Bad 2 Bad: Apocalypse - dawinstone
Differences and features between the mobile and PC versions of "Bad 2 Bad: Apocalypse".

< PC Version Features >
- All microtransaction content removed
- All advertisement content removed
- Overall balance adjustments (combat, drop rates, items, etc.)
- Paid content (skins, etc.) made obtainable in-game

< Quality Improvements >
- Increased texture resolution for characters, backgrounds, and icons
- Sound quality enhanced
- Complete renewal of the forest area background
- Night scenes improved + Added “Wilder” eye glow effect
- Enhanced heat sound quality (+ Added iron heating sound)
- Improved weather effects quality
- Added animations to background objects (reflects changes according to weather)
- Added special UI effects (item crafting, base camp upgrades, etc.)
- Added hidden monster display effects in the background

< New Content >
- Added full sprint function
- Added auto-use function for recovery items
- Added operation board (standby squad members gather materials)
- Added 20 large buildings
- Added 50+ bunkers
- Added wandering merchants
- Added quality enhancement system
- Added 3 new boss-level monsters (Void, Pillager Assault Captain, Enhanced Drone)
- Added 20+ rare reward areas
- Added basic outfits
- Added new boss monster patterns
- Added illustrations for event scenes
- Added final battle scenes
- Enhanced map information (added wandering merchants, wilder pit locations)
- Added cooking and crafting for recovery items (added drinks and food)
- Added gamepad support
- Added skin duplication system
- Added Steam achievements
- Added monologues after all indoor monsters are eliminated

< System Renewal >
- Changed targeting method (automatic -> manual control)
- Renewed EB and Bigfoot skin system (changed to research system by obtaining remains instead of skins)
- Renewed warehouse expansion system (expanded by obtaining hard case remains)
- Changed resurrection system (now consumes a defibrillator)
- Renewed skill reset system (now resettable at the training center)
- Renewed fishing system
- Updated item acquisition system (added item acquisition messages; companions can now collect items)
- Added full map images
- Modified firing mode options for each gun
- Changed Hunter appearance conditions and method
- Made all skins obtainable
- Replaced Citadel Attack Helicopter
- Now purchasable with Emergency Transport Service gems
- Changed so that squad members can shoot when the squad leader collects
Oct 29, 2024
Fulfillment Center Simulator - Chris_W_2k5
[expand type=details expanded=false]
  • Map Changes
    • You now start in an apartment!
    • You will now end your day at your bed (OR the PC currently)
    • A little bit more exploration has been opened up. (Or a lot if you go to the giant hole in the barriers that we definitely didn't forget to close up)
    • Buildings/containers are now purchasable.
  • New Items
    • Flat Cart
    • Put a bunch of stuff on here and wheel it around so you don't have to tie up precious pallets and pallet jacks.
    • Crate Cart
    • Like the Flat Cart, but is more basket shaped for those large loads of loose things that just need to be contained.
  • Mission System
    • Added several steps on the Mission system in the tutorials.
      - Each new step that's been added has also needed a new logic system built with it. It'll be a process, but we know once the logic is all finished, it'll be MOUNDS easier to create and manage all kinds of missions!
  • Bugs Fixes
    • Yes.
[/expand]
SCP: 5K - Goomes
Update 0.15 is now available for all players to enjoy!

This update brings brand new gameplay mechanics, a new and improved checkpoint system for more efficiently saving level progression, a significant amount of bug fixes and polish, and a major overhaul to Chapter 1 that bolsters and supports our design plans for SCP: 5K moving forward (if you wish to read more about this please check out our Affray Interactive Studio Update for Fall 2024 devblog post).


