sticking to walls.
- Fixed an issue where the winner of a match is the only player to leave when a game ends.
- Fixed an issue where if a player would disconnect randomly, they would not be able to start a matchmaking session, a singleplayer session, or be able to quit the game from the UI.
- Fixed an issue in Moshpit/Decapit, where if you upgrade your gun 10 times using your upgrade points, you would not be able to earn coins by killing zombies.
- Fixed sliding having a sudden stop if you let go of your movement input.
- Fixed Objective text not showing the correct objective in Infection.
Mind Over Magic - Sparky-Jason
June 20
  • Retiring Staff now get +1 Relic Level for each completed Trial just like graduating Students.
  • Artifact Pulverizer no longer works while Broken.
  • Fix issue where no Relic was being received from high level Mages.
  • Fix Trial text not showing up for some Mages on main left selection.
  • Fix for incorrect portrait rendering during Rampage Break.
  • Fix for Trial text sometimes not showing up on main Mage selection.
  • Don't show invalid Wands as being part of storage Availables.
  • Additional fixes for missing hair materials.

June 19
  • Fix loading of pre-update saves that have Teaching Stations, Statue Carveries, or Easels under construction.
  • New visuals for Rampage Break.
  • New visuals for Feeding Frenzy Break. (Not new, but not previously mentioned.)
  • Improved progress display for Attunement Bench.
  • Adjustments to Mage Sheet audio.
  • Brightened the selection state on Mage portraits.
  • Fix for missing hair material (magenta was not quite the intent).
  • Fix to students freezing up when trying to start learning in rooms with not enough open space.
  • Fix rare case that would allow two status feed messages for the same status/entity.
  • Fix potentially stuck research that couldn't complete because Arcane Secretary was shrunk.
  • Fix issue where a full-screen UI like the Mage Sheet could remain up when a combat begins.
  • Fix some enemies not respecting difficulty scale for damage.

June 18
  • Fix Relic Slots not re-rolling when a wand skill is manually set during initial Mage selection.
  • Fix double skills icons showing on combat results screen.
  • Fix inability to un-equip a Relic.
  • Don't allow attempts to equip the same Relic on multiple Mages.
Magic Research 2 - Maticolotto
A new version of Magic Research 2, version 1.4.4, is now out for everyone. This version introduces a small bit of new content: a new Spell that is unlocked towards the early game, and one new Storyline that is unlocked late-game. It also has a lot of balance changes related to Familiars, as well as some tweaks to make some parts of the post-game a little more manageable.

Full patch notes below.

New features and changes

  • New spell: Foresight (Requires Mind Lv14)
  • Mid-game feature Familiars screen now shows the list of moves of each Familiar
  • Add the ability to have "Configurations" (i.e. loadouts) for Spellcraft
  • Post-game feature Universal challenge will now show warning messages on items or spells that are likely ineffective
  • Post-game feature Worlds will now keep Time Pieces when traveling to a new World
  • Add new event that triggers if defeating Dragonbones a second time (on a different Retirement)

Bug fixes

  • Attempt to fix crash when opening Spellcraft screen in some instances
  • Fix several strings that were not being translated
  • Fix post-game feature Worlds: now Storyline hints will carry over even if Mind is not unlocked at the beginning, and starting a new World will not reset your Bestiary or most of your Compendium (after you unlock your Compendium again, if needed)
  • Fix reward of Storyline "Advanced Mana Spouts" not working
  • Fix black-screen bricking issue when loading certain translations if they are incorrect
  • Adjust unlock condition for Storyline "Divine Combination" to require Holy Lv5

