Cosmos - Jacwab
NEW TO COSMOS
  • Reduce the Artifact drop change from 25% to 10% (Missed from the previous CL)
  • Added visual indicator for the Weapon Icon showing how many Weapon Upgrades are equipped without having to hover the tooltip to check
  • Added "Second Phases" for the Cosmic Echo - "Unknown"
  • Added "Second Phases" for the Cosmic Echo - "Star Commander"
  • Updated the visuals of the Missions menu (now uses a button on the top right)
  • Updated the Main Menu screen to use Nebula Skyboxes
AUGMENTS
Updated Augment "Nano-Steel Protective Plates" now called "Electromagnetic Coils"
Was: +100 Maximum Health, Taking damage releases a large pulse of ethereal energy, each enemy hit takes 100 damage
Now: +100 Maximum Health, Taking damage releases a large pulse of electromagnetic Energy, stunning nearby enemies

BUGS FIXED
  • Fixed an issue with the Co-Pilot Dean using the wrong mesh when entering the Escape Pod
  • Fixed an issue with the Augments menu showing the max augments as 75, when there are 81 (6 new ascension augments)
  • Fixed an issue in the tutorial with the Rift Energy particles failing to collide with the Cosmic Core
  • Fixed a visual error with the Dialogue for completing a Mission showing the word "Mission" twice
  • Fixed a bug with the Artifact "Shield Blocker" in which it failed to trigger
  • Fixed a bug with the Developer Codes UI playing audio on max volume
Jul 7, 2024
Metaphysical Abyss - Van_Veen
    The light is now back to the original form. (Same as the trailer) The input button was changed to E instant of F.The philosopher runs faster now. Bugs fixes.
[Neolithic]To the End - orochi2k
English
############Content###############
[Perk]New Perk: Brave
[Perk]New Perk: Foodie
[Perk]New Perk: Prayer
[Perk]New Perk: Escapist
[Perk]All those perks are now in the game's code. You can add them by console command. However, the system to add them randomly to newly generated pets is still working in progress.
[Wiki]Added a page about the character perks: https://neolithia.fandom.com/wiki/Character_Perk
[Shopping]Dr. Kyofu now sells some anti-debuff items such as shower gels, sunscreens, and eyedrops.
[Pet Fusion]Big Cats + Bunnies can now correctly make TigerBunnies.
[Pet Fusion]Lowered the pet level requirements for Pet Fusion. From lv50 to lv30. (Higher levels still provide attribution bonuses.)
[Pet Fusion]Fusioned pet shall inherit all perks.
############DEBUG################
[Pet Fusion]Fixed a bug that causes fusion pets to have extremely high initial attributions while also making them not grow at all.
简体中文
##########Content#################
【特殊属性】新特殊属性:勇者
【特殊属性】新特殊属性:吃货
【特殊属性】新特殊属性:祈祷者
【特殊属性】新特殊属性:跑路大师
【特殊属性】上面这些特殊属性都已经在游戏的代码中,可以用控制台加入。但是,让新宠物随机获取这些特殊属性的系统还在施工。
【维基】加入了一个关于角色特殊属性的页面:https://neolithia.fandom.com/wiki/Character_Perk
【购物】恐怖博士现在会贩卖一些对抗负面状态的物品,比如沐浴露、防晒霜、眼药水等。
【宠物融合】大猫猫+兔兔,现在可以正确地融合出虎兔兔。
【宠物融合】降低了宠物融合的宠物等级要求。从50级降低到了30级。(更高的等级依然有属性奖励。)
【宠物融合】融合产生的宠物将会继承所有的特殊属性。
############DEBUG################
【宠物融合】宠物融合,修正了一个导致融合产生的宠物会有极高的初始属性但是无法成长的bug。

Latest news from Ukraine/乌克兰小剧场
https://controlc.com/ac5f66a5
{LINK REMOVED}
Meadow Assault - NordicBrother
Hello Everyone,

We are excited to announce that our game is set to release next week! However, please note that any subsequent updates will take some time to roll out.

Known Issues:
There are a few known bugs that we are diligently working to resolve. These may not be fixed in the initial release build. We appreciate your understanding and patience. To help us improve the game, please report any bugs you encounter in the discussion forum or on our [https://discord.gg/aWVDWVWsZa] Discord Server [/url].

In-Game Shop System:
Our game features a shop system where players can use their Steam Wallet funds to purchase in-game currency. However, this is completely optional. You can also earn in-game currency simply by playing the game, with rewards given approximately every 15 minutes.

Language Support:
The game will be available in six different languages at launch. We strive for accuracy, but there may be some translation errors. Please report any mistakes you find so we can address them.

