Moros Protocol - SiPlaysGames_
\[RECOVERED TRANSMISSION: ORPHEUS-AUD.31]

Timestamp: 07-26-14 // Location: Maintenance // Speaker: Unknown

"They've overrun the ship... Can't hold out much longer... I found some things the others could use... GET OFF OF THE SHIP!" // Transmission ends.

Maintenance schedule initiated, incoming parameter improvements imminent. Thank you all for your continued support of Moros Protocol! The devs have been hard at work squashing bugs and making improvements to the game, and now it's time to get excited for MORE. We're revealing our roadmap for additional content coming to the game right now, starting in November with run modifiers and more to come in December 2025 and into 2026. We're grateful to all of you for playing and hope you enjoy the new content coming.

But that's not all for today! As a little treat and a thank you we've added a whole host of community items to Steam for you to enjoy including backgrounds, profile images and profile image borders. You can find all of them in the points shop on Steam now ➡️ https://store.steampowered.com/points/shop/app/1605250

Stay up to date with Moros Protocol by following us on X and joining our Discord Community for the latest updates and to connect with your fellow Orpheans.

See you in the stars 🌠

- Pixel Reign 🚀

https://store.steampowered.com/app/1605250/Moros_Protocol/

Elemental: Reforged - wasabi_md
THANK YOU!

We're shocked and grateful and humbled by the community response to Elemental: Reforged. In the first week since Beta 1 hit Early Access, we’ve hit wishlist numbers and sales approximately 6X higher than our most optimistic projections. The game is already in the top 1000 overall wishlists.

When we started working on this a few years ago, we were just really doing this for ourselves. A kind of therapy :). So this has all been overwhelming in a good way.

Your support means I get to steal er borrow er assign more engineers and artists to the effort.

So let’s talk about the exciting world of bug fixing.

This Week's Focus: Bug Fixing and Memory Leaks

With Beta 1 now in players' hands, this week has been all about stability and polish. Our primary focus areas have been:

Bug Fixes and Memory Leaks

We've been systematically hunting down and eliminating memory leaks and various bugs that emerged during early testing. One particularly interesting challenge we've encountered is dealing with race conditions that never manifested on older hardware. Modern systems are so much faster than the machines we originally developed for that timing-dependent issues which were effectively "hidden" by slower processors are now surfacing. It's a fascinating reminder that performance improvements can sometimes reveal bugs that were always there—just waiting for the hardware to catch up.

Localization and String Tables

Before Beta 1, we made great strides in transitioning the game away from hard-coded strings to proper string tables. This week, we've continued that work with a critical focus: variable ordering for different languages.

Here's the challenge: In English, you might see:

"You have hit the bandit for 5 damage and taken 3 in return."

But in other languages, the natural word order might require those numbers (5 and 3) to appear in completely different positions within the sentence. We need a robust system that allows translators to reorder variables while maintaining grammatical correctness in each language. Getting this right is critical for the game's long-term success and ensuring players around the world have an authentic, high-quality experience.

The Road Ahead: UI Modernization

One of our major ongoing initiatives is modernizing the game's input systems. Currently, too many actions require mouse clicks on specific buttons and UI elements. We're committed to ensuring that players can:

- Navigate and control everything via keyboard
- Use game controllers for full gameplay
- Avoid being forced into mouse-driven interactions

This is a substantial undertaking and will be an ongoing challenge, but it's essential for accessibility and player comfort. We want Elemental Reforged to be playable the way *you* want to play it.

The original Elemental was the first game we made to support the detailed breakdowns of stats in tooltips. Internally we call them “Chicks” (named after Tom Chick, a well respected journalist, writer and thought leader). We’re expanding on this now that we have more resolution to work on.

We also plan to add tooltiips within tooltips as well as some sort of Shafer button (both concepts popularized and/or invented by Jon Shafer, the designer of Civilization V and Galactic Civilizations III). The Shafer button is pretty common in games now where the Turn button leads the player to whatever still needs your attention. Our plan is to eventually get that in here but with the addition that you can hold down say the SHIFT key and force it to the next turn. Note if you look at the screenshot we have a bug. Can you spot it?

Expanding the Art Team

Thanks to the overwhelming interest in the game, we've been able to bring additional artists onto the project! This means we can accelerate visual improvements and polish.

We want to hear from you: What are the top 3 things you'd like to see visually improved in Elemental Reforged? Please share your thoughts in the comments below. Your feedback directly influences our priorities.

Bringing Back the Past

We also have added around 200+ new quests and Goodie huts and a begun bringing back lots of author Dave Stern’s writing back into the game which was lost due to having to reduce the number of quests for War of Magic (and Fallen Enchantress had even fewer quests than WOM). We also restored some of the units that were removed before War of Magic shipped (and never appeared in Fallen Enchantress) so you’ll be seeing those.

