GrandChase - leigh2023
Hello, Heroes of Bermesiah!
Bug fixes and improvements have been updated.


<Bug Fixes/Improvements>
- Fixed a bug where cards that are unavailable for collection appeared in the collection window as a Lv 3 background image in certain situations
- Fixed a bug where cards with 2 or more abilities were excluded when using the filter feature in the collection window
- Fixed a bug where clicking the register card button consecutively in the collection window caused an error message to appear on rare occasions
- Fixed a bug where the updated activated ability was not reflected in the inventory ability window after leveling up the card collection


We will strive to create the best experience possible.
Thank you.
Crime Boss: Rockay City - Rwaggy505Games
“Going Loud” - Combat Boss Build in Crime Boss: Rockay City

Hello! We’re back again with another Boss character build for Crime Boss: Rockay City!

In our previous post, we focused on stealth and infiltration. This included silenced weapons, equipment to help case the job, and perks designed to keep you out of sight while simultaneously ensuring no one escapes yours. You can check out the “Going Silent” build here:

505 Games » “Going silent” – Stealth Boss Build in Crime Boss: Rockay City

However, being a clandestine robber can sometimes be too slow, unnecessary, or straight-up impossible. For these missions and situations, professionalism must be thrown out the window in favor of a more “shock and awe” approach. Time to deal some damage!

As noted in the post above, these builds apply to your multiplayer boss and not necessarily for single-player heisters, though they can be used for inspiration. Let’s get into it!

Weapons
Primary: The Urban Striker



Bottom of the barrel in terms of accuracy, ammo capacity, and reload time, but wait! Don’t brush it off yet because this drum-fed semi-auto shotgun packs a serious punch. Keep it loaded because, though this may sound counterintuitive, this will be acting as your secondary. When things get hot and the pressure is on, pull out the Striker and feel your worries wash away as you quickly dispatch large groups of opposing forces at once or deal massive damage to unique enemies like heavies and shields. If used effectively and accurately, it’s an extremely deadly weapon, especially in tight spaces.

Secondary: Glizzy R+



The Glizzy R+ is a heavily modified version of its base counterpart. Sporting a red dot sight, compensator, and extended magazine, it can let off shots in rapid succession while maintaining relatively high accuracy. The damage output is low, but with the short reload time, enemies won’t have long before they’re back in your sights. This is a perfect sidearm when hauling loot—a full team with this weapon equipped might not even have to worry about dropping bags to switch to their primaries.

Equipment: Cluster Grenade

Exactly what it sounds like—a handheld cluster bomb! Throw it down a full corridor and see just how quickly it clears out, or put some arch in it and create a rudimentary air burst. Be careful though, these things can be unpredictable and potentially cause a lot of collateral damage—blowing up civilians, cars, or even you and your team.

Boss Perks
Perk 1: Gun Nut



The Gun Nut perk increases your overall weapon handling. Faster reloads, decreased weapon sway, the ability to reload while sprinting, and a slight damage buff will ensure that no matter how outmanned you are, the enemy will always be outgunned.

Perk 2: Marksman



The Marksman perk gives your boss a further increase in firearm damage. It may not offer much, but what it does offer is substantial. With the combination of Marksman, Gun Nut, and the Urban Striker, you can expect most cops, gangsters, and guards to go down with little to no fight.

Perk 3: Comeback



As the primary damage dealer of your crew with this loadout, it’s important that you stay in the fight for as long as possible. The Comeback perk ensures you do, granting you an extra revive. Just make sure you bring someone reliable along to pick you up.

What’s Your Build?

If you want to suggest a build, improve on ours or want more of these in the future, join our discord or let us know our Steam suggestion sub-forum . See you in Rockay City!

