Draconia - Dracosis
Hello Draconians!

It has been a while but we finally had the time to post another dev blog. Wooo!
If you are here for the delicious delicacies from the dev kitchen and don't care for the patch notes, just scroll past them. We are sure they won't mind...

Added: 3 New upgradable stash types. The old stashes are no longer craftable. Max level stash slots and health are the same as before. Old stash types won't be affected by this.
Added: New decay admin command /setdecayrate <Value> (Value is in irl seconds; “0” disables decay)
Added: Skip tutorial button to pop-up UI
Added: New crafting item: Tidara which is required for one of the new stashes
Added: Take all button / feature for all actors with external storage
Added: Experimental replication graph to support bigger character net culling distance
Updated: Unreal Engine to 5.4 *yay*
Updated: Seashell halves no longer drop from sand piles
Updated: Slightly increased drop rate of vertebraes and uncommon seashells
Updated: AI now only registers threats if it gets attacked by a player
Updated: Escape menu now pauses the game in single-player
Updated: Increased group friction
Updated: Increased braking deceleration
Updated: All de-spawn timers now use settings from gameplay data to make adjustments easier
Updated: Increased and randomized de-spawn timers of AI, dropped items, dead characters and consumables
Updated: Construction actor gather code
Fixed: Some Wyvern weight/clipping issues
Fixed: Inventory item order resetting
Fixed: Max health mismatch caused by the "missing upgrade bug"
Fixed: Missing gamepad support on certain overlays like inventory/in-game menu (Cursor = left stick; LMB = A Button, RMB = B)
Fixed: Keyboard + mouse being misidentified as gamepad when hovering over some UI elements
Fixed: Totem's claim area ignoring other claimed areas
Possible Fix: For chat UI getting stuck when whisper selection is active
Possible Fix: For UI sometimes getting out of focus and player cant click on anything when game is launched
Temporarily Removed: Vertex offset from dynamic weather which caused some heavy ghosting effects on the landscape due to an engine bug


So what is cooking?

Quests, Events & Rewards



Right now, players can get daily quests which are random every day and usually involve collecting resources scattered across the map. So far they only offer additional experience points.
In the future we want to add story quests which not only reward players with more EXP but also various cosmetics and other items.
The idea is not to just hand out any random skin or accessory but to choose a reward that fits the theme of the task as well.
So if you plan to get a lava skin in the future, we recommend to check out quests that start at the volcanic biome or are being started by characters that are of the fire element by default.
Below are a few skin examples that can be unlocked later on.






Of course there are no rewards without quests. So we have been working on more questlines which will be added one after another, once the required system has been added. Additionally we have also worked out some world events that can happen randomly or require the player to finish a few tasks before they get activated. These events can be repeated and will drop randomized loot every time. How much the player participates in them will affect the amount of loot they will receive and of what rarity level the rewards are.



Lindworm
Our favorite nope rope is receiving more animations at the moment and we are not even showing you the craziest animations yet (that worm got some wild tricks up his scaly sleeves!)





European Dragon
Our first and oldest character has been remodeled and our animators have moved on to doing its weights and animations so we can replace the old character model as soon as possible.
It still needs a lot of weight changes to work properly but it is pretty exciting to see the Euro in some rough poses.



Additional Animations
As you might have noticed the Ka'sai and Wyvern came with more and new animations which our older characters don't have.
These animations include emotes, more movement options and combat animations and are currently being worked on in-between the other animation tasks. So Griffin, Euro, Lindy and the others will be able to do cool things in the future as well.



Dragon Turtle
We like turtles! Which is why the new dragon turtle model is almost done.
We do not recommend petting it though. You might lose a limb or two.






Eastern Dragon
The new Eastern Dragon models are done and are now waiting to be turned into delicious ramen noodles textured.




New Stashes
This patch will introduce our new stashes. Instead of crafting the different stages directly, you will be able to choose one of several stash types based on Altuis' different biomes. You can then upgrade these stashes with materials to increase their health and item slots.
The ones that are being added now are just the beginning as we have more planned for the future.




Nesting, NPCs, Permissions
A lot of planning has been done.
We have been working on a detailed up-to-date documentation (taking into account latest UE 5.4.x features) about the functionality of the nesting mechanic, how nests, hatchlings and followers can be interacted with and what permissions, affecting each one of them, can be granted to other players/clans.
The new permission system will also change the functionality of player and clan structures which will make the permission setup way easier in the future.
Implementing this will take several weeks so we ask for patience (and a lot of coffee).