We also began adding in the quests from Sorcerer King which were written by author Chris Bucholz, and amazing writer.

Little Bit of AI

We haven’t really started on the AI overhaul yet, but we did a few things to make them a bit tougher.

Champion Recruiting

The Champions are back on the map! As you gain fame, you can recruit them. You still will get champions offering to join you but it’s far less frequent. Instead, most champions will be the ones you find on the map and win them over to join you.

Better Performance

The game already runs pretty well. After all, it was originally made when computers were very slow. But there is always room for cleaning up code. Hopefully it’s noticeable. However, loading the game will, for now, take longer as adding hundreds of new quests and more units and more points of interest means loading up the XML will take longer. We’re working on that.

 

Preview Builds

One thing that we have seen is that the original intention of Early Access has been ruined, imo, by studios using it as a late development demo or marketing effort rather than the original idea which was to bring players on the journey of development, warts and all. Which is a real shame. Thankfully, most people do realize that these are early betas and intended a such. With finite development resources, the point is to work with the fans to determine where those resources go and that’s where Early Access goes.

Nevertheless, we also need to recognize the reality that many, if not most, gamers have a limited tolerance for bugs and instability. Therefore, we are going to create a Preview Branch (“Even buggier”) branch that shows off a lot of new features and improvements that might be even buggier than the main branch. These builds still go through QA so they’re not untested. But they will have things in them that we are trying out that might prove to have been dumb ideas and they will have more bugs than the main version.

For example, if we’re adding 200+ quests, we have obviously not tested them all yet. They should work, but a treasure might not show up or an icon might be missing. But through it, we’ll find out what kinds of quests players tend to like more and would like more of.

Just the Beginning

I was asked what the long-term plan is for this game. My answer is that the plan is to keep actively working on this game for as long as there’s a reasonable number of people playing it, which I suspect will be many years.

I’d like to keep early access short. Get the bugs out. Clean things up. Polish. Balance. Make the AI better. Etc. I don’t know how long that will take, the game is pretty buggy. But once that’s done, you put it out there and then we keep doing updates for the next several years. That’s the plan!

Magic Rampage - andre.santee

The Halloween season is here, and so is madness! Face a surreal, nightmare-fueled Dungeon where the only way out is up. Each floor brings stranger sights, deadlier foes, and rewards for those brave enough to climb higher.

Will you reach the top before the night consumes you? Dare to take on the Halloween Rampage and see what horrors—and treasures—await above the clouds!

Cooking Live - Italian Kitchen Simulator - Victoria S.
Jane’s been asked to shoot a TV program called “Cooking Strike” to show off her incredible cooking skills, and she needs to complete five levels in a row to make sure she’s ready!

While you complete the levels to get ready for the show, the TV crew will bring some more professional equipment.

If you fail a level, your progress will be reset and you’ll have to start from the beginning!
You can try as many times as you want. The TV show’s paying for the food, so you won’t be using yours up.

When you finish the fifth level you’ll receive a big reward that includes booster parts, Coins, Rubies, and blog points!



If you don’t complete all the levels before the event ends, don’t worry. You aren’t losing anything, and there’ll always be another TV program!

Whimel Academy - eviaiva1945

Hi all!!

A while back I optimized the game to be of a smaller download size, which meant that it needed a little bit more RAM space (about 6GB or so), but since then, I realized that many people can't play the game if they had an 8GB RAM setup. So I've decided to go back to have a bigger download size, and hopefully this can help.

I will also be continuing to find ways to potentially optimize for both GPU and CPU (the recent potato mode being one example) but this is a solution that I have for the moment.

0.1.14

New

- blind box secret item

- alchemy books

Fix

- fixed lumi bio page cursed layout after max friendship

- fixed lamp position

Polish

- swapped ida and daisy plush positions

- bookshelf ui

Land Of The Valiants - Vanracs

Today marks a historic milestone for Land of the Valiant.
The foundation of Evolving Intelligence is complete — a system that allows NPCs to think, learn, and grow with every player interaction.

Each question, each conversation, and each choice made by the players helps shape the knowledge and behavior of the world itself.
No two interactions are ever the same — every villager, craftsman, and guardian may now see the world through their own evolving perspective.

This is not a scripted world anymore.
It’s a living, breathing realm — one that learns from you.

🧩 This system is now live and being tested by our closed testers.
🔥 It marks the beginning of the AI age within Land of the Valiant.

Oct 30
magnat - Costicla
  • Fixed issue where offline gains were computed incorrectly

  • Still in progress: 'city' map, that will replace the current business grid. Coming soon!