SCP: 5K is also currently on sale for 20% off—now is a great time to hop in with some friends!

https://store.steampowered.com/app/872670/SCP_5K/


You can find the full in-depth patch notes below:

0.15 PATCH NOTES

CONTENT
  • New Areas
    • 3199 Nest
    • Parking Garage
    • Area 12 Reception and staging labs
  • Overhauled Areas
    • Overhauled logistics area
  • Creatures
    • 3199 babies (environmental)
    • Added burning zombies
  • Weapons
    • Added GM6 Lynx (in the game but not in the campaign yet!)
    • Added MP9
    • Added AK-DRACO
  • Lore
    • Added several lore documents to Area 12 Chapter 1
  • Other
    • Added tablet (utility item)
    • Added Dark GOC skin (Hunt and PVP only for now)
GAMEPLAY
  • Added Shootable Fire Extinguishers which block AI and player vision
  • Added Cosmetic system for modifying body type, skin color, gear presets and patches
  • Added investigation system, allowing you to reveal the locations of items around you
  • Added Watch to UIU characters, allowing you to see your health without HUD
  • Added the ability to load into an unlocked checkpoint from the main menu (please note that you must activate each checkpoint before it becomes available in the chapter select UI)
  • Added headshot multipliers to Resonators
  • Added max hits per attack to melee weapons, to balance melee weapons with large concentrations of enemies
  • Reduced pickup time on consumables
  • Improved physics assets for gore
  • Added path for spawns to come from upper area in Wave Survival
  • Added respawn point before dock loading area in Logistics Area 12 Chapter 1
  • Added several hidden and modded weapon pickups in Area 12 Chapter 1
  • Added back some secret areas to Area 12 Chapter 1
  • Added hidden armory to Area 12 Chapter 2
  • Adjusted testing level to include new weapons
  • Added several ammo cabinets to Area 12 Chapter 1
3D
  • Added new GOC Skin
  • Added MP9
  • Added GM6 Lynx
  • Added AKS-74u
  • Added Tape Recorder
  • Added SCP Tablet
  • Added Interactable Vehicles
  • Added Civilian Characters
  • Added new Scientist Meshes
  • Updated First Person Hand Meshes for Guards
  • Updated First Person Hand Meshes for UIU
  • Fixed 360J LOD Issues
AI
  • Reworked SCP-173-B AI
    • Behaviors for investigation, stalking, flanking and aggression
    • Better designer control over SCP-173-B’s behavior, allowing more interesting sequences
    • Added specific targeting of isolated players for SCP-173-B
  • Improved Resonator AI
    • Added resonator jumping
    • Improved investigation
    • Improved the viability of stealth against Resonators
  • Improved SCP-098 Attacks
    • Added additional attacks to SCP-098
    • Improved blending after attacks in SCP-098
  • Improved SCP-3199 AI
    • Added new attacks for SCP-3199
    • Added eating functionality to SCP-3199
    • Reduced desired angle for SCP-3199 Charging
    • Improved 3199 Physics
  • Improved Infector AI
    • Added “Fake Death” to infectors, allowing them to get back up after appearing dead
    • Added additional "charge" attacks to zombies for more variation and telegraphing
    • Improved zombie locomotion blending
    • Improved Infector look direction
  • Overhauled Guard/D-Class AI
    • More defined underlying state machine to improve variability in behavior
    • Improved investigation
    • Improved Idle look, looking at dangers, nearby cover, and interest points
    • More states and events for glimpsing, receiving suppression, sound and damage
    • More reliable detection
  • Slightly reduced decay time on Screen Anomaly detection/attack
Audio
  • Overhauled and Improved Game Mix
    • Rebalanced game mix overall; we recommend setting all volumes to 100% and tweaking only the master volume
    • Audio volumes are now set to 100% by default
    • Added special mix states when important dialogue or sounds occur
    • Added special mix state when game is paused
    • Fixed attenuation and spatialization problems on various sounds
    • Fixed certain sounds overlapping each other nastily
    • Fixed various sounds overpowering the game mix
    • Made occlusion slightly less aggressive (overhaul of occlusion system to happen in a future patch)
  • New and Updated Audio: Weapons and Combat
    • Added dynamic audio layers to majority of firearms (remaining ones soon to be updated)
    • Added improved bullet whizzes and cracks
    • Added ricochet audio for bullet impacts in close proximity
    • Added new sounds for the tactical knife
    • Improved some gun handling sounds
    • Improved how gunshots stack during large combat situations
  • New and Updated Audio: Characters and SCPs
    • Added new vocal sounds for SCP-3199
    • Added new movement and idle sounds for SCP-173-B
    • Added new player character foley sounds: jumping and landing (concrete and wood, more surfaces soon), new tile and concrete footsteps, and interaction gestures
    • Added sounds to some Infector animations
    • Fixed player leaning sound not playing
  • New and Updated Audio: Interactions and Items
    • Added sounds for various item pickups (crowbars, keys, keycards, valves)
    • Added sounds for crowbar prying interactions
    • Added sounds for chainlink fence gates
    • Added new sounds for large blast doors and wooden doors
    • Added new sounds for in-world development notes
    • Added new sounds for keypads
  • New and Updated Audio: Ambience and Environment
