The Shadowed Rune - Javifugitivo
Hello again! Over the past few weeks, I've been busy preparing for the Indie Dev Day in Barcelona and promoting the game (I'll have a small stand there).

However, I managed to find time to develop one of the systems I had pending to implement. Although it was planned in the GDD, implementing it in the game can always present challenges.

As I mentioned in the previous development diary, the goal was to work on smaller dungeons, between 4 and 6 rooms (including entrance and exit), so they are relatively short (about 5-10 minutes). The tower where 'The Shadowed Rune' takes place consists of 7 main floors. Each floor is divided into several sections. Each random dungeon will be one of these sections. The last section of each level will be a boss fight. After defeating it, you'll ascend to the next floor of the tower. All sublevels will share the same theme.



The challenge? Making these 'mini-dungeons' interesting. As the game's description states, the key is to combine action levels with puzzle levels that force you to use elements to solve them. Therefore, the room positions must be random and offer enough variety to surprise the player.

Each floor has a theme based on an element, but that doesn't limit the appearance of others. However, it does influence the type of puzzles that will appear.

Another reason for dividing the structure into rooms is to facilitate cooperative play. It's clear that completely disconnected rooms could be created, where you move from one to another without returning to the previous one. But I think we would lose one of the strengths of 'The Shadowed Rune':

Each room (called Chamber in the programming) is designed separately, to test it with semi-random bases of connection between objects - activators - runes - enemies. Others will be more closed puzzles, but I hope to have enough variety to avoid repetition.

The initial idea is that the room can be completed with the elements it provides. This ensures that the player doesn't get stuck because they lack an element or a previous rune. But if they have other equipped runes and other elements available, they could access secret areas, solve puzzles more easily, and get better loot. (The game is filled with small rooms and hidden areas with storerooms and loot that can be accessed with the right runes, without compromising the normal progression of the adventure).

This also allows you to complete the entire level and, before crossing the last door, decide to take a small detour and explore areas that, with a recently obtained rune, might lead to a hidden area.



On the technical side, I can share that each tower floor is laid out as a 4x4 grid (16 cells) (enough to create different types of layouts). When you leave the camp, the character enters the first level of the tower: "The Flooded Basements."

At that moment, the game starts generating, choosing one of those 16 cells as the target and moves, creating a path according to the programmed algorithm until it reaches the fixed limit or completely blocks. In that case, it places the character in the initial room, and the adventure begins.

I am creating this system from scratch, without using third-party code, to ensure I have control over it at all times. The main design challenge was to create a basic layout for the 16 tower positions and ensure that the paths are always connected during creation.
These were the first tests, only with terrain and some objects:



Going deeper for those who might find it useful. Each room is designed in a small, closed level. Once tested, it is saved in files for later reuse. This way, we can have hundreds of rooms without loading them all into memory, as only the necessary ones are loaded, even allowing the combination of “tiles” and “instances” in separate files for even more combinations.



Once everything is initially set up, we design the rooms with basic walls and floors and include collisions adjusted to the Z-axis. Now the code knows which room to place in each space. However, it doesn't know if there are other rooms next to it, leaving many paths open. I tried to solve this by creating small storerooms and dead-end paths, but it didn't convince me. These small storerooms could be part of the already created rooms, without needing so many additional elements.



The appearance created was a bit "strange" since it left remains of rooms that couldn't be played because they were inaccessible, so this first iteration was discarded.

Once again, we returned to the design phase and changed the way rooms are created. In the first version, all open rooms were created based on their position, whether it was a corner, etc., but always with the maximum number of open paths. This created a lot of debris in the form of tiles and inaccessible objects.

For the new version, I segmented the layout creation into three phases:

1st Phase, a zone from the 16 available is chosen, and the starting room is created.

2nd Phase, using a 4-direction system, the dungeon layout is created. At this point, the rooms haven't been created yet, only marked which rooms are activated for the dungeon.

3rd Phase, as the dungeon is already created, we can now sequentially check the relationships between rooms. Each room checks the 4 directions (north, south, east, and west) and chooses its most suitable layout with the necessary connections. This way, each room now has more consistency, and I don't have to find patches to close open paths.

Here are the results after the first tests:





As you can see, the dungeon now "looks like a dungeon," with everything connected. However, the system still needs refinement. I added checks to ensure that when a dungeon doesn't generate with a minimum size, it resets the generation. It should also always create an entrance and an exit door. If it doesn't, the generation resets again. These steps are invisible to the player since the generation occurs during level transitions with a fade to black, making these small delays imperceptible. We'll continue improving the system later, but for now, it's sufficient to move forward in other game areas.

The most interesting part of this is content generation:

Each room, once its layout is chosen, can be filled with whatever we want, as long as it respects the entrances and exits. This means I can create hundreds of small rooms with different layouts, even separating decoration content.

Currently, I am considering variations of different basic layouts:

Large room, rounded, narrow, diamond-shaped, divided into sections, divided corridors, etc.
And each with different content variations adapted to the layout:
Enemies, puzzles, traps, enemy waves, bosses, treasures, shops, and combinations of the above.

The difference between an empty room and one prepared with content (this way, the scale of each room is better seen).




With in-game lighting:



How do you complete each level?

By reaching the room with the closed door. Each level will have a closed door that opens by fulfilling a condition in that room. The player must discover it:

Solve a puzzle in the room.
Defeat all the enemies in the room.
Defeat a mini-boss.
????

