World of Tanks - n_tretyakov
Commanders!

Update 1.25.1 is about to roll out. From the get-go and until July 24, begin to chill in Onslaught Light: Use the full set of mode powers but don’t worry about Ranks—there are none! And in the second half of July, get all competitive in Steel Hunter: challenge yourself to get impressive prizes!


UPDATE 1.25.1 - GET THE FULL DETAILS

Onslaught Light: Begins as 1.25.1 Drops

  • Authentic: 7v7; with all Onslaught modifiers, Tactical and Role Skills.
  • Relaxed: No Ranks, Qualification, or point loss.
  • Accessible: Most Tier VIII vehicles, including Premium ones, are allowed.
  • Lucrative: Complete a 15-Stage event Progression to receive the following rewards:


The unique "Enlightenment" 2D style and two decals are part of the Onslaught Light Progression rewards.


MORE ON ONSLAUGHT LIGHT

Steel Hunter: 2nd Half of July



  • Tournament on top: Try and qualify—it’s open for everyone!
    • Register: Click on the banner in the Steel Hunter Garage to enter the qualification.
    • Choose your team: Join one of five streamers in the dedicated Steel Hunter article (available soon).
    • Perform: After the first battle, your performance will be evaluated over each set of 10 battles. Improved results will boost your score.
    • Profit: Get rewards depending on your leaderboard position (this includes a lot of players who don’t qualify).
    • Qualify: The top 3 players from every team will get into the ultimate battle royale with rich prizes that include real money.
    • Watch: If you don’t make it to the final round, tune in on Twitch and watch the action unfold!
  • Refined core: Get all the regular good stuff Steel Hunter can give, and enjoy several quality-of-life improvements.
    • Updated ability tooltips: more detailed and useful information.
    • Visual info in the Steel Hunter Garage: see the vehicles’ strengths and weaknesses.
    • Reward curve: Marauder loot gets better towards the battle end.
    • Loot on the minimap: an improved view.
    • Transparent loot in the sniper scope: have a clear view of enemies and objects behind it.
  • "Tempered Steel": a new progressive 2D style.
    • Grab it: Just play Steel Hunter once.
    • 5 stages to unlock: Complete special missions in the mode, which require skill. Let everyone see what an ace you are!
    • A long-term goal: Complete the missions in future Steel Hunter launches, if you don’t pull it off in this one.
Premium Account
Downtime
Players with WoT Premium Account will be credited an additional 24 hours of Premium Account time to make up for the update maintenance period.
World of Tanks servers will be down:
  • EU cluster: July 10 from 00:30 (UTC) until 06:30 (UTC)
  • NA cluster: July 9 from 07:30 (UTC) until 13:00 (UTC)
  • APAC cluster: July 8 from 18:00 (UTC) until 23:00 (UTC)

Summer is getting hotter. Get the most of it and prepare for more fun activities that include Frontline and Overwhelming Fire!
Jul 8, 2024
Drug Dealer Simulator 2 - Alyss
Coming through with a super hot Hot Fix! It may be small but it sure will make your life easier!

Fixed an issue where it was not possible to change settings (now you can!)
Fixed an issue where settings were reset when the game was turned off (it's not an issue anymore!)

Roam Across - NanoGiant
本次更新包含包括文本、场景、细节等在内多处调整和优化。
此外,一些数值改动正在测试中。

更多新内容更新也在准备和测试中。
Rogue Samurai - CO's Entertainment
Patch Notes - v0.1.2 EA

Bug Fixes
  • Fixed the issue where the Buddha Hand achievement couldn't be earned. Buddha's hand will now continue to dispense justice.
  • Resolved the issue where Buddha Hand could be thrown at enemies too far away. Even Buddha can lose control sometimes, right?

  • Fixed the issue preventing the Naginata and arrow achievements from being earned. Now you can reach your targets and savor the victory.

  • Fixed the game slowdown after acquiring all upgrades (hopefully for real this time!). Maybe it was less a slowdown and more the dark side of the game.
  • The "upgrade available" notification now disappears after all upgrades are completed. Invisible messages now rest on the dusty shelves of history.
  • Fixed the issue where the cage wouldn't open in some levels. Even cages sometimes deserve freedom.

  • Character animations now transition more smoothly while walking. Perhaps these smooth transitions are harbingers of harsh blows to come.
  • Fixed the issue where a strange visual would appear when rotating the character while standing still. Now animations are flawless. No one wants strange looks when they stop.


New Features
  • Added new buttons in the main menu for feedback and bug reports. Don't hesitate to share your dark secrets with us.
  • Removed the initial opening scene of the game. Now we start directly from Musashi village. Is it the tranquility of a peaceful village or the calm before the storm?
  • The character now roams weaponless in Musashi village. Perhaps the real danger in the village comes from walking around unarmed.