    • Added soundscape, reverb and footsteps in vents and added new vent fan sound
    • Added new room tones and music in Area 12 Chapter 1 Interrogation area
    • Added sound to vent falling near starting area
    • Improved environmental reverb in various locations of the game
    • Fixed various fires missing their sounds
  • New and Updated Audio: UI, Music, and Other Fixes
    • Added dynamic music tracks for some encounters and scripted sequences
    • Added new sounds for game menu UI
    • Fixed bad looping on various sounds and music tracks
    • Fixed bad noise floor on various sounds
    • Fixed various sounds cutting off strangely
  • Addressed various other problems
    • Improved crossfading between roomtones
    • Improved randomization of various ambient sounds
    • Fixed sound origin and attachment on various game objects
    • Fixed door squid heartbeat sound playing incorrectly
    • Fixed door opening and closing sounds playing from the incorrect time under some circumstances
    • Fixed mission success or fail music playing too long across level transitions or into the main menu
VISUALS
  • Updated Night Vision Post Processing
  • Added optional simple third person blending for item animation
  • Added Optional Body Cam filter
  • Added camera shake to grenade explosion
  • Improved Damage screen effects to be more clear
  • Added brief first person death camera when you die
  • Made muzzle flash particle lights affect translucency
  • Improved Dismemberment, Blood ballistics and blood effects
  • Improved recoil roll noise
  • Reduced screen shake with compensated weapons
UI/UX
  • Added subtitles for all spoken dialogue in the game
  • Updated text in map select to show when you are restarting or restarting from checkpoint
  • Added early start after a timer if more than half of players are ready
  • Added depth of field to video settings
  • Added SSGI to video settings
  • Added setting to video settings for upscaler auto exposure (On can have less smearing in darker areas, Off can have less artifacting)
  • Added the ability to see the effect of attachments in the loadout and attachment menu
  • Allowed coordinates in teleport command
  • Made return to main menu text clearer and not appear when there was no reason
  • Added controller navigation for modify and team select
  • Added customizable and controller keybind for showing scoreboard
  • Added more info to respawn requirements UI
OPTIMIZATION
  • Optimized particle effects:
    • Smoke material
    • Smoke streaks material
    • Fire particles
    • Laser particles
    • Ceiling dust materials
    • Sprinkler particles and materials
    • Trails, dismemberment and barrel smoke particles
    • Bullet impact particles collision and bounds
  • Optimized FPSItem pickups
  • Optimized tick on gore component
  • Optimized lighting on third person attachments
  • Optimized Leaves and Education center textures
  • Optimized unnecessary Texture resolution
  • Optimized TP shadows for characters
  • Optimized Unreal Engine Cloth initialization to allow many characters with cloth physics at once
  • Optimized Unreal visible decal gathering
  • Optimized Screen Anomaly particles when not visible, drastically improving performance in education center for some systems
  • Optimized some lights in education center
  • Added fade out to flashlight
  • Disabled tick on gore component by default
  • Removed tick from objects that don't need it
  • Reduced skeletal mesh tick on doors
  • Disabled update overlaps on skel mesh anim finalize
  • Reduced overall file size of the game
  • Implemented Significance system, allowing for better performance for distant or occluded characters
  • Optimized characters on dedicated server by detaching unused components for characters
  • Optimized some object’s LOD settings for performance
  • Optimized several streaming volume to reduce hitching between level transitions
FIXES
  • Moved Items and electronics to use push model networking
  • Fixed Items falling through the floor after moving away
  • Fixed self shadow only on first person arms - weapons can now cast shadows on arms and vice versa
  • Fixed Various AI falling through the map when their map section was unloaded
  • Fixed bullet hit decal showing after breaking glass
  • Fixed electronic OnEnabled etc functions being called multiple times, leading to of effects and spawns in some places
  • Fixed AISpawnAreas not disabling immediately if loading classes
  • Fixed a bug where AI would return to investigating after combat
  • Fixed a bug where Enemies would become stuck after attacking
  • Fixed a common DX12 crash resulting from gore component deinitializing during a texture update
  • Improved Ammunition networking:
    • Added Ammo restoration after server rejected shots to prevent large ammo desyncs
    • Added server>client ammo sync at end of reloads
    • Added client unloaded item handling/waiting to weapon data widget
    • Added server client magazine sync on weapon spawn
    • Fixed Infinite false shots due to network desync
  • Fixed reload while sprinting setting being inverted
  • Lowered server default memory usage by up to 40% by reducing default loaded assets and hard references
  • Disabled FMOD occlusion traces outside of listener radius
  • Fixed resonator glitches on head rotation
  • Fixed flashlight not networking as client
  • Fixed admin menu button not always appearing when hosting
