修仙小屋 - 修修仙仙
----------------------------道歉信----------------------------
不好意思,给大家道歉了,关于昨天的禁言事件做的非常不对,在这里给大家道歉。因为昨天工作上非常忙根本没时间管理,然后下午又有好多小号出来不停刷屏,封一个继续换号来一个,最后工作上同事已经有异样眼光看着我不去干活在自己电脑跟前才做了如此错误的决定。但是那时候不禁言已经被各种刷屏才匆忙开启了禁言,昨晚已经解除禁言。今天再次道歉,恳请大家的原谅。对于不能说话的无辜玩家表达歉意。 今天会重启下发放补偿200点免费洗点。(所有玩家都能领取该补偿)

同时也为以前的一些离谱操作道歉,例如禁言,差评封号(封的不多,10个左右,有些人说我差评必封,不过是我活该自找的被带节奏),自傲自大等一系列操作(污点太多了罄竹难书)。这里给大家道歉。做的很不好,非常非常抱歉。都说现在的人焦躁,我发现自己也变得非常焦躁了,还不自知。还是得经常反思自己。最后虽然一个人精力有限,开发又费心费力。但是一定戒骄戒躁,听取大家意见。努力维持好一个游戏的运营和环境。还希望大家多多监督,欢迎随时指正。最近聊天氛围也是各种稀碎,给热爱这里的玩家带去了失望,在这里反思希望以后能让大家不会再失望能继续开心的聊天摸鱼。(鞠躬)

对于一些已经离去的玩家,有人还有联系方式的麻烦告知下我的歉意,很抱歉让他们有了不好的体验,因为他们热爱才如此激动如此抗争。非常感谢他们曾经的游玩,对于给他们带去的不开心再次道歉

另外关于定制称号和尾巴,这次定制称号没有通知就出现了也要道歉,因为这些其实是以前版本的老玩家的定制了未实现的遗产,我疏于考虑没有事先通知(根本没意识到这个问题)然后发布出来时我还一直没反应过来大家为什么这么激动然后就互相吵起来了。再次道歉,因为很多历史遗留原因出于怂出于疏忽才导致的这些问题实在不好意思。题外话:俗话说君子爱财,取之有道,我靠自己的技术和精力换来这个钱财应该没问题吧?(定制称号和尾巴没有任何属性福利,就是单纯的外观)。但是我绝对不会卖带属性或数值的之类的任何道具的(或货币之类)。始终坚持的原则就是维护游戏的数值属性公平性。新手补偿制度就是绞尽脑汁给新玩家想的一个尽量赶上新老不平衡的时间的方案。

关于火龙果做事确实有很多不对的地方,在这里给大家再次道歉,因为火龙果现实中对我有恩情,所以才一直包庇他,毕竟是恩人得讲究知恩。现在已经撤销了他的一切权限,回归为普通玩家。有什么不满的骂我就可以了,因为我的包庇才导致他一直错误下去。火龙果也在世界聊天里给大家道歉

关于接班人的事,他犯错了当时立马禁言处理了,他没有任何特权,只是以前上古时代继承过来的遗产。不是特权玩家,有任何违规的地方肯定处理的,绝不包庇

最后,昨晚反思讨论了一些对游戏的管理问题。因为我一个人工作忙实在管不过来,加上有问题了一个人本就焦头烂额焦躁烦躁才导致各种错误操作。所以想征询适合游戏的管理方式。 维护聊天秩序(有人擦边有人骂人时需要禁言),游戏有开发改动,玩法设计用来讨论修改的那种管理方式,并且还要能互相监督防止权利滥用。有什么建议可以反馈里反馈,到时候我会都公布出来大家投票选方式!

❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️鞠躬,道歉,请求原谅❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
Jul 25, 2024
Nuclear Option - Shockfront Studios
• Added ping indicator to Multiplayer games list
• Fixed AI aircraft fixating on aircraft carriers when there are closer targets
• Fixed incorrect ship navigation when ordered to positions outside the main map extents
• Fixed radar altitude and barometric altitude not matching when flying over water
• Fixed AI Crickets sometimes failing to take off from turning aircraft carriers
• Fixed AI aircraft sometimes rolling overboard from maneuvering carriers while starting engines
• Fixed AI aircraft logic not initializing properly when spawned outside of landmass boundaries
• Fixed ejecting pilots not opening parachutes if outside landmass boundaries
• Improved MP client synchronization of ship position
• Reduced Revoker fuel consumption when not using afterburner
• Increased Chicane fuel consumption
• Fixed aircraft fuel tanks draining unevenly over the duration of a flight
• Added controls settings toggle for weapon safety lock when map is maximized
• Increased detection range for Darkreach optical scanner
• Increased rigididy of Ifrit wings to reduce flapping
• Synchronized Ifrit flap and aileron servo speeds to improve roll consistency
• Fixed ARAD-116 missiles missing slow moving radar targets
• Fixed missing physics collider for a mountain road
Error_Boy.exe - WalnutPunch
- You can choose from a variety of characters to play.
Unselectable characters will be unlocked when certain conditions are met.