J-Jump Arena - Artbarian
It’s time to get spooky! 👀



Join the Halloween fun and play 5 online games to earn a special Pumpkin Head accessory!

You can choose from 3 festive colors, perfect for showing off your Halloween spirit. 🎃✨

Get out there, play, and have a frightfully fun time!
Stream Avatars - clonze

[c]-Added EWC Avatars to the workshop!
-Added Mingames > Boss > Player spacing[/c]

[c]-Added Minigames > Boss > Custom Boss > healthbar position[/c]

[c]-Added Minigames > Custom Boss > Added healthbar Position Y[/c]

[c]-Added Minigames > Boss > Player Spacing option[/c]

[c]-Fixed Avatar&Gear > Preview > Gear positioning[/c]

[c]-Fixed Minigames > Boss > Bug - Custom player classes that self damage and die no longer skip the next players turns[/c]

[c]-Fixed Minigames > Roulette > Bug with outcomes not matching visually with colors.[/c]

[c]-Fixed Minigames > Roulette > Bug with green allowing even numbers to win.[/c]

[c]-Fixed Youtube > Youtube update was sending @handles with the symbol as display names, which caused issues for targeting avatars with commands.[/c]

Also some previous changes from EWC event that I forgot to post:

[c]-Fixed > Connected > Viewer selection > avatar dropdown now only includes avatars that are enabled/setup correctly [/c]

[c]-Fixed > Kick (streamers with hyphens in their name wouldn't connect) [/c]

[c]-Added Right to Left detection for languages in nametags and chat bubbles. [/c]

[c]-Changed > Moving forward windows 64x will be the only supported build to keep up with performance and integrations. [/c]

[c]-Added General > Window > support for windows Spout2! This is better than game captures & window captures. its more efficient [/c]

[c]-Added Languages > Custom language option - You can now translate the app yourself! here's a guide: <https://docs.streamavatars.com/stream-avatars/content-creating/creating-custom-language-localization> [/c]

[c]-Added Workshop > Language import/export [/c]

[c]-Added Import&Export > Language import/export [/c]

[c]-Added Menu TopBar > Check Extension Upload [/c]

[c]-Added Avatar & Gears > Avatar animation preview button will now display gear + palette selections [/c]

[c]-Added Lua > App.exportAvatarImage - Allows you to export an avatar with gear and palette assembled in any animation or frame of animation. https://docs.streamavatars.com/lua-scripting-api/api-reference-and-tips/classes/app/exportavatarimage [/c]

[c]-Added Lua > user.scale {get;set} <https://docs.streamavatars.com/lua-scripting-api/api-reference-and-tips/classes/user/scale-get-set> [/c]

[c] -Added Lua > user.override_scale {get;set} https://docs.streamavatars.com/lua-scripting-api/api-reference-and-tips/classes/user/override_scale-get-set [/c]

[c]-Added Lua > user.saveUserData('title_of_save', some_data); https://docs.streamavatars.com/lua-scripting-api/api-reference-and-tips/classes/user/saveuserdata [/c]

[c]-Added Lua > user.loadUserData('title_of_save'); https://docs.streamavatars.com/lua-scripting-api/api-reference-and-tips/classes/user/loaduserdata[/c]

[c]-Fixed Battleroyale/Duel buff effects lingering and giving unfair advantage [/c]

[c]-Fixed Kick integration chat reading [/c]

[c]-Fixed User Editing > fixed an issue where streamer/bot might get locked into a specific avatar unable to switch off. [/c]

[c]-Fixed Tiktok username lowercase issue with connecting. [/c]

[c]-Fixed channel.raid event[/c]

Ara History Untold: Anniversary Edition - Ara: History Untold
The latest update introduces significant balance changes, tooltip improvements, and technical fixes.

View the Full Changelog Below

The latest update for Ara: History Untold, v2.02 has been released, bringing a variety of adjustments aimed at enhancing gameplay and stability.

Culture & Traits Updates

Several Culture Traits have been rebalanced to improve their strategic distinctiveness. Key changes include increased influence for Field Distinction, as well as raised culture bonuses for Victory Parades and Solitary Brilliance. The Celebrated Empire trait has been adjusted, reducing its culture bonus. Other traits, such as Convincing Doctrine and Religious Authority, have seen increases in their Religion Spread Strength. Tooltip improvements have also been made, including fixes for the Celebrated Hardships trait and ensuring that Capital Pride applies correctly.

  • Trade Production Balance Changes: Trade production bonuses have been increased for several traits, including Organized Merchants and Shared Routes, enhancing their effectiveness in gameplay. The bonuses for Confident Traders and Shared Plunder have also been raised, improving trade dynamics.