Sharpen your blades, embrace the challenge, and keep the feedback coming, Samurai! We're always listening and eager to improve based on your input.

Join us on our social channels and share your thoughts. Thanks for being part of our journey, and stay sharp!

Our Socials:
Discord: https://discord.gg/shU9Xfg8Vv
Twitter: https://twitter.com/RogueSamuraiTW
Instagram: https://www.instagram.com/roguesamuraiig/
Tiktok: https://www.tiktok.com/@roguesamurai_onsteam
Jul 8, 2024
HeavensSea - 114855526
A routine update was released addressing multiple resolution incompatibility issues, fixing errors in some numerical displays, and correcting issues with some images.
Jul 8, 2024
汉尘:腐草为萤 - 白山正
7.8 Update Log:
1.Fixed the issue in the cellar warehouse where dragging and dropping items in the same spot would cause the image to disappear.
2.Fixed the issue where scene seasons were not effective after repeated loading.
3.Updated to the 14th round.
4.Updated the “Empty Wind from the Cave” side quest.
5.Updated some of Xiao Jieba’s side quests.
6.Updated some special speech bubbles.
7.Fixed the illustration errors in “Where to Find Warm Winter” and “Admiring Fish by the Water’s Edge”.
Jul 8, 2024
LoveCraft - developer.lovecraft
😍 3 new moves at once.
💃 Simple moves - "move 11, 12, 13"





Asteroids ++ - Infiland
This update brings quite a lot to the table, sandbox mode, new utility, changes to idle conquering and quality of life improvements!

Sandbox mode
Spawn in and test out asteroids that you own in your inventory! This mode will be expanded to have an infinite combination of player loadouts in the future.



NEW UTILITY, Ship Spikes!
Ship spikes is an utility that deals damage to asteroids that you come in contact with. Each level improves it. Combine it with repair kit or shield for a promising result. With it comes a skill tree which will improve the utility if you have dash upgraded



IDLE CONQUERING CHANGE
You can now idle conquer while having recruitments or clone in your loadout, which makes this a buff for both of the weapons since it is less limiting. I'm yet to test this since it could turn out to be too good.

Other
  • Changed a lot of player code which brings more stability, but it could cause unexpected crashes so if you get any, let me know
  • Removed unused songs + changed some sounds (like the grade up sound) to be stereo
  • Fixed crash with the mothership and orange asteroids where they could spawn a bullet trying to target a non-existing player
  • Updated utility graphics for the accuracy, health and magnet.
  • Removed unused code
  • Small changes to the store page of the game
  • Added 'Weekly Planet' as an option in the Asteroids ++ Store
  • Added new recruitment names
Peanut Butter Jelly Wars Playtest - akahmann93
------------------------------------------------------------------
PATCH NOTES - VERSION 0.0.0.4
------------------------------------------------------------------

OVERVIEW
- Bug Fixes
- Balance Changes

------------------------------------------------------------------
BUG FIXES
------------------------------------------------------------------

- Fixed Queen's "object index '147'" game crash
- Fixed bug that caused Spawners to stop spawning units when
outside range of the Cupcake
- Fixed visual bug when selling Sardines in a Can
- Fixed bug where sometimes the game wouldn't return to 60 FPS
after the jar being destroyed
- Fixed an unintended mechanic where sometimes a Captain would
still have honey on them even after they died
- Fixed an unintended mechanic where ground troops would be
pushed over enemy buildings

------------------------------------------------------------------
BALANCE CHANGES
------------------------------------------------------------------

Ant
- Made them more easily target banks while the Captain stands
next to a Piggy Bank and spawns them

Salt Cannon
- Improved attack rate from 4 seconds to 3 seconds
- Slightly increased the AoE size of its attack

Psy Crab
- Added "Onward" ability which makes Psy Crabs take a few steps
forward after every 5 spoons they fire

Queen
- Increased HP from 100 to 150

------------------------------------------------------------------
QUALITY OF LIFE CHANGE
------------------------------------------------------------------

Spawners will turn grey when the unit cap is reached and they can
no longer spawn units. However, once the unit cap is no longer
reached they will turn back to normal and start spawning again.
Jul 8, 2024
Microcivilization - Ondrej Homola
Hi,

today I'm going to show a bit of the new Map update stuff. After three weeks of coding it is still fresh from the oven.

Annotated work-in-progress version of the new Map system.(Nothing is final)

The old Map size for comparison

As you can see the main approach is to turn the map into a more traditional grid. While I enjoyed keeping the simplicity of the staged quest system with 'static' map tiles organised into a 'loose' grid, it has proven to be hard to expand without making it grotesquely inflexible and cluttered system.