Thank you for your support and enthusiasm. We can't wait for you to experience our game!

Best regards,
Nordic Brother
Jul 7, 2024
BadSmith - Viirta_boi
Heiii blacksmiths how is your summer? I hope you are not melting at home and going outside sometime. 😎

For last two months we've been working and finishing certain things in the game such as Water, Day/Night time and lights. Actually, we still need some setting up light system, but we added basic light in the build. We are planning to move forward with the Anvil and Anvil mini-game around August. Yes the mini game has already existed but there is no good game feel and it's just a boring, so we need to rework some UI and add more juicy work on hitting the hot metal.

With slowly steps right now we are moving forward to the day when we will have a demo of our game. Probably not this year, but my hopes for the next year is big as Michelin giant from the movie Ghostbusters. So live life and play other games until the demo come.

Right now we are taking small vacations, around two weeks. After that we plan to add a couple not important stuff in the game just for fun and then take a task with Anvil.🔥

Stay tuned brothers and sisters blacksmiths! Have a nice summer y'all!

p.s.

if you miss some updates from Twitter/X post, I will add it here. 🙌

Post with Water
Post with Furnace chill
Jul 7, 2024
Apsis Online - Doop
I’ve been tossing around multiple blogs detailing this messy update. Thinking maybe I’d combine them all later. The actual version 7 is a mixed bag right now but I’ve been wanting to share progress.

The angle this time is more along the lines of “write it while it’s hot”. For my own sake. And I think – as a solo dev – the rigidity of plans and documentation that can come with team style development can slow things down a lot. This is all to say I don’t always take the time to write things down but when I do, I do. I’m trying to strike a balance. Sometimes the best stuff happens on a whim.

About that update!



Dynamic NPCs :. Origins

The current NPC system is already complex with lots of coverage in terms of how much data it both provides to and receives from the the game world. There are 9 base options for conversation starters and one or more branches off each depending on the state of the game world. Then the responses vary for one reason or another.

In V7 the NPC system has been made more accessible to the player by simply making it more streamlined to find them in the first place. And temporarily, almost everyone is for hire.

What’s missing is them leaving your service when things go south. Which could simply be a user not logging in to make sure the ship has food. Of course, later down the line that too can be delegated to an NPC crew member. Or another player. I want the game and its inhabitants to persist. Like really persist in ways that can create its own emergent gameplay. And that’s the reason behind what is one of the most developed features in the game so far (NPCs).

Upcoming features in this category would be taking NPCs with you on ground expeditions and allowing the player more delegation features to make them autonomously perform tasks. As of right now they tend to do more as free agents than when they are crew members.

For example, they can leave the main faction (the UESA) and become a pirate. Under the condition that the UESA isn’t providing enough of their basic needs. If there’s enough piracy going on in a sector then it’s likely that a group of pirates will form a minor faction. These factions usually have enough clout to claim territory/minor structures. From there a small NPC faction can grow and become a major force that everyone has to deal with.

Of course it shouldn’t stop there with plans to enable players to team up with those factions against the UESA or whoever really. For me, I see this as a jumpoff to adding less hostile more business-minded factions.

Change overview (NPCS)

[+] NPCs have personality (arche)types but this isn’t 100% meaningful yet
[+] NPC backstories are now recorded in their own life logs which will be visible via a web browser, eventually extending to in-game.
[+] NPCs can create factions and recruit new members into them
[+] NPCs can leave factions
[+] NPCs and factions can raid
[+] NPCs have basic needs (like food and shelter)
[+] Factions will generate missions based on world events.
[+] Mutroon can grow up in your care, ultimately becoming a crew member inheriting a combination of your username as its family name.

Collaborative Realtime Strategy



To think that this entire feature started with one zone that you could build on and then that zone was expanded. And then the game was just open-world on planets in a traditional roguelike style. And then that sucked. So then I added that side scrolling part to give “embarking” more of an identity within the game.

I was underwhelmed. So I went back in and made the open-world thing a real-time mechanic. Something I wanted to avoid because it wasn’t how the engine was built. And the verdict isn’t out yet! But I can say it’s not ready.

The idea is that you can see territorial changes on a starmap happen in real-time with options as to what you might want to do about it. Combat is a toss up because assigning crew to participate said combat is an underdeveloped feature. Although giving them things like traits and/or stats have been implemented for couple years now.

[+] Planetside map has become a real-time sector map
[+] Factions can take over structures like space habitats and build stations (kidnapping or killing the previous inhabitants if necessary)
[+] Factions can create and assign task forces to chart unexplored areas on the map

I’d like to keep a lot of the drama at a macro level in-game with players being able to get into the specifics by way of a type of “legends mode”. Then there’s the in game wiki stuff. We’ll get there!