  • Fixed empty reload on shotguns not removing a round (giving you infinite ammo)
  • Finally fixed the issue of the inputs specifying "point shotting" instead of "point shooting"
  • Fixed host disappearing on clients when customizing
  • Moved Attachments to use data assets, Allowing asynchronous loading, reducing memory usage and load time for items
  • Fixed bullet impacts not showing at range
  • Fixed SCP3199 Animations Not Playing In Area 12
  • Fixed resolution scale not resetting correctly after disabling some upscalers
  • Fixed bullet casings not playing a sound after hitting a wall
  • Fixed ballistic hit animation not playing on zombies
  • Fixed solid roughness on containers
  • Fixed missing reflection captures in logistics
  • Fixed voice chat component location not networking correctly
  • Fixed game being able to start while a player was in customization
  • Fixed display items showing on clients while customizing
  • Fixed breakable glass not displaying correctly after being unloaded and reloaded
  • Fixed Map vote not always using the correct voted for map
  • Fixed incorrect text showing during map vote after failing in wave survival
  • Halved SAI cover generation cost based on constant cover direction
  • Fixed Health and item UI disappearing after restarting a match
  • Fixed some mistakes in the Game’s credits
  • Fixed respawn requirements not showing correctly on clients due to update order issues
  • Fixed Items not disappearing on clients when picked up
  • Fixed KD ratio not displaying as fraction
  • Fixed sign text not displaying correctly on low graphics settings
  • Fixed crash in FMOD anim notify on dedicated server
  • Fixed a bug where the sky in Antarctica would display incorrectly
  • Fixed AI getting stuck on reload task
  • Fixed DLSS always being enabled by default due to a load order issue
  • Fixed screen anomaly hallucinations not always being removed correctly
  • Fixed screen anomaly not always following the player correctly
  • Fix for ammo pickups not granting ammo (but still getting picked up) if only your current mag was missing ammo
  • Enabled duplicate checking for FPS ballistics effects, improving performance in large gunfights
  • Fixed 3199 animating and playing audio after death
  • Improved MRAP truck’s collision
  • Removed LAMG from Heavy Soldiers loadouts
  • Fixed certain angled concrete materials that had visual errors
  • Fixed certain partially opened shutterdoors that did not close to the correct state
  • Fixed some shutterdoors that were not centered correctly in their blueprint
  • Fixed some Lightmass importance volumes being incorrectly scaled in Pt1
  • Fixed incorrect material usage on some overhead light objects
  • Fixed missing collision on some junction box assets
  • Fixed 173-B spawning twice in generator area in Part1
  • Removed some Ivy assets player collision
  • Fixed some concrete pillars lacking collision
  • Fixed some missized streaming volumes which caused level to load out incorrectly
  • Removed navigation properties of some ceiling assets
  • Fixed pipe valve puzzle in water treatment area
  • Fixed guards running down large vines in Panopticon
  • Fixed several floating assets in Part 1 and in Outpost Axiom
  • Fixed steam burst shortcut being exploitable to skip large amounts of content
  • Fixed collision on several pipe assets
  • Fixed elevator button being usable in dorms before players have first traveled to prison
  • Removed several ammo/health meshes that were not actual pickups
  • Fixed several assets with incorrect collision types in Part 1
  • Fixed some zombie spawn zones on Antarctica
  • Fixed several several ammo/health pickups that did not restore their resource
  • Fixed looping body fall animations on guard corpses in part 2
  • Fixed walls with no collision in water treatment area
  • Fixed situation where SCP-098 in in prison would not get released correctly
  • Adjusted water treatment respawn location to be further from SCP-098
  • Fixed firefight between guards and D-Class to not happen prematurely
  • Fixed mousepads being emissive when they should not be
  • Several areas with invisible walls were justified with props in part 2
  • Fixed Antarctica generators not having correct indicator lighting in some circumstances
NOTABLE KNOWN ISSUES
  • Player feet will float into the air when standing still in an elevator
  • Some zombies will have trouble pathfinding through doorways on dedicated servers
  • Shutters will occasionally appear as open when they are closed on dedicated servers
  • Players cannot check their watch when their weapon is empty
  • Resonators will occasionally get stuck on some geometry
  • Map select will occasionally appear empty
  • Players can encounter a duplicate SCP-173-B in intro cells
  • Steam deck users cannot access the tablet using default keybinds
  • New keybinds may appear as empty
  • Journal tips will appear as the old keybind J - you can use 4 to open the new tablet!
  • Dead SCP-3199 instances sometimes appear frozen standing up
  • Players can get stuck in various places when vaulting
  • Enemies can get stuck when jumping into “The Pit” in Area 12 Chapter 1
  • When loading into many maps in one session, lighting may appear corrupted
  • Some melee enemies can headshot the player, dealing much more damage than they are supposed to
  • Zombies do not react to the alarm in Antarctica