So what is the reason of all this change?

You could ask why bother with this update at all...the quest system we had was fine?

The answer is complex but let's list a few of the reasons why making these changes:

  • With more activities in research, trade and other areas, the map has proven to be a rather tedious activity mostly in later game phases.
  • The only bottleneck on the Quest gameplay in early-era late-game (hope that makes sense) is quest speed. To me that is an indication of the mechanics missing or being too easy to max-out.
  • With Trade introduced resources, map becomes too small to ensure any kind of options of playstyle. It even limits gaining several Achievements.
  • There is only a limited number of cross-relations between the map mechanics and the rest of the game's mechanics.

20x8 Map size

Yes we could now have a vast map with hundreds of tiles. But to some degree I don't feel it is needed and would rather not increase the map size until it is really justified.

So the decision for now is to have a 20x8 map with left-right scrolling only (fitting the 8 tiles vertically on the screen eliminating vertical scroll feels nice at the moment). Of course technically nothing prevents us now to increase the size to 200x200 with 2-way scroll should we need to in the future.

Tile improvements

A simple chart for the map tile types indicating two 'biomes' (lowlands and highlands) each with three options of improvement on. Each of these three improvements are also convertible to one other within the biome.

In the new system, we will have a more traditional way of cultivating the wilderness. Flat lowlands can be turned into farmlands or forests, hills into mines and quarries. I intend to keep the simplicity roughly on equal level as before. So in the end I do not plan to add more tile types than we had (10 or so in version 0.8). Instead I want the tiles to be flexible and the system more intuitive.

Adjacency bonuses

The main element related to the strict grid is adjacency bonuses for tiles close to each other. While this adds some complexity to the game, I believe it is the core feature behind hex grid that really makes the grid worth its existence. Of course it then depends on how the actual adjacency bonuses are designed...

The current experiment is based on 'adjacency' points system which boosts production of each tile. Villages act as 'wildcard' adjacency boosters for all types of tiles.

At this moment I am experimenting with various mechanics, but the adjacency system is intended to be a key feature of the whole map management. It is also highly invasive into the entire resource economy, so whatever you see on the screenshots now is quite likely to change in the near future.

Other civilizations

Civilization tiles seen in previous version will be upgraded to entire tile regions (with it's home tile same as yours). You will have options to engage with diplomacy (using the Dilemma system that Tribal Villages use) or warfare - being able to steal territory from the losing enemy. Everything else will use the existing game features like Risk Chance, Dilemmas and Quests. We will just 'extrapolate' these features a bit further.

Other than that it is not planned to make Civilization more active agents in the game. For this update at least, the civilizations will be just a spiced-up map features, which grant you more quest options. It is certainly not meant to create a 'technology race' as is usual in classical 4x games. The time will always be on your side.

Worker Limits
Because of the map size increase, the original feature of 'free workers generating resource' will be removed. Instead 'Worker resource' will be directly invested into the map tile expansion acting like a civilization size limit. In other words, each owned tile will reduce Workers by 1.

Because of this Workers progression from population will be re-balanced together with Food production.

Quest Limits
Each quest now has an associated cost. Combat quests will 'reserve' a unit, meaning you will have one less available to you while the quest is in progress (you will have them back for the fight at the end though).

Construction quests (deforestation, irrigation etc.) will respectively reserve a Worker.

This way you will still have no 'actual' hard limit on parallel quests taken, but instead you can trade-off the expansion speed with the ability to defend and produce at home.

No more Quest Stages
Claiming 160 tiles will take more than the time we currently need for a full 6-era run. In fact some of the tiles will have to be wrested from the other civs.

It is now useless to artificially increase effort per tile with quest Stages. From now on, each single quest will cause its transforming effect without the need to repeat it.

The quests duration was not increased (in fact there will be ways to make them even faster), although distance still is the main factor and far quests will eventually be longer than before simply because we now have longer distances.

What's next?

At this moment I am working on Civilization Traits. A new game screen available in the beginning of each run, where you will be able to 'configure' your civilization's semi-permanent traits (meaning traits that last the entire run). At the same time you will be able to pick the starting location on the map - thus give you a 'planning moment' before each civilization run.

I'll share more details about these in the next update.

At the same time I am polishing the game-design for Ascension Tier 2 3 and 4 which is now coming to a solid shape (on paper). I have (un)fortunately had some new ideas to add to the game for these tiers. Some of these mechanics will not be trivial to do, but I kinda fell in love with them too much now to say no.

So as a consequence I might need to adjust the roadmap for Q3 and Q4 as soon as the designs are complete. This could probably add 4 to 8 weeks of work potentially moving the 1.0 launch date later. But we'll see...

See you in another 4 weeks,

Ondrej




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