Elections and Resource Management



Imagine running just part of a country in a map game. Complete with a codified hierarchy, in this case a military and executive chain of command. So maybe you command a small force of NPCs stationed at the border of a nation you share with other players. Do you take troops over the border and capture a town because it would be easy? Do you defect and launch a coup? What would be the repercussions if it was up to players or even player-made policies?

We’ll be exploring these ideas. V7 will launch with elections for colonial administration that will happen on a regular basis. What this boils down to is preset policies that could effect new and existing players. Separate update about that coming up.

Looking ahead, it will also be possible to entirely lose the main colony. Forcing new players to have their starting base be somewhere else. Or force them to assimilate into a new primary faction at arrival.

[+] Player-elected officials can change colony policies which effect affiliated NPC behavior.

Ok I have to wrap this up before I get brain fog. Will get back to it, looking forward to sharing more!

Jul 7, 2024
Kebabstar Playtest - Ali
Increased daily time on desert map from 180 seconds to 360 seconds.
Increased waiting time for customers 80 seconds to 160 seconds.
Fixed: F1 key is now visible for tutorial help.
Fixed: Whisk item may not be appear on tutorial.
Fixed: SINSTAGRAM profile description font decreased.
Fixed: Various translation fixes.
#BLUD - Exit 73 Games
First of all, THANK YOU!

Seriously.
Thank you for both playing our game #BLUD and for all of the detailed feedback! We’ve read through everything on Steam, Twitter, and beyond in order to address the biggest issues.

These changes will be rolling out very soon to Steam, and shortly thereafter to consoles. (Be sure to follow us on socials for more precise timing.)



We’ve done a bunch of combat improvements. We had started prototyping making Becky invincible during rolls before release, but there were issues with ground hazards preventing us from including it earlier. Thank you for your patience as we worked out the roll! In conjunction with that, we’ve shortened the animation for getting hit, so Becky can recover faster. Overall, combat should be more fluid, so you can be the vampire slayer you were born to be.



We’ve also permanently assigned a map shortcut button, and fixed a bunch of soft-lock locations. Check out the full list of improvements below!

Big Improvements:
  • Combat Improvements
    • Shortened the basic "getting hit" animation, so Becky can recover more quickly
    • Uppercut hit boxes are larger
    • Uppercut (with stick) causes more damage: enemies that require 3 standard hits can now be killed with one uppercut
    • Becky’s roll can now move past/through enemies without taking damage.
    • Becky has invincibility frames during the start of the uppercuts
    • When rolling towards an enemy, we attempt to target the enemy so that your roll will end right next to them in order to aid with uppercut aiming
    • Enemy AIs now pause while Becky is performing actions that freeze her in place (Performing finishers, opening phone to see the pause screen, collecting items)
  • I’m the map (button)!
    • Added Map button to the select button (Xbox: view button, Switch: minus button, PS: Touchpad).
Spoilers ahead!

The Nitty-Gritty:

  • Myrtle no longer has two sprites that are overlapping in chapter 7 & 8.
  • If you return to Kristoff's camp after chapter 3 and its daytime, the day/night transition video was showing even though it wasn't switching to night.
  • The side passageway to the cemetery was cleared during chapter 5 & 6. It should only be cleared from Chapter 7 on.
  • You could get stuck between the grandfather clock and the rocking chair in the main room of Becky's house. (See! We read ALL the feedback.)
  • Cleaned up an issue that was causing infinite loading sometimes in a few of the dungeons.
  • Main Quest improvements/Corrections:
    • If you died/stopped playing during the nails mission in the cemetery, sometimes the nail count would get out of sync and you would only have 7 out of 8 and no more nails could be found.
    • If you fully left the funeral home after unlocking the locked door with the key and re-entered the funeral home, the door would be locked again and you couldn't get the key a second time.
    • If Becky died after fighting the right hatch mama nest in the hospital while picking up the key, she sometimes would not get credit for killing the nest and would be stopped from completing it after respawning.
    • Removed the middle button from quicktime events since some people don't have that button on their mouses.
  • Side Quest improvements/Corrections:
    • If you died when doing Spellbound (Morgan's spell pages mission) sometimes the mission wouldn't update and you could only get 2/3 pages.
    • Gregg is now available in Chapter 11 as part of the Free Token Giveaway (Tony’s end game mission).

We’re doing more than bug fixes and improvements. We can’t give too many details yet, but we’re working on some content updates before the end of the summer!

Thank you again - we hope you enjoy!
Banana 2: Fruit - 🥴UWUCIFER🥴
-fixed effects bananas being used as cauldron combination items
Jul 7, 2024
勇者与亡灵之都 - steem
bug修复
...