- Active item added.
It can be used as a space bar.

- Synergy between items was realized.
There are only a few so far, but they will continue to be added in the future.

- The basic enemy's strength went down.

- Add other items and fix bugs
Battle Aces - DarianUncapped
First, we wanted to say thank you everyone for playing in our first Closed Beta! We’ve learned a lot through playtesting, feedback, discussions, etc. and wanted to provide some of our current thoughts on various Closed Beta topics. Also, thank you so much for so much more feedback coming in this week, we are still in the process of going over them, and as we try and make decisions, we will try our best to keep you guys updated on our progress going forward.

Unit Changes from Alpha to BetaThe biggest changes was with unit counters. During Alpha, the meta was always very stale and 1 deck focused due to unit roles/counters not being clear enough. This is something we really wanted to try tackling quite hard for the beta. Both on the ladder across various skill levels and the “tournaments” that happened over the past weekend, we look to be in the right direction so we will be making moves to refine this new direction that we’ve found during alpha and proven out in the beta going forward.

Unit Changes Going ForwardWe will be tuning/iterating based upon how the unit testing went in the Beta. For example, King Crab looks to need some nerfs, but we did like the role change with the movement speed increase so we are looking towards nerfing their Health to maintain this new role it has that really differentiates this unit compared to other tanky units such as the Crusader or Mammoth.

At a high level, one interesting realization we’ve had is: Do defensive units really have to be under-tuned? We had the Turrets under-tuned because we feared that stalemates will cause for boring matches. But after leaning more into having very distinct roles that can be countered with other options, we’re now in the headspace of what if we make Turrets and Heavy Turrets good vs. specific units and get countered by specific other units. This is one of the things we’ll be exploring internally going forward.

We’ll be digging through and discussing so many things that came up on this front and expect various iterations on units before the next phase of the Closed Beta.

2v2 and 1v1 ModesThis was our first time testing 2v2 with the public and interestingly enough, what we’ve been seeing as the differences between the two modes did in fact turn out to be similar in beta. One question that came up for us during this first beta test was what happens if we push 2v2 a bit harder on new players? For example would that help with players easing into our game?

Another thing that came up often was even pro players commenting on cross region play latency being quite amazing for an RTS game. (If anyone’s curious on details Michael Skacal can explain more in depth… He’s told me many times but I just don’t understand engineering/tech). But more importantly, we did wonder in future beta tests if we should try at least once just having 1 region that all players connect to in order to greatly improve match making quality. We don’t need to decide this today, but it’s an option we can explore going forward.

Unit TooltipsThis is an area that we want to try to do much better. To us, the unit descriptions looked clear but learned that this wasn’t the case during beta. The stats pips also didn’t do us favors. They were intended to be more for fun than be informative, but many beta players were confused due to them. We are already looking to do a rework for this, it’s still early stages, but we wanted to at least give you the pitch to see if we can get some more thoughts on our current line of thought.

Here’s the pitch:
  • Set up a general unit traits (or unit labels):
    • SMALL, BIG, SPLASH, AIR
      • SMALL units would be units such as all tier 1 units, Assaultbot or Advancedbot
      • SPLASH units are units that deal splash damage and AIR units are units that fly
      • BIG units would be units that visually look the biggest in the game such as: Heavy Ballistas, Crusaders, Katbus, Kraken, Bulwark, King Crab, Mammoth, etc.
  • Set up a simple ruleset. For example:
    • BIG counters SPLASH counters SMALL
      • Eg. If I lose to a unit marked SPLASH, I can look to add a unit that is BIG
    • ANTI-BIG counters BIG
    • ANTI-AIR counters AIR
      • These last two are pretty straight forward, if I lose to AIR or BIG, just look for ANTI-BIG or ANTI-AIR
  • And here are some examples of what different units’ tooltips might look like:
    • Shocker
      • Unit type: GROUND
      • Attacks: GROUND
      • Label: SPLASH
      • Counters: SMALL
      • Countered by: BIG
    • Destroyer
      • Unit type: GROUND
      • Attacks: GROUND
      • Label: ANTI-BIG
      • Counters: BIG
      • Countered by: SMALL
    • Assaultbot
      • Unit type:GROUND
      • Attacks:]GROUND
      • Label: SMALL
      • Counters: GROUND (Except SPLASH)
      • Countered by: SPLASH
  • And the one last thought is, maybe we can list out the specific units that each of the units counters and get countered by as icons.
Ranking SystemMinus an exploit we’ve located (which we have plans to fix going forward), the general progression looks to be working well + players’ journey towards Top Ace looks to be on the right track as well.

