Knightly Passions - FEYADA

Are you celebrating today?
Share photos of Halloween costumes from your city - or funny themed pictures - in the comments on our Telegram post!

Our Telegram channel:

https://t.me/feyada_off

Sex Prison: Block 69 VR - CANDY GAME

https://store.steampowered.com/app/1614840/VR_Hentai_SEX_Project_Elysium/

Hey everyone!

Thank you for all your support! We're proud to present our newest, most immersive game:

VR Hentai SEX: Project Elysium

This is the luxury VR experience where your fantasies become reality. Immerse yourself in 8 unique dreams in a world without judgment.

The game is AVAILABLE NOW with a -20% launch discount!

Desire. Joy. No Judgment.

– The RED HUB VR Team

Oct 31
ROGUE-FP - Jurax Games
NEW IN THIS UPDATE:
  • Three new bonus dungeons

    • Dense Dungeon -doubles items and monsters while halving the rooms on each floor

    • Minimap Dungeon -You can only see an expanded minimap. Be carefull next to ledges!

    • Dungeon of Doom -Rip and tear your way through the doom with new ranged weapons and mechanics!

FIXED IN THIS UPDATE:
  • Very rare crash that could occur if the game decided to place the player in a room that had all of its floor tiles removed to form a pit

  • A bug where a newly picked up ranged weapon would be added to another group of the same type of weapon if their to-hit enchantment was the same despite other enchantments being different -eg have: 10 +1 +0 arrows -> pickup: 5 +1 +3 arrows -> end up with: 15 +1 +0 arrows

  • A very small discrepancy between the aiming reticule telling you when you can hit a monster and when you can actually hit a monster

  • Killing a phylactery was not removing any curses on your equiped items

  • Turns taken shown at the end of a run were not counted properly

  • Trying to zap with a wand of nothing could have caused the game to crash

HAPPY HALLOWEEN!

Version 3.7 is finally out! This update adds 3 new bonus dungeons and has a good handful of fixes.

The Dense Dungeon is exactly what it sounds like, the standard mode but denser. Everything is either doubled or halved and monsters spawn twice as soon so by the time you get to floor 12 you're already running into dragons.

The Minimap Dungeon was a bit tricky to implement since it really is just the normal game underneath an enhanced minimap. That means you still have to turn yourself to look at enemies before you can attack them. There is also the issue of how usually not REALLY standing on the center of a tile and neither usually is a monster so you may need to point yourself in slightly off angles to actually hit other monsters. This mode is a admittedly a bit janky but I think it's pretty interesting and cool that it could be pulled off to begin with.

The Dungeon of Doom is the sweetest of this update's haul! It adds the following weapons: pistol, shotgun, minigun, rocket, and plasma gun. Many of them act in ways that projectiles in the standard mode wouldn't so there's a lot of new mechanics just for this bonus dungeon! I highly recommend using the minigun or plasma gun with a potion of haste!

I wanted to make some music tracks specifically for the doom bonus dungeon but I ended up running out of time so those will have to be added in later. Though if you want you can turn the games music volume to 0 and put on some other music you find. I'm sure you'll find something suitable if you look!

Another small new feature is projectiles as light sources. They only exist in the Doom bonus dungeon right now but when used they can light up walls in a dark room.

Alright, that's it for now. Happy Halloween! And if you run into any spooky bugs or crashes let me know in the bug report thread!

RPG Architect - Locke
  • Added support for Tags to be copied onto Battle Actions.

  • Added support for controlling if Up/Down/Left/Right work in Maps under Map Configuration.

Wizard101 - ki_maceryn


Dressed in darkness. 🎩🌑

Get ready for Wizard101 Darkmoor with the new Darkmoor Merchandise such as the Fortune Cards Phone Cases, the Wizard101 Darkmoor Factions Sweatshirt, and the Darkmoor Art Poster now available in the KingsIsle Store!