We hope you all enjoy playing the update!

-Affray Interactive Development Team




Discord
Youtube
SCP: 5K X
Affray Interactive X
Star Conflict - Super Glix


Pilots! Time to enhance the strength of your fleet! A spokesman for the Empire at UMC reported that a new transport convoy from the hub sectors arrived at the fringe sectors.

Only today, on October 30, UMC offers a 30% discount on parts for the “Boremys” ship! The parts can be purchased directly from the ship tree.

The war with the Aliens ruined many companies of the former Federation, brought death and destruction to the fringe systems. But those who managed to stay afloat got their hands on the development of ruined competitors for next to nothing. For Sci-Tech Universal, a corporation that rose from the ashes of war, one of these acquisitions was the Boremys project, an improved version of the “Archelon” cover frigate.
The special offer is valid for a limited time and will end on October 31!

Sincerely,
Star Conflict Team
Book of Yog Idle RPG - qihesee
Dear Commanders:
We plan to start update maintenance on 15: 00, October 30 (UTC+8). The maintenance is expected to take 180 - 240 minutes.
*Please pay attention to the community and in-game rolling announcements for specific times.

After the maintenance, please update the client to the latest version before start the game.

During the maintenance, the players will be forcibly disconnected and unable to login. Please logout before the maintenance to avoid any data loss.

The following is the introduction of update contents:

【New Blackguard】
<New SP Lighnting Guardian Blackguard> - Tundra Thunder, Epona



【7-Days Login Re-open】
After the update, the Seven-Day Login Event for beginners will be reset for all commanders. Any incomplete Seven-Day Login Events will be replaced with the new one. By logging in consecutively, commanders can earn a large number of Sanguine Stones, and receive the SP Black Guard: Salvia Fairy Cacau on the seventh day.

【Equipment plan saving feature Update】

1. Modifications to equipment plan now require manual saving (previous plans remain unaffected).
2. If equipment or Gems in a plan are being used by other Blackguards, using this plan will no longer take equipment from them.
3. Plan names can now be customized.
4. The [Team Plan] feature will no longer store or modify Blackguards' equipment, Gems, or Rune disk.

