Tactical Nexus - 三十代中年男性個人事業主
We announced this on Twitter, but we'll also be announcing it here.
We had planned to implement 8-2 next week, but after the programmer played TacticalNexus for a while last week, he was left with the impression that “QoL improvements are absolutely necessary for high-difficulty stages” and “we should start working on QoL improvements that we can do now rather than new stages”, so we'll be making QoL improvements in next week's update and postponing the implementation of 8-2 to the week after next. Sorry.

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There are a few reasons for this, but while you can play through high-difficulty stages and wide stages with 50-70 floors well when you're “in the zone” and playing through them as a test, when you play them a second or third time, you really want to be able to “refer to past data”.
In other words, you get the feeling that you want more information to be presented about “what strategy you used to clear the stage the last time you tried it”.
We implemented a function called <Memory from 0> that saves the history of previously opened locks, but to be honest, I also wanted information such as “at what level did you unlock this door?” and “what did you choose for your last level-up bonus?” to be displayed.
Also, I don't know how far this can be taken, but if it's possible, I'd also like to see a history of things like the use of orbs.

Basically, “using your head” is fun, and in TacticalNexus, I think that “improvements” that allow you to play better than last time are a good thing in terms of the gaming experience.
However, there is a side to this where it is difficult to really experience the “improvements” unless the player is quite proactive about taking notes, so I thought that I would like a function that “shows the player things like ‘you made this choice last time’” from the game itself, even if the player is not actively taking notes.
(The next chapter to be implemented, Chapter 8-2, is also a fairly unique stage, with around 45 floors in terms of size alone, but we wanted a function that would allow players to compare “what they played last time”).

We expect players who have played for thousands or even tens of thousands of hours to take on the game, but on the other hand, the QoL of this game is insufficient, and the weapons that muscular players can use tend to be their own fists, rocks, and clubs.
It's beautiful to see a well-trained player challenging themselves with just their own body, but as long as the developers are challenging the players, we felt that we should provide players with steel axes, carbon fiber armor, and heavy weapons, and raise their potential first.

I apologize for the confusion caused by the order of events, but from now on, the programmers are expected to work for 16 hours a day for the next two weeks, including personal matters, and I will report on the progress on Twitter while writhing in agony, so I hope that will help to ease your frustration.

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The following content is scheduled to be implemented next week.

◆ The enemy version of the Item Catalog will be implemented as a shortcut key: 4.

◆ The “level when the key was opened” will be displayed as additional information in “Memories from 0”.
(I actually thought about just displaying the “order in which they were opened”, but I felt that it would be difficult to process and that it would be easier to use “level” as a measure to some extent... )

◆ When “Memories from 0” is activated, a function will be added to display the “previous command selected” in the level-up command.



◆The basic resolution is expanded from 640*508 to 960*508, and a special space
“Extend Space (commonly known as ES)” is created on the right side.
(It is also possible to select the existing resolution)

◆The following content is planned to be displayed in ES.
★Calculator
★Enemy Catalog (enemies can be pinned, allowing you to always check the status of any enemy character and the map where they are located)
★List of reserved Legacy and Magic items, with quick activation buttons
★Clear floor score calculation
★A function to display the Nexus Medals, Sunstones and stages you are currently challenging (for broadcasters)
★A more detailed status screen (we plan to add the ability to check things like weapon status increases and total EXP)
★A function to pin the keys you have reserved
★The previous level log from <Memories from 0
★A help screen where you can see a list of the shortcut commands that have been implemented so far

◆ES has a scroll bar, so you can display the content you want, and you can also change the display order of each item.
This allows you to customize the content you want to display for each player.









Break Games - Joris
You can now adjust the SFX and Music for Stream Invaders and Victory Dance independently.
Community Announcements - zhouzhouyy168
区服编号
正式开服日期
29服
2024-10-19 09:00
30服
2024-10-24 09:00
31服
2024-10-29 09:00
备注:具体开服时间以游戏内开服时间为准
The Die Is Cast - Canary
Bug Fixes

(Temporary) Now, the battle will end when there are no more enemies to fight at the end of a turn.

(Temporary) You will clear an achievement when you reach the level to learn a legendary skill.

I woke up to too many bugs, so I’ve applied some temporary fixes for about 10 minutes.

From now on, for the next 5 hours, I will focus only on fixing bugs, and instead of writing announcements, I’ll focus solely on patching and developing.
Oct 16, 2024
My Time at Sandrock - 样
Howdy,

We've just released a hotfix for Steam and Epic, version V1.4.0.1. Below are the patch notes:

Fixed
  • Fixed an issue where saving and loading after completing the 'I Guess I Cook Now For Some Reason' quest could cause a serious error.
  • Fixed an issue with Owen's behavior after the 'Battle of the Bands' quest.
  • Fixed a bug where furniture in the homestead editor could accidentally be placed while being moved.