Crime Boss: Rockay City out now on Steam! All previously released DLC’s for a limited time are included for FREE!
BUY NOW: https://store.steampowered.com/app/2933080/Crime_Boss_Rockay_City/
Jul 3, 2024
Goalgetter - netmin games GmbH
  • Beta version of the Polish language
  • Correction of spelling errors
  • Rare error with player age corrected
  • Fitness trainer Roberta Löwe is now younger
Jul 3, 2024
直到僵尸倒下 Playtest - MineLucky
Currently, it is an internal test used to debug and resolve issues with computers with different differences. There may be various issues that are not recommended for installation.
Welcome to join the testing discard: https://discord.gg/5GQqBd3kcy
Jul 3, 2024
JOY OF PROGRAMMING - Software Engineering Simulator - maschere
- hotfix for potential startup crash if an older version of visual c++ was installed
- fixed "undo/redo" spanning different script tabs. Now undo history is reset upon script tab change.
Jul 3, 2024
Metal Toy Excavator - C.G.W.studio
1. Optimized the destruction effect of cartons.
2. Fixed the collision bug of the basement level.
Rugby 25 - Matt W (Big Ant)


Hi everyone,

We have just launched our first interim update for the initial early access release of Rugby 25. We continue to follow your feedback both here and via our official Rugby 25 forum.

Patch notes for this update are the following,
  • Improved Tackling (Ongoing)
    • Improved tackle effectiveness, reducing simple running around the AI and improved user tackles.
  • Improved passing (Ongoing)
    • Improved passing ball trajectory and player timing of their runs, reducing missed passes.
  • Improved ruck join speed
    • Attacking players will join the ruck faster.
  • Corrected Controls screen and Settings text
    • Corrected mislabelled controls, including the Side camera option being labelled 'High' and omitted controls including the “B” button for tackle.
  • Corrected competition mode scoring system
    • New Custom Competition mode saves will utilise the correct 4 points for a win, 2 points for a draw scoring system.
  • Adjusted night match start time
    • Reduction in the occurrence of harsh shadows due to some matches beginning at dusk before the lights would turn on.
  • General stability improvements
    • Improved game stability and non-progression issues (game not advancing and plays not able to complete, particularly during rucks).

https://store.steampowered.com/app/2340870/Rugby_25/

Social Channels

Rugby 25 Twitter Rugby 25 Facebook Rugby 25 Instagram Rugby 25 Subreddit
Big Ant EA Support Big Ant Twitter Big Ant Forums Big Ant website
War Thunder - Blitzkrieg Wulf


The French Air Force became an independent part of the country’s armed forces on July 2nd 1934, exactly 90 years ago! The French Air Force fought in World War II, and subsequently participated in conflicts in Algeria, Egypt, Mauritania, Chad, Iraq, Yugoslavia, Afghanistan and Mali. The French Air Force now has more than 500 aircraft in service, and two squadrons from the Deterrence Force are armed with nuclear missiles.

Earn the “Emblem of the French Air Force Command” decal!
Get this French decal on this anniversary!


“Emblem of the French Air Force Command” decal

When: Until July 5th (09:00 GMT).

Task: Play 3 battles using French aircraft at rank III or higher to receive the “Emblem of the French Air Force Command” decal.

Additional details:
  • You must use a minimum of rank III.
  • Your activity must not be below 70%.
  • You can complete the task in random battles, except for Enduring Confrontation missions, and [Assault] mode.
  • Track your progress in the hangar by clicking Nickname → Achievements → Holidays → French Air Force Day.
  • You can find the decal in the “France-Aircraft” tab in the Customization menu.
Jul 3, 2024
Lost Legions - Bat-Ela
Salvete my friends,

Lost Legions has made a significant leap forward in the last sprint, especially in the past week, and I couldn't be happier about it. We've known for a long time that our project has great potential, as there are already many systems that function well individually. Now, for the first time, the team has integrated these components into a cohesive flow. Immediately, the feeling of experiencing a real game emerges, rather than just individual parts.
We are working on the demo for Gamescom, which also marks the alpha milestone. Felix has designed the concept for the demo, which aims to showcase all the important elements of the game within 15 minutes. We are adhering to this strict time limit because we will only have short meetings with our guests at the fair. To minimize risks during the presentation, the demo will only be demonstrated in single-player mode.

In broad strokes, here is what will happen:
The player emerges from a tent in a small Roman camp. A superior soldier gives the player a selection of tasks, suggesting they can either handle them personally or delegate to NPCs. Additionally, preparations are underway for an attack on a Germanic village, which will commence shortly and which the player must lead, so haste is necessary.