Thanks for reading! See you in the next Devlog!
Jun 19, 2024
Border Dungeon 边境地牢 - 清友工作室
Slightly increased Nightmare equipment drop rate
Conqueror's Blade - Max_CM1
The scheduled time for this season's maintenance is expected to be from June 19th, 17:00 (UTC+1) to June 20th, 8:00 (UTC+1).

The servers will be inaccessible for login during this period. We apologize for any inconvenience this may cause. Due to the extensive game content and data in this update, along with the completion of server transfer operations, the maintenance time will be extended and estimated to last for 15 hours. We will provide the following compensation to our warlords after this update:

Bronze Coins *37500, Honour *1500, Unit Medal *60

Rotation of Antique Attire Chest,New arrival in Key Exchange

Info:
  1. Antique Scorpio Season Attire set is now available in the Antique Attire Chest, while Antique Paragons Season Attire set will be removed.
  2. The attire in [G] will be changed to Antique Bringer of Thunder Attire, Antique Einherjar Unit Attire, and Antique Loptr's Hide Attire after maintenance.
Time:
June 20th after maintenance ~ New Season’s Maintenance

Reset of the Doctrine Spirit purchase limit and new addition in Eclectic Doctrine Selection.

Info:
  1. The purchase limit for the 'Epic Leadership Doctrine' has been reset, with a maximum exchange quantity of 1.
  2. New Doctrine in Eclectic Doctrine Selection:
  • Epic Immobility Doctrine:Throw Javelin immobilizes the enemy's unit for 1.5 seconds.
  • Sword Cavalry Battle Doctrine:While the Sprint skill is active on this unit, it will deal an extra attack that deals double damage. This extra attack cannot be triggered when using active skills.
[Eclectic Doctrine Selection] Acquisition:
Reach Level 100 in this season's battle pass to obtain a 'Doctrine Spirit'; Complete the fifth stage of the current season's 5 -start unit to receive a ' Doctrine Spirit'.

Time:
June 20th after maintenance ~ New Season’s Maintenance

Attire Chest rotation

Info:
'Supreme Simian Attire Chest' and 'Deadly Art Attire Chest' are now open, along with the limited-time return legendary hero weapon attire of 'Supreme Simian Spear' and ‘Eight Principles Glaive’!
Time:
June 20th after maintenance ~ July 4th before maintenance




Attire Update in the Store

Info:

Weapon Attire:
Bow - Red Phoenix Bow
Longsword & Shield - Gaze of the Beast Longsword & Shield
Glaive - Horse Breaker Glaive
Pike - Restless Spirit Pike
Musket - Suan Ni's Yawn Musket
Original Price: 980 Sovereigns
Discounted Price: 680 Sovereigns

Hero Attire:
Dragon Knight Attire
Dawn Dragon Attire
Price: 2580 Sovereigns

Time:
June 20th after maintenance ~ Permanent

Companion Cavalry Pre-order Pack Now Available

Info:

Companion Cavalry Class Pack
Basic Challenge Token(Complete three stages of the Companion Cavalry Challenge.)
Price:1,680 Sovereigns

Companion Cavalry Deluxe Pack
Deluxe Challenge Token(Complete three stages of the Companion Cavalry Challenge.)
Price:2,800 Sovereigns

Time:
June 20th after maintenance ~ June 27th before maintenance

[Alexander] Season’s [Real-Time Transfer]

Info:
The character's level must be at least LV100 for a server transfer.
Warlords who did not participate in the "Season Server Reservation" can conduct "Real-Time Transfer" within 14 days of logging in to their characters in the new season. Those who have participated in the "Season Server Reservation" or exceeded 14 days of logging in with a new season character will not be able to conduct "Real-Time Transfer.

Time:
June 21th 10:00 (UTC+8) after maintenance ~ Next season’s "Season Server Reservation"

Event [Transfer Together] Open

Info:
During the event, access [O] in-game and enter the [Transfer Together] event page. Here, you can generate a unique link and share it with your friends. You will be eligible to claim corresponding rewards in-game if your friends successfully transfer through this link.

Reward Samples
  • Successfully transfer 2 people, Treatises *1
  • Successfully transfer 3 people, Treatises *4
  • Successfully transfer 5 people, Treatises *10
Rules
  • If you have successfully transferred, you are eligible to participate in this event!
  • If your friends have already completed the transfer, they will not be able to help you complete the [Transfer Together] tasks.
Time:
June 20th after maintenance ~ September 19th before maintenance

Ease Your Growth with Doctrine

Info:
Warlords can claim doctrine by leveling up to certain levels! Reaching Hero levels 100 and 300 will receive the 'Epic Leadership Doctrine' *1 respectively! Warlords can claim their rewards through [O].

Time:
June 20th after maintenance ~ Permanent

Sign-in for Temporary Doctrine

Info:
During the "Alexander" season, complete 15 days of cumulative logins to receive Temporary Epic Leadership Doctrine *5! Temporary Epic Leadership Doctrine will be effective throughout the "Alexander" season.

Time:
June 20th after maintenance ~ September 19th before maintenance

Level up and Get Treatises for free

Info:
During the "Alexander" season, leveling up your hero will allow you to receive a total of 100 Treatises! Heros that increase by 10 levels will receive 20 Treatises. Heros that increase by 50 levels will receive 30 Treatises. Heros that increase by 50 levels will receive an additional 30 Treatises!