Other Things
We are always playing around with new ideas on the side.
As a result we created some effects for our characters that will only appear when they use specific abilities, e.g. a throat glow when they use a fire or shadow breath



Another idea is the addition of a death totem. Instead of dropping your loot on the ground whenever you hit the wall a bit too hard during flight, it would spawn a totem which contains all the dropped loot and has a little glow to it for easier visibility.



When these things will be added is still open since we want to focus on our main tasks first but they are sitting on the dev bench waiting for us to notice them.

Speaking of main tasks. You can now also see what is currently being worked on on our Trello board: https://trello.com/b/oWDzi6Pp/draconia-bug-report

That's it for now.
We probably forgot to mention a few things because it has been a while since we have posted a dev blog and a lot has happened in the meanwhile but if we did, we will mention them another time.

If you want to see more frequent news on upcoming game updates make sure to join us on Discord!
Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!
A Witch's Game - Astro Beef
Developer Note

- It wasn't enough to warrant a post, but I made a patch yesterday to fix a couple bugs.
- The patch today addresses one big bug.
- The patch tomorrow will come later in the day, and the July roadmap will be released soon after.
- I tried something new for today, which was documenting my coding process as I worked through the issue. It's probably too verbose for patch notes, so I'll share it elsewhere.

Fixes
- I fixed #issue/0044, which was a bug that occurs when an enemy telegraphing unit is displaced such that its engagement will target an empty tile. Rather than maintaining its telegraph, the telegraph will disappear. If the player then moves a unit into this empty tile, the telegraph will not reappear but the engagement will still occur at the start of the enemy's next turn. This issue required a substantial rework that took me all day to diagnose, but I'm happy to have this bug fixed.

Gameplay
- The Dagaboroz now Pulls instead of Pushes. With The Knight and Dagaboroz having the push feature, it's too common that you may end up with only Push units, which are incapable of killing units on the edge of the map. By changing the Dagaboroz to pull, it gives more opportunities to finish off units, while also making the Dagaboroz a self-sabotaging unit, since it can only pull within melee range. So it will always be pulling units into itself.


TO DO

- Many more issues to address: some bugs; some quality issues.

- Roadmap for July development will be posted this weekend after the Saturday patch (06/29)
Where are the creatures of mountains and seas - re1937
Puzzle Challenge Hot Zone Problem:
Due to possible conflicts between the puzzle hotspot and some character hotspots at the bottom, there may be difficulties in dragging and dropping puzzles.

It has been fixed now, and I deeply apologize for the unpleasant experience for players. I still hope that players can support the work of one Developer for two years .
Thank you
Jun 28, 2024
Soulmask - Peter
Hello, chieftains!

Welcome to this week’s Q&A session! Over the past few weeks, we’ve been rolling out updates for Soulmask at a steady pace of about two per week. If you’ve missed our recent changes, check them out here:
10
https://steamcommunity.com/games/2646460/announcements/detail/4247539099317641115
https://steamcommunity.com/games/2646460/announcements/detail/4184488070319282322

We’ve been getting a lot of questions from players, and we’re excited to answer them! Zima and I are here and ready to go!

More masks on the horizon?

Absolutely! As the title of our game suggests, masks are the essence of Soulmask. Creating new masks is at the forefront of our priorities for introducing fresh content.

At the same time, given its significance, we’re taking our time to ensure every mask is unique,
enjoyable, and offers something fresh. This process may take some time, but trust us – it will be well worth the wait!

Their throwing tanks are so annoying when dealing with multiple enemies at once!
We hear you. Some enemies are using items too frequently. We’re going to limit how often they can use and set a maximum limit soon.

What happens to the tribesmen of long-inactive players? Any protection or inheritance mechanism?

We are aware of this issue. The tribesmen of offline players can pose challenges for their respective tribes. We're cooking up a few potential solutions: gradually releasing control of inactive players' barbarians to active players; allowing other players to claim them.

We’re still evaluating these options carefully, as the ownership of tribesmen is a sensitive matter. But rest assured, we’re working on a solution.

Any plans for more furniture and decorations like carpets or cabinets?

Yes, indeed! Our construction designer Jay is excited to keep adding new decorations to our homes.

Get ready for the exciting update featuring fresh decor items like carpets, houseplants, and more—coming your way soon!

People are abusing PvE servers by luring wild monsters to destroy our bases. Help!

We're on it! This is a problem that many PvE server players find frustrating, and we deeply understand that we need to address it.