Shop Now >>


***NOTE:*** The KingsIsle Store has expanded shipping to the UK! Not in the UK? Don't worry, we're still working on adding more shipping locations!
Ready or Not - catindabox
Attention Officers,

Welcome to the 88th Ready or Not Development Briefing, Oct 31st, 2025! 

Happy Halloween officers, whether you’ll be suited up for a mission tonight or trick or treating.  

In this briefing, we’ll be outlining a shift in our Quality Assurance department, with new onboarding and expansion of the team working toward more fixes for the game. 

There’s also some new details to show about the current state of our multi-attachment rail system, and an explanation for dev briefing schedules going forward on a by-announcement basis.  

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change

Internal QA Onboarding and Expansion 

This autumn we began the process of shifting and expanding our existing internal Quality Assurance department and teams to aid in providing future game fixes.  

The first step is the onboarding of new QA members who will continue to help our other departments fix bugs and verify new features are functioning appropriately. 

This is an intensive hand-off period involved with QA teams and other departments as their work is intimately tied to in-depth understanding of game documentation and systems.  

Part of the learning process of launching on multiple platforms is that we have requirements to test multiple consoles and storefronts. There are now specific certification quality requirements and verification timelines alongside general testing across systems for unique issues that could pop up.  

Therefore, QA testing for us is now twofold: functional testing (ensuring features are working and verifying bugs to be fixed) and certification testing (ensuring we meet quality requirements for each individual platform or system). 

Expanding this QA department, especially adding a dedicated certification-specific QA team that allows our functional QA testing team to continue testing new features or bugs simultaneously, is central to our game update strategy going forward. 

 

Multi-attachment Rail System 

One of the upcoming major features that we can show right now is the multi-attachment rail system for a future update.

At its most basic level, this system will allow you to equip and operate multiple barrel attachments at once, i.e. a red laser and flashlight together.

The barrel multi-attachment feature went through some other slight expansion since we last mentioned it. You can look forward to some extra quality of life improvements and amenities than were planned before, and it now serves as a framework for long-term scalability on weapon platform features. 

Some attachments such as the PEQ-15 are multi-functional, with the PEQ-15 having the option to swap between visible laser and IR laser as an all-in-one package.  

(Images: Screenshots of various weapons with red laser and flashlight simultaneously equipped) 

(Image below: PEQ-15 on a MK17 activating a red laser instead of what was previously only its IR laser)

A new miscellaneous attachment slot allows for canted iron sights to be mounted onto weapons for precision target acquisition in canted mode.

Meanwhile our Low Power Variable Optics (LPVOs) such as the ATAK-R 1-12x have the updated ability to switch between different magnification levels. Or go compact with a new red dot sight with 3x magnifier option. 

(Image below: Looking down the new canted ironsight can provide better accuracy and muzzle manueverability in tight spaces) 

(Image below: New red dot 3x magnification combo. Take away a bit of your horizontal line of sight for some emergency magnification) 

Certain weapons like the MP9 SMG have low rail space, so it’s worth considering how visually bulky you want your weapon profile to be as well as what space you have when deciding on these sorts of attachments 

As a bonus, players may choose to add carry handles to select weapons which typically support them, such as the G36C and currently MK18 for the AR side. On the G36C the carry handle offers additional rail space for larger optics at the sacrifice of extra height-over-bore. Both MK18 and G36C customizations offer an iconic profile.

(Image below: G36C w/ carry handle optic and multiple barrel attachments) 

(Image slideshow below: MK18 w/ carry handle and G36C option without carry handle) 

[carousel][/carousel]

Dev Briefing by-announcement Schedule 

These development briefings are now going to be on a by-announcement basis rather than a fixed schedule. This means sometimes it will take longer between briefs than our previous 4-week schedule and that sometimes we might make dev brief posts on a quicker schedule if necessary. 