Time:
June 20th after maintenance ~ September 19th before maintenance
Conqueror's Blade - Max_CM1


1) Season Units
Psiloi Slingers (3 Stars)

Back Story
"The island of Rhodes, located on the Aegean Sea, with its important strategic position, has always been the object of ambition for aspiring nations. Throughout its long history of resisting foreign invasions, the resilient and intelligent residents of Rhodes have developed a unique form of warfare, the art of stone throwing: with just a pile of rocks and a roughly made sling, farmers, craftsmen, and even frail shepherds can transform into powerful warriors capable of killing enemies from hundreds of feet away in wars.
Initially, the noble generals and kings looked down upon this "peasant" strategy. Only the Conqueror recognized the potential of this tactic. He incorporated the stone-throwers of Rhodes into his army. The great battle that took place in Chaeronea proved the wisdom of the king. In this ultimate battle between Macedonia and Persia, the stone-throwers invoked the name of the sun god, hurling a myriad of stones towards the enemy. The proud elite Immortals of the Persian Empire found themselves cornered and ultimately defeated by this army composed of commoners. After the war, the Conqueror collectively bestowed upon this legion the title of heroes. In an era where lineage meant everything, they, with humble origins, became the heroes of a great conquering age."
Battle Style
They are the stone-throwers from Rhodes, dressed simply in coarse cloth and straw hats, carrying a bag of stones, wielding shields and slingshots. Their primary attack method is stone-throwing, using slingshots to hurl stones with force. This technique allows them to inflict significant armor-piercing damage at close to medium range, with a chance to stun enemy units. Moreover, the resilient and clever stone-throwers of Rhodes are well-versed in the art of stone-throwing, able to turn nearby pebbles into weapons at any moment to replenish their ammunition.
Unit Characteristics
  • Able to replenish ammo at anywhere. Stuns enemies from afar and deals high burst damage when close.
Skills
  • Skill 1: Attack Area (Begins firing in the designated area.)
  • Skill 2: Say "Cheese" (Shakes their slingshots and fires in unison, dealing greater damage than normal attacks with a higher chance to stun.)
  • Skill 3: Quarry (Squats down to quarry and replenish ammo.)
Companion Cavalry (4 Stars)

Back Story
"By the side of the kings of Macedonia often stand guards known as "Companions," noble-born and fiercely loyal. The kings view them not just as subordinates, but as brothers-in-arms. Each "Companion" of a Macedonian king will follow their king anywhere, until the king passes or the last drop of blood is shed.
The majority of the "Companion" cavalry are born of nobility, hence they often bear the finest equipment: riding swift steeds, wielding the lethal lance, and resorting to sharp swords once their lances are broken in combat. Under the banner of the conquering king, these units become an unparalleled elite force, playing a pivotal role on the battlefield. Poets have likened the king's tactics to a "hammer and anvil": if the infantry units holding the line in a tug-of-war with the enemy are the "anvil," the Companion cavalry are the "hammer," swooping in to exploit enemies' weaknesses and shattering them in a single charge. After several rounds of hammer strikes, even the mightiest of foes will crumble. In the grand Eastern conquest, this legion has accompanied the conquering king all the way to the ends of the world, beyond the farthest reaches of the sea."
Battle Style
They are the most loyal companions of Alexander, playing a crucial role in his tactics. Often launching flank attacks on enemy formations with the king, they draw immense inspiration simply by being by his side, enhancing their combat abilities significantly.
he Companions Cavalry are also highly skilled in guerrilla tactics, utilizing dual weapons to adapt to various battle scenarios. Their exceptional flexibility allows them to engage at the right moment, creating significant advantages for their side with their high burst damage.
Unit Characteristics
  • A highly mobile light cavalry with low defense.
  • Works great when striking with the hero in guerilla-like attacks.
  • Deals sustained damage while using their short swords and draws close to the hero, waiting for the opportune moment to strike
Skills
  • Spear
    • Skill 1: Gale Strike (Revolves their spears and stabs at the enemy, dealing high damage.)
    • Skill 2: Storm Pound (Leaps from their mounts and strikes with their spears from the air. May knock enemy units down.)
  • Short Sword
    • Skill 1: Zephyr Blade (Remains on guard, striking at anyone who draws close to the hero.)
Sunward Phalanx (5 Stars)

Back Story
"The father of the Conqueror, the former ruler of Macedonia, created a new legionary tactic, known as the Macedonian phalanx: warriors clad in heavy armor, wielding long spears, formed an unstoppable phalanx and advanced. The Conqueror further elevated this legionary tactic to its pinnacle: he commissioned the creation of spears longer than people of that time could imagine. When warriors equipped with these long spears formed their lines and pointed their spearheads towards the enemy, the very nature of war was fundamentally altered. War ceased to be a game of individual valor and became a unified front of thousands. The clash transformed, inexorably consuming and dispersing the enemy like scattered troops and mercenaries. Stirring battle cries turned into subdued commands, as even the most skilled and valiant warriors found attacking such a formation akin to striking a mountain or the vast sea.
This highly effective strategy aided the Conqueror in vanquishing all his foes. On the battlefield, his units stood like a silent mountain, slowly advancing towards the enemy. The figure of the emperor before the formation thus became immensely towering, bowing seemingly as the sole choice to this great monarch."
Battle Style
Wearing the iconic style helmets, linen cuirasses, and leather kilts, the finest warriors of Macedonia wielded spears of extraordinary length, their arms secured by large round shields, advancing in an indomitable phalanx formation. Shielded by their round shields, they stood fearless against attacks from afar. Following the king's command, they could adopt the phalanx formation, moving steadily back and forth with their long spears, continuously compressing the enemy's lines.
Unit Characteristics
  • Through skillful manipulation of the distance from the enemy, Macedonia could evade harm while seizing the opportune moment on the ever-changing battlefield, swiftly penetrating for the kill!
Skills
  • Skill 1:
    • Imperial Spears (The Sunward Phalanx props their spears up and begins to Brace.)
    • Fierce Advance (The Sunward Phalanx advances with their spears held high. You may choose the direction in which they advance.)
  • Skill 2:
    • Ares' Flurry (The Sunward Phalanx strikes forward multiple times.)
2) Conqueror's Path
- Rank 0: Hellenic Court Robes