In our upcoming update, we're introducing a new mechanic: On PvE servers, all construction within your bonfire's radius will be invulnerable to non-invasion wild creatures. This should help protect your home.

Can we have more followers?

After some deep contemplation from Royce and Zima, we're happy to say... yes!

We're tackling this in two phases:

  • In the future update, we'll let players and dedicated server admins tweak the "max followers" setting, so you can bring along more tribesmen.
  • Further down the road, Royce is exploring ways to make your followers smarter in combat, acting like a disciplined army that executes your commands during battles. This is still in the planning stages, but it could really change how you fight with your tribesmen.

We need a better way to move our entire tribe!

Starting this week, you can use the portals you’ve crafted to move your tribesmen! No more risky long treks with your tribe!

The enemies' ability to dodge ranged attacks seems overly effective.

We’ve noticed that some humanoid-enemies are too good at dodging arrows and thrown items. We’ll tweak their AI to balance their defense and dodging when confronted with ranged attacks.

Can we please get an option to adjust load limits in single-player mode?

Your wish is our command! Expanding single-player customization is a big focus for us. With this week's update, you can now adjust the load coefficient in the "Advanced Settings" menu.

By the way, our first major update is coming up as we approach one month since launch! Keep your eyes peeled for teasers and sneak peeks in our upcoming developer's updates. Thanks for playing and keep the feedback coming!

Community Manager Peter
Lead Producer ZIMA


Join discord: https://discord.com/invite/4G2K7FDbtp


https://store.steampowered.com/news/app/2646460/view/4184488070304486208
https://store.steampowered.com/news/app/2646460/view/4150709171077410039
https://store.steampowered.com/news/app/2646460/view/4152961604365703736
https://store.steampowered.com/news/app/2646460/view/4152961604369532190
https://store.steampowered.com/news/app/2646460/view/6189715263306614009
Practisim Designer - AncientSky Games
  • New Functionality
    • Changed Range Officer glasses to gold
    • Split up popper and mini popper text to USPSA WSB
    • Flash borders when 180 is broken in Sim mode
    • Apply default colors (SHIFT-M)
  • Bug Fixes
    • Adding new camera now respects aspect ratio
    • Locked props won't show highlights in Sim & Dryfire mode
    • DEL key now resets timer correctly
Battlerace - haXen
Hello everyone,

We are pleased to announce the release of a new DLC called the "Battlerace Support Package." Purchasing this package is an excellent opportunity to support our team in the further development of Battlerace and the creation of new, exciting titles.

By purchasing the "Battlerace Support Package," you will receive 500 XP coins as a gift, which you can use in the game, as well as an exclusive "Support" emblem that will be visible on your profile as a testament to your support and commitment.

We would like to express our deep gratitude for your support and the trust you place in us. It is thanks to you that we can continuously develop our games and provide you with ever-improving experiences.

Once again, thank you for your engagement and support!

Sincerely,
TieDeveloper



Website: https://tiedeveloper.com/
Twitter: https://twitter.com/TieDeveloper
Discord: https://discord.gg/tmJEtANHn4
YouTube: https://www.youtube.com/channel/UCR3PS6f-xjh7N2fOe1bOOSQ
Facebook: https://m.facebook.com/104796255542527
TikTok: https://www.tiktok.com/@tiedeveloper
Art-Therapy: Portraits - BagumkaTV
📢 Great News for Art-Therapy Players!

We're happy to share our latest DLC, "Art-Therapy: Portraits - Illustration Pack"! This pack includes 75 new portraits to make your game even better. 🎨✨

Each portrait has a unique style and personality, perfect for adding more fun to your puzzle game. Whether you're a longtime player or just starting, there's something for everyone. 🌈🖌️

Get the "Art-Therapy: Portraits - Illustration Pack" today and enjoy a new level of art therapy! 🌟
Jun 28, 2024
Field of Honor - civcivdev
An error fixed that causes units to not load in Custom Battle mode sometimes.
Jun 28, 2024
Living With Dragons - Abysmal Fury Games
Bug Fixes


  • Fixed shoulder equipment to not be visible if unequipped.
  • Fixed dragon rotation when using skills to properly rotate towards the target.

Changes And Additions
  • Changed Arcane Leather and Cloth to take Crystals rather than essence.
Jun 28, 2024
Battle RC - Blaster Games
Scoring in the new rumble mode has been fixed
Frozen screen on some systems when starting the game has been fixed
Arenas should now load a bit faster on lower end systems
...