There are a couple reasons for this new schedule: 

The first reason is that we want to continue to prioritize the ability to give you dev briefs when they're ready. 

Secondly, we recognize that since we’re well past 1.0 launch, there are fewer simultaneous major system changes across the game that can regularly be shown off and alternated between.  

This way there is an expectation of more flexibility on our team for when they might drop, with the added benefit of maintaining quality per dev briefing. 

Conclusion 

Thank you for sticking with us as we continue to work towards more fixes for the game. The upcoming flexibility that our multi-attachment system will offer meanwhile will help you best configure and utilize loadouts for each mission. We’ll see you in the next briefing.

One last thing, our next line of merch is rolling out including patches, pins, mouse pads, and desk mats-- with more to come.

(Image below: Mousepads and more rolling out to our merch store page)

This concludes our 88th development briefing, thank you for joining us. Be sure to fall in next time for more development news! 

Follow Ready or Not on Steam here.  
Find Ready or Not Merch here.
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify. 

Stack up and clear out.  
VOID Interactive 
Low Magic They Said - dev

I hope this is the last Hotfix patch we need for now! Please report in the forum if you find any more bugs.

Caribbean Legend - Joruba
Ahoy!
On the menu:
  • Patch 1.6 is live
  • Character builds and replayability added to the game
  • Combat system completely reworked
  • A dozen of new feautures and over a hundred of improvements
  • "Supporter Pack" DLC released
  • No need to start a new game
  • Please disable all mods
  • You can always return to any previous major patch via Steam Library


Supporter Pack
https://store.steampowered.com/app/2749310/Caribbean_Legend__Supporter_Pack/
For a year and a half, the "Supporter Pack" remained exclusive to owners of the most expensive pre-orders, contest winners and our friends. That's over two hundred people without whom the game would never have been released.

The DLC is generous with loot, available in story mode and free play. This is the best way to support the team. If you enjoy our work and share our desire to make the game better — buy it while it's still available.

Some people ask: why are the DLCs so small?
It's simple. Either we make large paid expansions, or we keep adding tons of mechanics, quests and free content with every patch.

This isn't a big brainer, as the project still has a long way to go before becoming our dream game. Small DLCs help balance the budget and provide valuable rewards to players, while most of the money goes toward developing new content and mechanics. This won't change until we reach version 2.0 in the main menu.


Patch 1.6
The patch radically changes the combat system, adds character builds and reimagines the balance of all items in the game.
1.6 would have been much weaker without Pvt. Joker and Apdyak. And it would have not been possible at all without those hundreds of players who dared to try out the open beta.

A massive shoutout for: Sarevok, flashdeck, Gregg, Rinsvind, Nordilys(Jerrian I.), Sana, DWG, MaZaHaKa, imposter, GqM, Blu and RenaudNadeau.

Thank you guys. For your dedication and your time.

We have an incredibly rich list of changes ahead. You'll need to relearn how to fight, rediscover items, and build character progression. Ship controls, navigation on the world map and trading haven't been left untouched either.

Let's go.


Ships

Remade:
  • Barquentine
  • Trading Schooner
  • Ghost Caleuche
  • Restored Caleuche
Creating ships is a long and expensive process. That's why any new ship must solve a specific problem in the game, not just exist for the sake of it.


The Barquentine and Schooner appear frequently, and their old hulls stood out and spoiled the first impression. Plus, we're planning to increase the role of merchant ships — an upgrade was necessary.


The Caleuche is the most popular ship among players, and its original model was outdated. Now it's a true wonder of the Caribbean Sea. You can no longer restore its hull, but you don't need to anyway.

Based on your demand, we have made a new model for the restored Caleuche too (with three paint variants!). The restored ship now features 42-caliber gun ports, boosted stats, and has become the best vessel in the game. For now.

The restoration cost for the Caleuche has increased significantly and is now one of the ultimate long-term goals worth saving doubloons for from the very start of your playthrough.