【Guild War Adjustments】

1. The [Diamond] reward in the Guild War round settlement has been changed to [Sanguine Stone]. Depending on rank, players can now earn between 10 to 75 Sanguine Stones.
2. Adjusted the score requirements for different reward tiers in Guild War rounds.
3. Added a correlation between the Main Castle, Elite Castles, Ordinary Castles in Guild War regarding HP and damage:
When 5, 7, or 9 Ordinary Castles in the current fortress are destroyed, Black Guards in Elite Castles will have their defense damage and HP reduced by 4%, 7%, or 12% (non-deployed castles are considered destroyed).
If all Elite Castles are destroyed, Black Guards in the Main Castle will have their defense damage and HP reduced by 10%.

【Power of Contract Update】

New Lightning Powers of Contract:
Electric Flame: Summons a ball of lightning that orbits, dealing lightning damage to enemies it hits.
Lightning Strike: As the lightning ball of [Electric Flame] orbits, it shocks nearby enemy.
Thunder Glory: Increases the damage of [Electric Flame] and [Lightning Strike].

Serpent's Pursuit: Unleash Lightning Serpent towards a random target.
Echoes of Thunder: [Serpent's Pursuit] triggers a thunderstorm at the impact location, dealing damage to nearby enemies.
Divine Lightning: Increases the damage of [Serpent's Pursuit] and [Echoes of Thunder].

【New Gears】

<New Casting Gears>
Added the following two exclusive casting gears for the Blackguards. The casting formula price is Black tide Medal x50
Weimo: Spring Rises
Ojeda: Breezy Shadows

< New Ancient Equipment Sets >
Added the following Ancient Equipment Sets for Refining:
Soul Stealer, Fervor Heart, Doom Reversal

【Bounties Bonus Update】

<Limit-time Bounties Bonus Event>
Duration: After Update ~ 2024-11-27 12:00
Complete event requirements of Bounties Event, obtain Ying's Back Skin and more rewards!

【Academy Cup S14 Season】

Season duration: November 1, 2024 ~ November 29, 2024
Participating in the Academy Cup competition, the top-ranked commanders will obtain the following rewards:
Exclusive Avatar Frame: Permafrost: Aurora Polaris, Permafrost: Dreary Fade, Permafrost: Snow Fall, Permafrost: Lightning Flash
Exclusive Title: Chilly Thunder

【Everwinter Land】

[Everwinter Land] Season 35 and 36 is about to start. Due to the blessing of Lightning, Lightning type heroes will enjoy additional combat ability improvements in the battle of [Everwinter Land].

【Version Events】

< Stephine's weapon Skin Lottery Event >
Duration: 2024-10-31 12:00 ~ 2024-11-26 12:00
Introduction: Consume Lucky Charm in the Lottery Event, commander has a chance to obtain Stephine's weapon Skin - <Celestial Arc> and other rich prize.

< Irida's back Skin Lottery Event >
Duration: 2024-10-31 12:00 ~ 2024-11-26 12:00
Introduction: Consume <Emblem of Luck Essence> in the Lottery Event, commander has a chance to obtain Irida's back Skin - < Stay in Spring > and other rich prize.

<New 8 Days Sign-in>

【Phantom Night Photography】
Qualification Activation: November 7th ~ November 14th, After activation, the sign-in event will end on November 21th, 2024.
Day1: Sanguine Stone*50
Day2: Warp Scroll*10
Day3: Sanguine Stone *50
Day4: Warp Scroll*10
Day5: Sanguine Stone*100
Day6: Warp Scroll*15
Day7: Sanguine Stone*100
Day8: Vina's skin: Violet Phantom


<Halloween Loot Event>
During the event period, consume FP will have chance to drop Event item: [Fitch's Stitched Pumpkin], open to obtain modification stones, AP and other massive item reward

Event Duration: After Update ~ November 26th 12:00

<Halloween Primeval Gates BOSS challenge>
During the event period, the commander can challenge the limited-time activity BOSS: Headless Knight at the Primeval Gates,[Fitch's Stitched Pumpkin] will be dropped as challenge reward. Some high-level equipment will will also be dropped from the difficulties above 5.
Event Duration: After Update ~ November 26th 12:00