- Rank 100: Vergina Sun


3) Seasonal Store
  • Attires from the Sengoku season will be returning to the Seasonal Store for the duration of the Alexander season. These will be available at a 20% [Badges of Heroism] discount.
    • Shadow Muraji (Sealed) will now cost 2,000 instead of 2,500.
    • Snow Stag Samurai (Sealed) will now cost 4,000 instead of 5,000.
    • Yoriki Unit Attire (Sealed) will now cost 2,000 instead of 2,500.
  • The following items will have their Badge of Heroism cost reverted to their full price:
    • Wandering Hero (Sealed) will now cost 2,500 instead of 2,000.
    • Hundred Victories (Sealed) will now cost 5,000 instead of 4,000.
    • Wu's Braves (Sealed) will now cost 2,500 instead of 2,000.
  • The following attires will no longer be available in the Seasonal Store:
    • Guild Agent (Sealed) - Hero Attire
    • Noble Hashashin (Sealed) - Hero Attire
    • Ashur Vanguard (Sealed) - Unit Attire
    • Weapon skins from the Scorpio season return.
4) Campaign
Changes to Hegemon/Monarch Title Rewards
  • Added a brand-new Territory War attire as an end-of-season reward, which will only be awarded to the Hegemon/Monarch who claims Conqueror's City.
  • Starting from the Alexander season, those acquiring the Hegemon/Monarch titles will no longer receive an Imperial Dawn Attire Chest.
World Map Availability & Fief Distribution Improvements
  • The regions available in the Alexander season have been thematically chosen, and they are Anadolou, Ungverija and The Borderlands.
    • Anadolou will be the one available for single-region servers.
  • For three-region servers, The Borderlands will be the core region, meaning that players must contend over Conqueror's City for the coveted Hegemon title.
  • For single-region servers, Anadolou will be the core regions, meaning that players must contend over Reginopolis for the coveted Hegemon title.
  • Considering the overall distribution and density of fiefs and their effect on Territory War, we've reduced the number of fiefs in the Anadolou, Ungverija and The Borderlands regions.
Phase One: Opening Moves
  • Time: 6/20-7/01 (server time)
  • Usable units: 3-stars and lower
  • Set attributes: inactive
  • Extra attributes: inactive
  • Auxiliary units: 3-stars and lower
  • Auxiliary points: 6
  • Territory War:
    • 【EU/NA】(Crystal Sea、Eagle Range)Warlords may contend in Anadolou and Ungverija.
    • 【EU/NA】(Aegis Dawn、Sicania)Warlords may contend in Anadolou.
Phase Two: Eve of the Storm
  • Time: 7/1-7/15 (server time)
  • Usable units: 4-stars and lower
  • Set attributes: active
  • Extra attributes: inactive
  • Auxiliary units: 4-stars and lower
  • Auxiliary points: 6
  • Territory War:
    • 【EU/NA】(Crystal Sea、Eagle Range)Warlords may contend in The Borderlands.
Phase Three: All is Chaos
  • Time: 7/15-8/5 (server time)
  • Usable units: 5-stars and lower
  • Set attributes: active
  • Extra attributes: active
  • Auxiliary units: 5-stars and lower
  • Auxiliary points: 6
Phase Four: Usurp the Thrones
  • Time: 8/5-8/19 (server time)
  • Usable units: 5-stars and lower
  • Set attributes: active
  • Extra attributes: active
  • Auxiliary units: 5-stars and lower
  • Auxiliary points: 6
  • Territory War:
    • 【EU/NA】(Crystal Sea、Eagle Range)Warlords may contend for Reginopolis and Turul Város
    • 【EU/NA】(Aegis Dawn、Sicania)Warlords may contend for Reginopolis.
Phase Five: Imperial Dawn
  • Time: 8/19-9/2 (server time)
  • Usable units: 5-stars and lower
  • Set attributes: active
  • Extra attributes: active
  • Auxiliary units: 5-stars and lower
  • Auxiliary points: 6
  • Territory War:
    • 【EU/NA】(Crystal Sea、Eagle Range)Warlords may contend for Reginopolis, Turul Város and Conqueror's City.
    • 【EU/NA】(Aegis Dawn、Sicania)Warlords may contend for Reginopolis.
5) Season Challenges
Psiloi Slingers (Complete 6 out of 8 quests of each stage):
The challenge unlocks after the update on June 20, 2024.
  • The first stage rewards a 3-day trial.
  • The second stage rewards the unit itself.
  • The third stage rewards a unit-exclusive rare doctrine.
  • The fourth stage rewards a chibi avatar.
Companion Cavalry (Complete 8 of the 10 quests of each stage):
The challenge unlocks on July 1, 12:00 (UTC+8), 2024.
  • The first stage rewards a 3-day trial.
  • The second stage rewards Unit Medal x120.