降灵 Evil Draws Close - SEED

《街2降灵》灭灵测试将于2024年10月14号~2024年10月21号限时开启,各位感兴趣的街友记得来体验游玩哦~如果觉得还不错的话记得一键预约一下哦~~另外如果各位UU在游玩过程中有什么疑问,或是有什么好的建议意见都可以添加我们的官方群反馈哦~~万分感谢!
这个秋天让我们跟随李梦祁一行一起滅鬼歼恶灵,济世救苍生,一起清凉一“吓”吧~~
Project UFO草稿版 Playtest - 饭小米
【优化】移除每次清空区域后的临时商店
【优化】升级模式改为每次清空区域后自动升级1级
【优化】移除杀戮勋章机制
【优化】商人房间的道具购买货币,改为金币购买
【优化】暂时移除副武器相关卡牌
【优化】游戏中的2级和10级分别可以选择两把主武器了
【优化】怪物数值平衡性调整
【优化】战斗结算时的 UI界面优化
【优化】增加部分空手攻击相关卡组构筑
【优化】修复一些其他小BUG
Oct 16, 2024
Pixel Composer - MakhamDev
Interface
  • [Inspector] Adding a new node now will automatically inspect that node.
  • [Inspector] Setting an attribute now set to all selected nodes.
  • [Graph] Dragging junction to an empty space now keeps drawing the connection.
  • [Preview] Remove tool number hotkey to avoid conflict with view zooming.
  • [Graph, preview panel] Zoom level can now be edited directly.

Node
  • New 3D displacement node.
  • New High pass node.
  • New VFX boids node.
  • New Pixel math node.
  • New Liquefy node.
  • [Shape] Add line shape.
  • [Shape] Arrow shape now uses 2 points instead of area.
  • [Outline] Add corner profiles.
  • [Composite] Surface properties are now shown based on the selected layer.
  • [RGB, HSV color] Value is now clamped to its respective range.
  • [Http request] Request action is now a trigger.
  • [Polar] Add range property.
  • [JSON out] Add a pretty print option.
  • [Sprite Stack] Add dimension type.
  • [Smear] Add normalize mode.
  • Add an option to set some attributes (interpolation, oversample, format) to "group" which will inherit the value from the parent group.

Bugs
  • [Inspector Panel] Fix matrixBox display inline in spacious view.
  • [Palette selector] Fix crashes when deleting all colors.
  • [Palette selector] Fix dropper active when showing locked value.
  • Fix alpha blending error when using custom channel mix.
  • Fix crash when using a validator with an array.
  • [Cylinder] Fix multi-segment cylinder has the wrong UV.
  • [Split Text] Fix node display problem.
  • [Repeat] Fix inverted falloff.
  • [Repeat] Fix repeat rotation move surface.
  • Fix performance drop when inspecting large struct.
VirtualCast - パスタ
Web
.
New Features
  • If VCC is insufficient when purchasing a product, a recharge function has been implemented to allow users to easily purchase products by recharging the insufficient amount on the spot.
  • A boost function has been implemented that allows users to add any amount of money to the price of a product to make a purchase.
    • For more information, see here



Bug fixes
    • Fixed an error that occurred when a VCI was deleted during the upload process.

    Virtual Cast App
    .
    Bug fixes
      • Fixed a bug that prevented changing facial expressions when entering a room with
      • mocopi enabled.

         

         
      Studio
      Bug fixes
        [/*]
      • Fixed an issue where the video preview was not visible from the right eye perspective when posting a video taken with Video Capture to X.

         

         
      VCI
      Functional Improvements
      • Changed so that when MeshCollider under Rigidbody is not Convex, it is loaded after Convex.
      Oct 16, 2024
      Sexy Airlines EVO - Captain HighJack
      Our cock-hungry MILFs can't wait to feast on sausages and cream over their boring sandwiches during their picnics this week!

      Event Content

      - 2 juicy new threads for Zenya and Isabella and recurring ones for Leoni, Paulina and Celeste!

      - 1 naughty new unlock scene for Isabella and recurring ones for Francesca and Minji!

      - 4 hot new outfits for our Picnic outfit Collection!

      - To unlock event content, collect:
      - Chocolate Strawberries from Germany, New York, Thailand, Japan.
      - Grapes from France, Dubai, Cyprus, Brazil.
      - Watermelons from Italy, Mexico, India and Colombia.

      - The event lasts until the 24th of October 2024 7AM UTC.
      ...