<Nora's Workshop>

Event Rule
Use stones in the workshop to obtain score, Get up to 4 rounds of rewards provided by Nora
Different Modification Stone will provide different amount of points
Accumulative point reward can be obtained up to 4 rounds

Expected Event Duration
2024-11-01 8:00 ~ 2024-11-30 12:00

<Sanguine Rites>

Event Rule
Duration the Event, every 【Sanguine Summon】will gain point, accumulate point to obtain massive pts reward. Event reward can be claimed up to 6 rounds
This event will have server/Cross server ranking, and will provide related ranking reward (The Heart of Summon leaderboard will be replaced)

Expected Event Duration
After Update ~ 2024-11-13 12:00

<The Summit>

Event Rule
During the Event, Commander can obtain massive accumulative point reward after reaching certain Academy Cup point
The Event will have separate Leaderboard, Blacktide Medal and Exclusive Avatar will be offered as ranking reward

Expected Event Duration
2024-11-15 08:00 - 2024-11-21 12:00

<The Sakura Season>

Event Rule
During the Event, consume FP will have chance to drop event coin「Sakura Emblem」. 「Sakura Emblem」can be used to exchange various reward on event shop

Expected Event Duration
2024-11-01 8:00 ~ 2024-11-07 12:00

<Heart of Summon>

Event Rule
During the event period, every blackguard summon will give 1 point, accumulate points to obtain massive accumulative point reward

Expected Event Duration
2024-11-22 08:00 – 2024-11-28 12:00

<Blaze the Trail>

Event Rule
During the event period, every 1 FP commander consume will gain 1 event point, accumulate point to certain amount will gain stage reward, there will be 7 stage, up to 6 rounds
Single-server and Cross-server leaderboard will be set on this event

Expected Event Duration
2024-11-15 08:00 - 2024-12-13 12:00

<Superior Supply Line>

Event Rule
During the event, Commander can obtain massive reward by completing series of [Superior Supply Line] task, bonus reward will be given after finishing all tasks
There will be limited-time [Superior Supply Box] offered in Black Market

Expected Event Duration
2024-11-15 08:00 - 2024-11-21 12:00

<Brave Trial>

Event Rule
Brave Trial is a limited-time mode during the activity period. Players can get two free challenge opportunities per day. AP will be used afterwards.
A blackguard will be assigned to participate in Brave Trial, who will be Lv.500 with no self equipment at the beginning.
Each wave has a time limit. Any time afterwards for each wave will be deducted from the return time.
min of return time is given initially. If reaches zero, cannot proceed to the next wave.
Crystals for equip modification is given for wave clearance. Owned equip will be replaced if gets the same type.
For boss reward, you can upgrade equipment to Mythic, or get an extra piece of equipment.
Use FP to obtain loots including Diamonds. Sakura Emblem is given based on amount of waves cleared in the end
Commanders can gain massive reward by completing Event task
Pass Wave 10 to enter the leaderboard and win extra Diamonds

Expected Event Duration
2024-11-01 8:00 ~ 2024-11-07 12:00

<Fusion Miracle>

Event Rule
During the Event, players can obtain massive Warp Scroll, Alchemical Dust, SS blackguard and precious Coin as reward by completing a serial of modification stone fusion task

Expected Event Duration
2024-11-08 8:00 ~ 2024-11-14 12:00

<Altar Ceremony>

Event Rule
During the event period, finish serial task to obtain massive reward, extra reward will be provided after finish all tasks

Expected Event Duration
2024-11-08 8:00 ~ 2024-11-14 12:00

<Blacktide Frontline>

Blacktide Frontline is a limited-time trial. During the Event period, The commander has to challenge boss with 4 blackguards with self-decided difficulty

Event Rule
The boss has a specific weakness which appropriate Blackguard can take advantage of
The challenge of all difficulties cost 100 AP
The trial is limited to 180 sec. If whole team faints in battle or exceed the time, challenge fails
If kill the leader within the time limit, commander will win score and drop rewards from boss
The more bonus drops will be given at higher difficulties, massive modification stone will be awarded.
Each difficulty has its own leaderboard and will provide ranking reward(Each leaderboard will have level limit, the rule is similar to Primeval Gate Leaderboard)During this round, there will also be cross-server leaderboard
There is also score for each participation. Bonus rewards and score ranking rewards will be given based on the accumulated score, including modification stone, SS blackguard Shard and precious coin