  • New Tooltip Improvements: Comprehensive tooltips have been added to enhance the understanding of trade production calculations, detailing base rates, connection types, and modifiers. Nested tooltip navigation allows players to hover over and click on production values for a full breakdown by nation. Tooltips are now integrated across various UI panels and feature improved readability and localization for all languages.

 

Gameplay & UI Improvements

The update resolves an issue where starting a crafting project could unintentionally cancel building upgrades, ensuring that upgrades complete as expected. Late-game performance has been optimized, significantly reducing UI lag when adjusting crafters in the Improvement Panel. The Eternal Siege event has also been modified to provide a temporary security boost instead of unlocking City Walls.

 

Economy & City Management

Filter tags for Cured Meats and Salted Fish have been corrected to ensure proper display under the City Growth filter in the Amenity selection menu.

 

Technical & Stability Updates

This patch includes improvements to startup performance on high-end NVIDIA GPUs and fixes for a rare startup hang related to texture loading.

 

Players can look forward to a more balanced and stable experience with the release of this update.

v2.02 Changelog
Culture & Traits
  • Rebalanced several Culture Traits to make each feel more rewarding and strategically distinct:

    • Field Distinction: Influence increased from 2 → 4

    • Victory Parades: Culture bonus increased from 20 → 25

    • Solitary Brilliance: Culture bonus increased from 20 → 30

    • Celebrated Empire: Culture bonus reduced from 20 → 10

    • Convincing Doctrine: Religion Spread Strength increased from 2 → 5

    • Religious Authority: Religion Spread Strength increased from 5 → 10

    • Cultural Exchange: Culture bonus per Trade Agreement increased from 1 → 2

    • Cultural Diffusion: Culture bonus per Research Agreement increased from 1 → 2

    • Monument Builders: Prestige bonus reduced from 2 → 1

    • Artistic Glory & Systemic Inquiry: Updated text to better describe their effects

    • Capital Pride: Now correctly applies only to Capital Cities

    • Fixed the Devotional Reach Culture Trait so it properly boosts Influence when your Religion is dominant.

    • The Celebrated Hardships trait now correctly appears in the Golden Age tooltip.

    • Ensured Grand Duke starts with a Culture Value in Cities as intended.

Trade Production Balance Changes

  • Organized Merchants: Trade Production bonus per City Controlled increased from 5% to 10%

  • Shared Routes: Trade Production bonus per Alliance Maintained increased from 5% to 20%

  • Respected Caravans: Trade Production bonus increased from 10% to 25%

  • Confident Traders: Trade Production bonus increased from 20% to 50%

  • Shared Plunder: Trade Production bonus after conquering a city increased from 50% to 100% (lasts 20 turns)

New Tooltip Improvements

  • Detailed Trade Route Tooltips:
    Added comprehensive tooltips showing how trade production is calculated — including base rate, connection type (Land, Sea, Air), modifiers from traits and buffs, and total production per turn.

  • Nested Tooltip Navigation:
    Hovering over Production Per Turn now reveals a full breakdown by nation (e.g., “Korea +0.3, Egypt +0.9”), and clicking on a nation opens that nation’s detailed trade production tooltip.

  • Integrated Across the UI:
    Tooltips are now available on the Trade Agreement Panel, Diplomacy Screen (Agreements Subpanel), and Diplomatic Relations Panel (Receiving Section).

  • Accurate Modifier Calculations:
    Trade bonuses now display exact numerical contributions (e.g., Protective +220), ensuring full accuracy with internal buff calculations.

  • Improved Readability:
    Tooltips now feature clear visual spacing, color-coded values (white for base, green for modifiers), and icons for time-based information.

  • Localized for All Languages:
    All tooltip text has been externalized for localization, ensuring consistent and translatable presentation across languages


Gameplay & UI Improvements
  • Fixed an issue where starting a crafting project could unintentionally cancel a building upgrade. Upgrades now complete as expected.

  • Optimized late-game performance when adjusting crafters in the Improvement Panel:

    • Significantly reduced UI lag (especially in larger empires).

    • No gameplay logic changes — purely a performance enhancement.

  • Eternal Siege event updated: the second option no longer unlocks City Walls (which previously caused stalled wars). It now grants +10 Security for 20 Turns, maintaining the defensive narrative without blocking progression.


Economy & City Management
  • Corrected filter tags for Cured Meats and Salted Fish, ensuring they properly appear under the City Growth filter in the Amenity selection menu.


Technical & Stability Updates
  • Improved startup performance on high-end NVIDIA GPUs.

  • Fixed a rare debug startup hang related to texture loading.

...