Balance changes

  • Many Familiar balance changes:
    • Sewer Fish: Base attack increased from 27 to 32
    • Fire Spirit (Fire): Increase Max HP scaling, base attack increased from 32 to 40, increase chances of using stronger attacks
    • Merfolk Warrior (Water): Can now cast Enchant Mana Spouts, which stacks with the player's; can now also cast Enchant Mana Steamers, which stacks with the player's, after Lv45
    • Windglider (Air): Increase base Dodge to 200, which will now add up to 1165 Dodge at max Level; increase Attack scaling from 1.065 to 1.07 each level; can now use Wind Slicer after Lv45; increase chances of using stronger attacks
    • Psion Cobra (Mind): Increase Attack scaling from 1.065 to 1.07 each level, raise base Attack from 25 to 30, can now use Psychic Slam after Lv45
    • Drone (Electric): Increase base Attack from 15 to 20 and Attack scaling from 1.06 to 1.065 each level
    • Time Shifter (Time): Increase Max HP scaling from 1.06 to 1.065 and Defense scaling from 1.05 to 1.06 per level
    • Astral Crystal (Space): +800% Channeling spell effectivity and -20% to their attack delay, +40% base Attack
  • Reduce cost of Enhancement "Book Factory" (3 Books -> 1 Book)
  • Lower Essence cost but increase Item cost of all late-game Lv72 items (3B -> 1.5B Essence, 999 -> 1200 Jewels)
  • Post-game Primary Challenge no longer starts all Elements at Lv1; only the non-Primary Elements
  • Slightly increase effect of reward of Storyline "Lasting Skill" (Intention: Start at Lv72 for Primary Elements if their MPL is maxed)
  • Late-game item Spiked Armor now decreases Mana production by a fixed 40%
  • Slightly readjust Post-game Worlds feature's Storyline Oracle boons: Lv1 now also unlocks Compendium, Lv2 now unlocks all Furniture Preservation (down from Lv3), Lv3 now unlocks Types of Wizards (down from Lv4; since Zoom Through Training causes it to trigger on startup)
SteamVR - nathan
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

The Steam Link for Meta Quest FAQ page is available here.

Anyone can opt into the SteamVR Beta. Instructions are available here.

SteamVR:
  • Restrict applications from seeing controller/tracker positions while the Steam keyboard is visible.
  • Panels dragged by a grab handle now face the user and move more smoothly.
Bulletmancer - PosingPossums
Steam Summer Next Fest has brought many people to our community! Lots of wishlists, valuable feedback and kind words so we wanted to thank you all for the support! :D
Jun 18, 2024
TFC: The Fertile Crescent - LincRead
Today, we are just reverting one of the changes we patched yesterday.

General
- Our best players want a real challenge and so in Campaign on Master difficulty level the NPCs will primarily target you again
UsoNatsu ~The Summer Romance Bloomed From A Lie~ - sekaipro_chris
This week, we're spotlighting the Steam releases by developer, LYCORIS. Save up to 50% on LYCORIS's entire line up!

Also stay tuned for more details on the release of the upcoming UsoNatsu Voice Drama, "UsoNatsu ~The Summer Romance Bloomed From A Lie~ Voice Drama: "A tale of basically cohabiting♡ What'll happen next?"!

https://store.steampowered.com/app/2973220/UsoNatsu_The_Summer_Romance_Bloomed_From_A_Lie_Voice_Drama/

https://store.steampowered.com/app/620210/Fatal_Twelve/

https://store.steampowered.com/app/383460/Sound_of_Drop__fall_into_poison/
Jun 18, 2024
Heartless & Dreadful : Return by 72 Hours - Kirillian
Some community requests here.

- Automatic/Classic toggles have been also added to the tutorial as well, just in case.
- Added another bandaid to teleport slide issue, basically where you slide into teleport, it may punt you into the sky. Not anymore.
- Boss - Knight - Added a better animation "wind up" for the move that causes the player to be launched in air.
- Difficulty - Eternal Nightmare - Has been adjusted to be a bit more balanced. Instead of being killed in one shot, now you get 3 lives. In addition, the enemy HP and aggression has been decreased a bit. This difficulty was downright masochistic.
- Enerith - When activating CT, the projectiles that enemies will shoot will be destroyed similiar to Sinner's Consume All
- Hardcore Gravity - Hardcore gravity has been reworked to feel heavier and take more skill in combat, with that, the jumping now feels a lot more responsive as well. Based on the community feedback, it may become the default setting, while the lower gravity may be a default for automated style. Please give it a try and see if it feels any better.
- Lock On Speed - When hard locked on the enemy, the movement speed has been slightly increased based on the community feedback. It's not major, but it feels better.
- Shamir - Boost Mode - If using soft lock on, you can now use boost to run around the enemy while locked on.
- Shamir - Dodge Mode - Dodging has been reworked to allow dodging in any direction. Dodge Up and Dodge Down still remain in the game, they are activated by pressing the style action button while standing still without the lock on.
- Tower Of Blood - Reduced the amount of snipers and healers in some of Tower Of Blood's floors.
- Tram Ride in Mission 11 - Added a way to speed it up by pressing the style action. The skip is still available after beating the game once, this is just to allow the player to control their pace for an achievement.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail, or on the stinky Discord server.

For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
https://discord.gg/2ZyurUSbeE
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