  • The third stage rewards the unit itself.
  • The fourth stage rewards a unit-exclusive epic doctrine.
  • The fifth stage rewards a chibi avatar.
Sunward Phalanx (Complete 10 of the 12 quests of each stage):
  • The challenge unlocks on July 15, 12:00 (UTC+8), 2024.
  • The first stage rewards a 3-day trial.
  • The second stage rewards a unit-exclusive rare doctrine.
  • The third stage rewards Unit Medal x120.
  • The fourth stage rewards the unit itself.
  • The fifth stage rewards a Doctrine Spirit (for the current season) + Unit Medal x200.
  • The sixth stage rewards a unit-exclusive epic doctrine.
  • The seventh stage rewards a chibi avatar.
6) Season Runes
Armour Runes
Helmets:
  • [Despair: Renowned Hero]: Gain [Oracle Mark] upon dropping below 50% health, granting 2% damage for 20 seconds. Can trigger 1 time every 35 seconds. Costs 3 Energy.
  • [Victory: Blood of a Hero]: Gain [Oracle Mark] upon killing an enemy hero, granting 2% damage for 20 seconds. Can trigger 1 time every 30 seconds. Costs 3 Energy.
  • [Bravery: Unrivaled Hero]: Gain [Oracle Mark] upon killing 3 enemy units, granting 2% damage for 20 seconds. Can trigger 1 time every 30 seconds. Costs 3 Energy.
  • [Solitude: Great Heroism]: Gain [Oracle Mark] upon using a Paragon skill, granting 2% damage for 20 seconds. Can trigger 1 time every 50 seconds. Costs 3 Energy.
  • [Terra Ward]: Increases Toughness by 5 points. Costs 1 Energy.
Armour:
  • [Warring: Heroic Agility]: Damage dealt during [Oracle Mark] is increased by 10% damage. However, its duration is reduced to 15 seconds. Costs 3 Energy.
  • [Militant: Famed Hero]: Damage taken during [Oracle Mark] is reduced by 10%. However, its duration is reduced to 15 seconds. Costs 3 Energy.
  • [Finale: Heroic Oath]: Damage dealt during [Oracle Mark] is increased by 20%. However, damage taken is increased by 30% and its duration to 15 seconds. Costs 3 Energy.
  • [Hercules' War Cry]: Your hero becomes invulnerable for 1 seconds upon taking lethal damage except Siege Engine. Has a cooldown of 180 seconds and resets upon death. Costs 3 Energy.
  • [Cheat Death]: Reduces damage taken from rear attacks and headshots by 15%. Costs 2 Energy.
  • [Olympian Power]: Increases Armour by 5 points. Costs 1 Energy.
Bracers:
  • [Champion: Hero of Heroes]: Critical Value is increased by 200 during [Oracle Mark]. Costs 3 Energy.
  • [Rampart: Lone Hero]: Critical Damage Value is increased by 300 during [Oracle Mark]. Costs 3 Energy.
  • [Sanguinity: Hero's Journey]: After using Bandage, you will be immune to bleeding and poison for 10 seconds. Costs 2 Energy.
  • [Thunderous: Heroic Fury]: [Normal Attacks] during [Oracle Mark] [Weaken] enemies, reducing their defenses by 20%. Costs 3 Energy.
  • [Call of Ares]: Increases Strength by 5 points. Costs 1 Energy.
Boots:
  • [Sacrifice: Path of no Return]: [Oracle Mark] grants an extra 8% damage but reduces defenses by 20%. Costs 3 Energy.
  • [Wanderlust: Heroic Journey]: Movement speed is increased by 20% during [Oracle Mark]. Costs 3 Energy.
  • [Immortal: Heroic Shield]: Defenses are increased by 30 during [Oracle Mark]. Costs 2 Energy.
  • [Chiron's Cure]: [Bandage] can be used while moving but the cooldown is increased by 10 seconds. Costs 2 Energy.
  • [Olympian Agility]: Increases Agility by 5 points. Costs 1 Energy.
Weapon Runes
Poleaxe:
  • [Minotaur's Axe]: [Sideways Sweep] can now be used a fourth time. Costs 3 Energy.
  • [Nemesis' Will]: Damage dealt is increased by 14% while below 30% health. Costs 3 Energy.
  • [Hercules' Final Battle]: Damage taken is reduced by 10% while your [Paragon] skill is active. Costs 2 Energy.
Glaive:
  • [Demigod Authority]: [Hail of Blades] and [Flying Reaper] grant immunity to all control effects except for [Choke]. Costs 3 Energy.
  • [Divine Oppression]: [Flying Reaper] no longer knocks heroes away but instead stuns them for 4 seconds. Costs 3 Energy.
  • [Titanic Physique]: [Turn and Attack] grants immunity to all control effects except for [Choke]. Costs 2 Energy.
Maul:
  • [Typhon's Demise]: You gain an additional 10% defenses during [Maelstrom]'s third strike and 18% extra defenses during the fourth strike along with immunity to all control effects except for [Choke]. Costs 3 Energy.
  • [Titanic Shockwave]: [Earthsplitter]'s effective area is increased by 25%. Costs 3 Energy.