Expected Event Duration
2024-11-08 8:00 - 2024-11-14 12:00

【BUG Fixes and Other Optimization】
• Optimized the loot display in the multi-battle reward screen, now showing detailed information about dropped equipment and other wearable items.
• Improved the Guild War interface in the City, adding a countdown timer for the current Guild War.
• Enhanced guild name search functionality, now supporting fuzzy search.
• Fixed an issue where certain Black Guards could not trigger the two-piece set effect of [Neon Slayer's Blood].
• Fixed an issue where the effect of the equipment [Shining] was not triggering correctly.
• Fixed an issue where the exclusive relic for [Falling Samele] was not correctly applying its damage increase effect.
Five Hearts Under One Roof - Eung_
안녕하세요. <하숙생이 전부 미녀입니다만?> 제작팀입니다.

문제가 되었던 영상들의 재촬영과 편집 및 게임 적용까지 전 과정이 마무리되어,
10월 30일 라이브 업데이트가 진행될 예정입니다.
기다려주신 모든 분에게 감사드립니다.

다시 한번 게임 본연의 역할인 즐거움을 훼손하고 불쾌함을 드려 진심으로 사과드립니다.
향후 문제가 없도록 조치에 최선을 다하겠습니다.

감사합니다.
Nitrogen Narcosis - sedwity
Hello everyone, Sedwity here again to tell you all about some of the upcoming content and features being added to Nitrogen Narcosis!

Locations-
  • We are adding a new location called "Beached Whale." This new location is a Facility set in shallow, rough, uncharted waters where a large containership has run aground and spilled some of its cargo overboard onto the seafloor below! Be sure to watch your head as you walk to the Facility beneath the ship.

Entities-
  • New - seafloor Crab! The seafloor Crab is a smaller version of the hoarder crab wandering around the outside of the Facility, in the shallow waters, be sure to stay clear of these little guys, as just like their big brothers if you walk in front of them, or steal loot nearby they will become hostile!


  • Changes - Sharks outside of the Facility, especially in Beached Whale are more aggressive toward those who smell. These Sharks will now chase you from further away if you are to stink up their ocean with your blood or anything you may have picked up inside the Facility.


As always we look forward to your feedback!

Discord!
Roadmap!
Reddit!
YouTube!

Abducted: The Night Hunters - .Cat
Patch Notes:

  • Fixed an issue where players could pick up items inside furniture without opening it first.
  • Resolved a bug that caused the alien dizziness effect to remain on screen after dying and starting a new run.
  • Added more spawn placements for several items to improve gameplay balance.
  • Introduced a 1-minute timer before enemy spawning begins, allowing players time to prepare.
  • Added missing collision detection on several doors in the warehouse.
  • Fixed an issue with the player's idle animation that caused excessive camera shake.
  • Fixed the animation for when a player is holding a gas can.
  • Sanity Pills have been renamed to Refreshment Pills. Taking these pills now also recovers some of your sleepiness in addition to sanity.
Race or Crash: Secret Racer League - prostyle41k
My team(still only me) has fixed some errors and bugs in Race or Crash: Secret Racer League!!! Here is the list of them:
  • Added some particles from under the wheels:
  • Fixed the sound sliders, which had worked by a wrong way before this.


This is all for now.
Journey to Incrementalia - Adam Travers
QOL
-Added auto-summon toggle button. You no longer need to sacrifice your units to stop them summoning. Appears once skeleton noble is unlocked.
- Updated the knighted duck's name to 'Sir Wade, The Uncooked'.
- Walls that attack your minions now only attack once they are below 95% health. This should allow a more stress-free setup on offensive walls.

BUG
- Made a fix to hopefully fix a bug that was preventing progress on wall 25. This one was to reproduce, so if you're still affected please let me know.
-Fixed a bug that caused dragon damage to go below zero, which would heal the wall and prevent all damage.


As always, thanks for playing! The game is getting more stable now so I'll be on to some new content soon!

-Adam (TraversDePorc)
...