Then the player gets to work. Various NPCs need to be addressed at different stations, providing the player with additional information to fulfill the tasks. Resources need to be procured, weapons upgraded, missing soldiers rescued, provisions restocked, and defenses expanded. There is much to do and many decisions to make.



Once the path to the enemy village is clear, the attack can begin. A bloody skirmish takes place in the village square. After defeating the final boss, the player pursues the fleeing villagers into the misty swamp. Their trail disappears, and it becomes eerily quiet... too quiet... Something terrible emerges from the fog. The demo ends with an exciting revelation, hopefully leaving the audience eager for more.



Previously, our game consisted of a large empty game world where various features could be tested independently at isolated locations. Since last week, however, we have reached a stage where these systems have gained meaningful context and build upon each other to convey a narrative arc. The current state still includes placeholders in many areas for final graphics. Voiceovers, effects, and animations are often still missing. Tasks cannot yet be delegated to NPCs. Closing these gaps, resolving issues, and enhancing gameplay will be our focus for the next 3.5 sprints leading up to Gamescom.



To achieve this ambitious goal, we need good organization of our workforce. If you want to get insight into our process:
Many work from home or optionally on-site in the co-working space at the S4G School for Games. Lost Legions is hosted as a repository on Github.com. From there, all developers can synchronize the latest version of the game to their PCs, upload their own new data, and make it available to others. Other files and documents are shared via a cloud service or our own NAS. In the art department, we use various tools for different applications: Blender for modeling and animation, Substance Suite for texturing. Additionally, tools like Krita, Photoshop, Clip Studio Paint are used. A newcomer is Cascadeur, for refining animations. Much of the work, such as programming via Blueprints, as well as VFX or level design, is done directly in the game engine, specifically Unreal Engine 5.3 in our case.

I've mentioned sprints several times. This term comes from the Agile SCRUM project management method. I want to note that we follow a heavily adapted version ourselves. Genuine SCRUM is something we cannot (yet) afford. A sprint for us spans two weeks and represents a development phase culminating in a new version of the game. It is planned with the premise: "What will increase the value of the product the most?" and "What do we most urgently need to reach the next milestone?" The entire team commits to this shared goal. Then the sprint is conducted undisturbed (hopefully), evaluated at the end, before the next interval begins. The contents implemented in successive sprints serve to achieve a milestone. For a game production like Lost Legions, these milestones are broadly divided into "Concept," "Pre-production," "Alpha," "Beta," and "Master."

In April, we completed the pre-production phase and have since been working towards our alpha milestone in August. In our case, this is very ambitious because it coincides with Gamescom, where we will present our game in the business area. So our goal is not only to achieve an alpha version of the game but also to create an impressive demo that our guests can play themselves!

So how does a sprint proceed?

Sprint Review & Planning
-Daily Scrum meetings: "What did I do yesterday?", "What do I plan to do today?"
-1-3 playtests with publishers or investors
-2 internal team playtests
-3-4 task force meetings
-Approximately 2 external/freelance meetings



This is just an example of the recurring and expected events during a sprint. It's also clear that only those involved in a role attend a meeting. We also try to schedule meetings mostly at the beginning of the week and in the morning, so the rest of the time can be used for free work. As a small team, we also organize a lot among ourselves and on the fly. This still works well in our structure, although it means documentation sometimes gets neglected. But that's a problem for future Tarock. What could possibly go wrong?



I can tell you, experiencing ideas come to life as the parts come together is exactly the feeling that makes me not want to trade my profession for anything else! Our approach to establish the structure of the game as early as possible, so we have something that can be further developed, is paying off in my opinion. I look forward to detailing the demo in the coming weeks and am eager to see the reactions in Cologne.
As a closing remark, I would like to send a big thank you to the entire team who have made phenomenal efforts to reach this state!

Best regards,
Jens
GrandChase - leigh2023
Hello, Heroes of Bermesiah!

The following is a notice on the GrandChase launch error.

If there is a dll related error or the game does not launch, please navigate to the GrandChase install folder ( Default path: C:\Program Files (x86)\Steam\steamapps\common\GrandChase ) and run GrandChasePrerequisiteInstaller.exe to install the game.

We will strive to create the best experience possible.
Thank you.

...