  • [Hermes' Leap]: [Evade] consumes 20% less stamina. Costs 2 Energy.
Longsword & Shield:
  • [Jason's Golden Fleece]: Using your Paragon skill makes you recover 0.5% health every second for 10 seconds. Costs 3 Energy.
  • [Hippocrates' Oath]: [Mercy of Heaven] increases the defenses of nearby allies by 10% for 5 seconds. Costs 3 Energy.
  • [Perfect Provisions]: All damage is increased by 100 points while above 70% health. Costs 2 Energy.
Shortsword & Shield:
  • [Spartan Resolve]: [Centurion's Battle Drill] and [Thunderstruck] grant immunity to all control effects except for [Choke]. Costs 3 Energy.
  • [Hercules' Greatness]: [Ironsides] increases defenses by another 20%. Costs 3 Energy.
  • [Discus Thrower]: [Throw Shield]'s Slow effect is reduced to 20%. Cooldown is reduced to 3 seconds. Range is increased by 20%. Costs 2 Energy.
Spear:
  • [Fearless Thrust]: Each stack increases [Lugh's March]'s armor penetration by an extra 1%. Costs 3 Energy.
  • [Great Horsemanship]: Reduces the stamina consumption of [Mounted Right Click] by 20%. Costs 3 Energy.
  • [Unified Charge]: Mounted attacks deal 5% more damage. Costs 2 Energy.
Pike:
  • [Achillean Warfare]: Each stack increases [Gentle Steps]' damage by an extra 3%. Costs 3 Energy.
  • [Cronus' Authority]: [Stormrend]'s cooldown is reset upon killing an enemy hero. Costs 3 Energy.
  • [Sylph Guardian]: Damage taken during the first and second strikes of [Wandering Dragon] is reduced by 30%. Costs 2 Energy.
Nodachi:
  • [Heroic Strike]: [Dragon's Leap] gains the damage and knockback effect of having charged up for 2 seconds without the need to charge up. Also refreshes the cooldown of all non-Paragon skills. Grants [Heroic Blessing] upon hitting an enemy with skills, each stack granting 2% damage and 1.5% health steal for 6 seconds, stacking up to 15 times. 3 stacks are lost when the duration ends. Costs 3 Energy.
  • [Ares' Sacrifice]: [Bloodcraze] increases Critical Value by 120% + 1000. Costs 3 Energy.
  • [Macedonian Costume]: Damage taken during [Bloodcraze] is reduced by 15% but any damage mitigated this way is instead dealt to you over 10 seconds. Costs 2 Energy.
Musket:
  • [Oceanic Wildfire]: [Blackpowder Grenade] and [Liquid Fire] have their area of effect increased by 15%. Costs 3 Energy.
  • [Poseidon's Tide]: [Five Rounds Rapid] now fires Grape Shots. [Five Rounds Rapid] now also grants 120% + 2000 Critical Value for 10 seconds. Costs 3 Energy.
  • [Sense Weakness]: Attacks against [Weakened] enemies deal 20% more damage. Costs 2 Energy.
Bow:
  • [Apollo's Marksmanship]: [Lightning Bolt] now renders enemy heroes Concussed by 2 seconds. Costs 3 Energy.
  • [Hydra's Fangs]: When [Normal Attacks] hit the enemy, a stack of [Laceration] will be added. When 3 stacks of [Laceration] are accumulated, the enemy will take damage equal to 3% of current health plus 300 points every second. Lasts 3 seconds. [Laceration]: Reduces movement speed by [5%]. Costs 3 Energy.
  • [Hippolyte's Demise]: Increases damage to ranged units by 15%. Costs 2 Energy.
Short Bow:
  • [Artemis' Precision]: Marks exploded with normal attacks deal 10% more damage. Costs 3 Energy.
  • [Atalanta's Swiftness]: Each additional point of movement speed grants an extra 15% piercing armor penetration and 3% piercing damage. [Normal Attacks] no longer make marks explode. Costs 3 Energy.
  • [Stymphalian Birds]: The first stack of [Enhanced Attack] grants an extra 21% piercing damage and 15% movement speed but now only stacks up to 6 times. Costs 2 Energy.
Dual Blades:
  • [Selene's Warding]: Increases [Ambush]'s damage by 30%. Costs 3 Energy.
  • [Cerberus' Chase]: Killing a hero increases your slashing damage by 4%, stacking up to 5 times. The stack is zeroed on your death. Costs 3 Energy.
  • [Troy's Tragedy]: Increases damage dealt to units by 15%. Costs 2 Energy.
Chain Dart & Scimitar
  • [Achilles' Sorrow]: Each [Stinging Strike] that hits reduces the cooldown of [Scorpion's Snare] by 1 second. Costs 3 Energy.
  • [Thanatos' Fetters]: [Trap Prey] now renders enemies Concussed for 2 seconds. Costs 3 Energy.
  • [Hephaestus' Blade]: Increases damage dealt to enemies with more than 600 slashing defense by 10%. Costs 2 Energy.
7) Season Fame
Dragonrise Fame will be reset, and the new season's fame, Alexander Fame, will become available.
Fame Treasury Rewards:

8) Ranked Battle Changes
Ranked Battle Reward Changes
  • The new season will no longer feature a 4,000 Score cap for the Marshal rank.
  • Added three new valuable limited-time titles with unique title icons. Players in the Marshal rank have a chance to acquire these by raising their score and climbing the ranks.

  • How to acquire them:
    • Weekly Ranked Battle scores are tallied every Monday at 8:00 (UTC+8). Titles will be awarded based on scores and ranks.
      • The top 25 players with a ranked score of at least 2,500 will receive the limited-time title: Lord of War.
      • The top 100 players with a ranked score of at least 2,000 will receive the limited-time title: Crowned Champion.
      • The top 300 players with a ranked score of at least 1,500 will receive the limited-time title: Cavalier Commander.
      • These Ranked Battle titles last until the next weekly reset, whereupon new titles are awarded based on the current scores and ranks.
Ranked Battle Restrictions
  • Players must meet the following to participate in Ranked Battles:
    • Bring at least one 4-star or better unit.
    • Bring units that equal to at least 600 Leadership.
  • A player must have enough units to meet the requirements in their Barracks in order to matchmake for Ranked Battles.
9) General Improvements
Pay-Off Changes for Quests with Two Objectives
  • When using Sovereigns to pay off Season Challenges, Challenge Quests with two different completion objectives will have their cost adjusted based on the more difficult objective.
Batch-Use for More Items
  • Apart from a few specific items, Honor Medals, Bronze Coin Chests, Silver Coin Chests, XP Boosters, etc., will be usable in batches.
Improved Rendering Performance
  • A new shadow rendering feature has been developed to enhance the shadow display in grassy areas and improve the visual hierarchy.

  • Optimized the lighting effects under dynamic weather, resolving the issue of difficulties in distinguishing overly dark scenes and characters in extreme weather conditions

  • Optimized the terrain and lighting performance in some maps to enhance the visual experience.
    • Kurak Castle

    • Hidden City

    • Augolia

    • Sparrow Pass

    • Heilung Fjord
  • Adjusted the lighting and rendering qualities in some environments, giving models a more realistic feeling.
10) UI & Interactions
  • Updated the style of the most common UI modules for a more streamlined UI functionality.
  • Added textual displays for your Character menu's Attributes, Equipment Repair, Runes and Customization tabs, enabling you to more easily find what you're looking for.

  • Added textual displays for your Mount menu's Attributes and Equipment Repair tabs, enabling you to more easily find what you're looking for.
11) Bug Fixes
  • Fixed an issue where EU/US players couldn't customize keybinds for Team Voice Chat.
  • EU/US players will now be automatically logged in when jumping to the website store page from the Top-Up menu.
  • Fixed an issue where players could get stuck if interrupted while casting Choke skills.
  • Fixed an issue where skill backswings could be interrupted by artillery.
12) Season Map
  • A brand-new Siege Battle map will become available in the middle of the season. We're currently working hard on it and will share more details at a later date!
Freestyle 2: Street Basketball - [GM] Clyde


Enter the realm of luck where each scan unveils a surprise
with the Mystery Code event!

Unlock the thrill and seize the opportunity to win up to 6 million T-Cash prizes
and Premium Items.



2024/06/19 00:00 ~ 07/09 23:59 (PDT)







- Purchase a Decoder





- Click "Scan" to reveal your randomly generated numbers.




- Hover the mouse over the coded surface to reveal your scanned numbers.
- There are specific T-cash rewards for each scanned number.

Note: Increase your chances of winning S-grade prizes by
scanning the code multiple times (10/20/30 scans).






- Once the scan is completed, you can check if you have the same numbers
as the winning numbers.




- Click Again Scan to receive the T-Cash rewards



- The rewards will be automatically added to your T-Cash.







- Use T-Cash to redeem rewards across various sections!

Premium Section:


Freestyle Section:


Card Section:


Outfit Section:
Male Outfits


Female Outfits:


Mover Section:


Other Section:


Note:
1. Each item cannot be exchanged beyond that limit.
2. The max quantity for exchange is 99.
(If the number of remaining exchangesis less than 99, clicking the "Max'" button
will display the max exchangeable quantity.)
3. All exchanged items will be stored to Gift Box.



- Get AllStar-grade banner, Zero Two ?? Banner(60D)







[V] AllStar Wish Box



[N] AllStar Wish Box



[Z] AllStar Wish Box



AllStar Wish Box





Fx Freestyle Allstar Wish Box


Fx Freestyle Legend Wish Box


Normal Freestyle 5-star Wish Box




B&W Tiger Outfit (M/F)


Alphonse Flower Outfit (M/F)


Highway Star Outfit (M/F)


Soft & Wet Outfit (M/F)


White Gigas (M) / Aero Smith (F) Outfit


Resort Look_#2 Outfit (M/F)


Feel free to check the event information below.



============================================================

Don’t miss out on this opportunity to unlock exclusive rewards and embrace the
thrill of the Mystery Code event! Join now and let luck guide your path.


~ Freestyle 2 Team
Meta-Ghost: The Breaking Show - Porridge
Greetings, Players!

We're excited to announce that we'll be undergoing server maintenance to update the game to version v0.6.0 on June 19th from 18:00 PM to 19:00 PM (PST+0). Please plan your game time accordingly.

Here's a sneak peek at the update content:

1.Team Match Mode Difficulty 6: Get ready to face even greater challenges and reap even more rewards in the new Team Match Mode Difficulty 6!

2.Affix Lock Feature for Prosthesis Merge and Remake: Gain more control over your Prosthesis builds with the new Affix Lock feature, allowing you to lock specific attributes during Prosthesis Merge and Remake.