Ship Interiors
  • Small Hold
  • Medium Hold
  • Small Cabin
  • Small Cabin with Windows
  • Medium Cabin
  • Large Cabin
  • Galleon Cabin
  • Ghost Caleuche Cabin
  • Restored Caleuche Cabin
...and I think we are done with ship interiors!
A couple of months ago we had big plans for cabins, but priorities changed. It's disappointing, of course, those ideas were great, but when you see what we traded them for — you'll understand it was worth it.






Although, t's no coincidence that you can now sit at the captain's table. We'll probably implement this mechanic eventually.


Cities
  • Saint Pierre
  • Bridgetown
  • Basse-Terre
  • St. John's
  • Capsterville
  • Philipsburg
  • Port-au-Prince
  • Santo Domingo
  • San Jose
  • Santiago
  • Havana
  • Tortuga
  • Belize
  • Bluefield
  • Porto Bello
  • Panama
  • Cartagena
  • Maracaibo
  • Caracas
  • Cumana
  • San-Jose





Instead of completely rebuilding cities, we took a different approach. Thanks to the hard work of Apdyak and mPlank, some cities have been incredibly transformed.
High-quality textures, artistic decisions and a unified style. Amazing work — we'll soon update the remaining cities in the same way.


Quests
  • "The Caleuche" quest now available in free play.
  • "Grant Albalate" - available in free play.
  • "Prison Break - available in free play.
  • Mystery of Le François - new event.
  • Mystery of Saint Pierre - new event.
  • Shackles of Gambling - new side quest.
  • Letter from the Dead - new side quest.
  • La Espada Del Rey - new side quest.
All these quests are available in story mode and free play, but designed specifically for free play. With each patch, we increase the value of this mode and move away from Charles de Maure's story...
But it's not going well.


  • "The Wild Rose" - major story quest.
Dedicated to your favorite Mary Casper. An Opus Magnum spanning 250 pages, which was proofread, rewritten and developed by an entire team over several months with active participation from alpha testers.

Available after resolving the Tortuga situation, requires normal relations with England and a visit to Barbados. It will give you three items and a tragedy in six acts.



This is the penultimate addition to story mode. You'll meet the last one later this year.


Next, we'll talk about the new gameplay. I wasn't joking when I said the game has changed dramatically. This really is a different, fresh experience.
To help you (and myself) understand the new state of affairs, I'll ask you: when reading everything below, keep this scheme in mind.

Items and descriptors → Perks and archetypes → New combat system


Items
There are about a thousand items and dozens of crafting recipes in the game. Almost all have changed. The old meta and guides no longer work. There are almost no useless items left, and useful combinations are plentiful.
  • All items now have descriptors that provide bonuses and properties, and stack with each other and with perks.

  • Simple example: want to sail alone and fear no one? Take a powerful ship, exotic items and perks for them. From fleet power and manual cannon aiming to crafting efficiency and weapon attack speed — there are combinations everywhere.
  • All weapons and their damage mechanics have been recalculated. Now length and curvature don't do anything on their own, what matters is which perks you choose.
  • All armor has been standardized. Protection parameters depend on the material it's made from. Armor no longer negates crits and doesn't divide damage into melee and firearm. Armor no longer has penalties.
  • Critical hit mechanics reworked — now all characters have a base crit chance, and items that increased crit chance are practically non-existent. There are items that increase or decrease crit damage. Crits happen rarely but deal massive damage.
  • Effects of almost all amulets in the game have been reworked. Amulets have the same duration, no penalties and no incompatibilities.
  • All potion effects have been reworked, from healing to mangarosa-based drinks. New recipes added.
  • Ammunition effects changed, as well as crafting recipes. Paper cartridges and special ammo now require rare resources.
  • Firearms reworked, their characteristics and features.

The new item balance and descriptor system serve as the foundation for the completely redesigned character progression and perks.