New User ExperienceWe have learned quite a bit from this experience. First, we were able to check that the no focus fire by default does indeed to be the way to go compared to our previous tests with different versions. But we do wonder if we can improve this for both RTS players using it as default as well as players new to RTS. We are still actively discussing this so we’ll share more once we start testing something solid.

Second, we were able to learn the potential gaps that may exist that we’d like to look further into such as how to smooth out the game to game experience as well as rewards tuning to get players started with unit exploration.

Ground Anti-Air Unit TargetingWe are looking to test a different version of this very soon. We’re already in the process of making the change. How it will work is instead of chasing down air units when they run away, they will prioritize ground units that are a threat to them if enemy air units move out of their firing range. And when air units enter again, they will target them again.

Automated Control GroupsWe have tested and decided to put in this feature, so we’re excited to test it out in the next Closed Beta test. It will be an option players can turn on, everything you build will automatically go into control group 1, so you only have to go back and grab the units that wont be a part of your “main control group” to assign them manually.

Let us give an example to show what we mean. Say the situation is I’m using Scorpions and Swift Shockers. And I want to split off a very small group of Scorpions and Swift Shockers for harassment. Then:
  • Every Scorpion and Swift Shockers automatically get assigned to ‘1’
    • This is completely automated and I never have to manually set my control groups for my “main army.”
  • I manually just pick out the small group of Scorpions and Swift Shockers I want in ‘2’ to assign them there.
    • This will naturally remove them from ‘1’ because this is just how our game works. Each unit can only be a part of 1 control group.
    • I use 2 to harass, continue using 1 for main army]
  • So we’ve simplified from having to control group every additional unit being built if I want to control more than 1 group to just needing to set control groups for “side armies only.”
We’d like to continue testing this internally while we wait for the next time players can play and see where this goes.

And please look forward to some fun beta stats info on our social channels, coming soon from Senior Lead Data Scientist, Tian Ding!

Thank you again for your help and support through our game announcement and our first Closed Beta. We will try our best to keep you updated on next steps as they get confirmed and we hope to see you in the next phase of our Closed Beta Test! Thanks!
iVRy Driver for SteamVR - iVRy
This beta:
- Improves AMD H26x hardware encoding
- Improves PSVR2 distortion correction
- Adds AR display support

AMD H26x support requires app version 1.1.7.7 or later, available via Steam DLC.

To access the beta:
Right-click on iVRy in Steam, and select "Properties"
Click on Betas, and select "beta" under "Beta Participation"
Jul 25, 2024
Havoc - AlexRak2
Deployable walls can not be stacked on destructables
Removed gun pads from sniper only
Optimization to cattail creek
fixed host migration pop up on joining lobbies
Vindefiant - Blakey Games


Join us in celebrating pixel art games together 🎉 in the PixElated Festival starting on July 29th! We are very excited to have been chosen to be part of the Coming Soon section of the festival alongside so many other great pixel art games.

The PixElated festival is featuring some of the best pixel art games on Steam. From retro-style classics to contemporary indie gems all in one place!

There will be ✨ discounts ✨ live streams ✨ art contest ✨ demos✨ developer chats ✨ all centered around your favorite games.

Check out the official line-up and more information about the event here: http://pixelatedfest.com/
Angeline Era - Melos Han-Tani
Hey all, thanks for your support with the demo! We've launched a separate, reviewable store page for the Demo. Did you enjoy playing it? Then leave a review now!

https://store.steampowered.com/app/2821920/Angeline_Era_Demo/
King of Snatchers - Juswa
  • Fixed pause & settings bug in Story Mode
Jul 25, 2024
Galaxy Life - AndyVV
Galaxy Life Downtime

Due to an issue people have received the chips reward from the contest multiple times. Because of this the servers will be unavailable for 6-10 hours while we revert this and give everyone the correct rewards, please remain patient and sorry for the inconvenience.

All players will receive an apology reward in exchange for the downtime depending on how much longer it will last.
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