3.Weapon Customization Adjustments for Taisuke, Jean, and Simon: Enhance your combat strategies with refined weapon customization options for Taisuke, Jean, and Simon.

Besides, we're currently focusing remaining efforts on the major July update, which will include Endless Mode and a plethora of other content to look forward to in the July release!
Jun 19, 2024
Teardown - sucram.marcus
Hi everyone,

Our latest DLC, Folkrace, is out now. You'll be transported to Granriket, a serene valley where life revolves around the automotive business.

We've put in racing game modes & racetracks, destructive challenges, a fleet of unlockable vehicles & skins, an enhanced vehicle destruction system, and more. Check out our trailer here:



This is a paid DLC, which you can purchase stand-alone, as part of the Season Pass, or not at all - up to you. But we do appreciate any and all support as we continue to expand the game.
Jun 19, 2024
Реальная Смута - talanta.net.gamedev
Fixes bugs
Interior Designer - nathalie.ross
Dear Designers,
We hope you like the demo of our game! After seeing your interest in the game, we decided to leave it on for a couple of weeks more to collect additional feedback from you.
If you missed the survey form in the game, launch the demo again and fill out the survey linked in the main menu (on the right). It means A LOT to us!

Closed Playtests - sign-ups
We're launching sign-ups for closed playtests of Interior Designer!
Please, fill out this form to sign up and await our e-mail in a couple of weeks.



Add Interior Designer to your wishlist now!
https://store.steampowered.com/app/2844910/Interior_Designer/

Best regards,
Interior Designer team
Space Reign - McSlade
Hello Pilots & Commanders,

First major update for Space Reign is now (finally) available for everyone on the live branch! Let's take a look at what's new and what's changed. Watch the update trailer for a quick overview or read the post for individual updates. 🚀

Update Trailer

Major Features and Changes:

Large Ship Direct Control
It's here. Take control of large ships from third-person perspective and use manual or automatic weapon modes to deliver some serious damage.

Conquest Sectors
In this most complex sector type in Space Reign, you have to secure all Controls Points while protecting your own against enemy attacks. Capture Refineries, earn supplies and build static defenses, help ally forces to push the enemy and defeat their main garrison.

Contract Sectors 2.0
Contract sectors have been reworked for easier contract selection and faster gameplay, allowing you to pre-select a specific contract from the sector map before deployment without the need of waiting for the right contract type. Threat levels have also have been unified per sector for more straightforward difficulty scaling.

Tech Tree
Ships and weapons are now unlocked in the Tech Tree as you progress through the game. To do this, you will have to earn and spend Tech Points, a new currency in the game gained by completing contracts, special objectives and looting containers.

Chapter 1 - Marshall's End
This update also features all sectors and content for the first chapter of the game. Complete contracts in 4 reworked and updated Contract sectors and capture 4 Conquest sectors to deal with the Marshall Gang pirates once and for all.

Huge Optimization
Performance has received a significant improvement, especially in overall RAM usage, which could cause crashes when getting in and out of a sector. You should also see some gains in framerate and overall stability of the game.

Additinal Features and Changes:

New Tutorial and Updated Database
To improve onboarding and initial experience for new players, we have implemented a new interactive tutorial covering all basic mechanics and options in the game. There is an option to skip it, but we highly recommend getting through it first. In-game database has also been updated with information on all important gameplay topics.

Exit Sequence 2.0
Use the reworked Exit Sequence to quickly save your progress leave a sector from anywhere, without the need of approaching a Navigation Beacon. We understand that your time is precious, and this should help you enjoy the game more conveniently.

Command Points & Fleet Limit
To better differentiate between individual ships and their value, we've implemented a new fleet limit system instead of restricting your fleet per ship class. Each ship now has a specific Command Point value based on its size and tier, allowing you to create different fleet compositions within your current command point and total ship limit according to your Corporation Rank.

Fleet Shortcuts
While more advanced Fleet Command QOL updates are on the way, we've found the time to implement some fleet shortcuts to quickly select individual ships and switch their direct control status.

Lootable Containers
Enemies now have a chance to spawn a lootable container filled with Credits and Tech Points based on their ship type. Simply approach and collect!

Improved Collision Avoidance
With all our ships using a physics based flight and movement system, it is not an easy task to deal with all cases of possible collisions, but all vessels and especially fighters, should avoid obstacles more effectively.

Improved ship following and simple follow formations for large ships
Ships now follow their assigned friendly targets more precisely in non-ft mode, and large ships will not break off to attack with a follow order assigned - you can use this for a simple combat formation system for large ships.

Salvaging 2.0 - Current Status
Unfortunately, we were unable to finish upgrading Salvaging during fixing the update preview on the development branch, thus, Salvaging is currently disabled as it is being slightly reworked. Our plan is to bring it back to the game in a smaller update coming soon.

Patreons in In-Game Credits
Lastly, our beloved Patreons are now featured in the Credits, as promised. We can't thank you enough for supporting Space Reign from the start, but believe me when I say we truly appreciate it. ❤️
What's Next
With all fundamental systems finally in place, we are excited to work on more frequent feature and content updates, which will be divided into smaller, more regular ones and additional chapters.

Chapter 2 will include Heavy Frigates and Destroyers, New Weapons and Sectors + New Enemy Faction to play against.

Good Hunting! 🫡

Adam & Daniel
...