Perks
The new system was described in great detail with examples here.
  • 56 new perks added.
  • Perk points awarded more frequently.
  • All perks have a different cost.
  • You can unlock about half during a playthrough.
  • Personal perks are divided into several archetypes: duelist, soldier, musketeer and pirate.

  • The adventurer branch is dedicated to crafting, looting and quests.
  • The mastery branch — for "tuning" your character to your favorite weapon.
  • More naval perks — much more useful and fun.


  • New character generator created. We're even closer to having every character in the game world live by the same rules as the player — like in Bannerlord or Kenshi.
  • Characters receive perks according to their rank and status — from civilian to boss.
  • Depending on their build, characters receive an archetype displayed next to their health bar.
The difference between archetypes is huge, so every non-standard opponent will require your attention and knowledge of perks.

Let's lock it in: items combine with each other and perks. Perks form archetypes for heroes and NPCs. When they clash — our new combat system begins.


Combat System

First, let's look at what we've done over the past six months:

  • Sprint
  • Pushing
  • Weapon switching on the move
  • Carrying muskets on your back
  • Blocking while moving
  • Aiming
  • Headshots and buckshot
  • Jumping with weapons in hand
And now let's add even more:
  • Attack speed — weapon type, perks and amulets determine attack speed. Fending off a dozen enemies at once or standing in block against a duelist won't work. Finally, you need to use parries.
  • Movement speed — armor type, encumbrance, ammo and amulets affect movement speed. Not dramatically, but sometimes it's all you need to change position or land a headshot.
  • Block breaking and staggers — it now breaks: from perks, heavy attacks, firearm shots and backstabs. The victim receives strong stun. There are very few situations left in the game where opponents stand facing each other in eternal block with 10% energy, and pistols got a second life.
  • Camera-based targeting — we heard your feedback, and now you don't need to move your character to target an enemy. Catch your target in the center of the screen, wait for the marker to appear — and strike.
  • Area damage — if enemies stand close together, you can hit them not only with group attacks. Study perks and weapons. Nothing stops you from creating a real AOE build.
  • Advanced attacks — high-level archetypes unlock advanced versions of heavy attacks, fast attacks and group attacks. Very dangerous and spectacular attacks.


  • Feint removed — three attacks added, one removed. Feint looked bad, played bad and reduced duels to one button.
  • Block no longer cancels animations — this exploit made any duel trivial, just like the deceased feint above. You can no longer abruptly stop an attack and instantly transition to block or parry. Personally, I had to retrain myself, my fingers were too used to constantly spamming the spacebar.
  • New animations — for headshots, deaths, stuns, block breaks, advanced attacks. It looks very fun, and winning battles is now a real pleasure.
Now all our work in recent patches has come together into a new combat system, as originally intended.



Of course, it's become more complex. Now you need to build your character, consider different equipment options, use parries and blocks.


One thing I can say for sure: the last time "Sea Dogs" changed this much was in 2005.


3D Sound
A modern 3D sound system is now built into the engine.
Currently implemented:
  • Ship's bells every four hours.
  • Explosions and projectiles.
  • Thunder, waves, rains and tornadoes.
  • Sails operations.
  • Ship creaking, burning, sinking.
  • Crew sounds outside of combat.
  • Crew sounds during combat.
  • Crew reactions to critical damage, taking damage, and battle victories.
  • Officer commands.
  • Cannon fire and echoes — varies by distance from player, with realistic sound travel speed.
  • That's got the sea covered. It's the land's turn now.
Have a listen!
https://www.youtube.com/watch?v=AR2aZl-erWg
The video had been recorded on the outdated version. It's even better now in 1.6


Gameplay
The tragedy of our game is that it has more than just progression and land combat. So we had to create several new mechanics and tweak the balance in various places.
  • Escape on the world map. Previously, if an enemy caught you, there was no choice — you had to fight, flee in naval mode, reload or use exploits. With version 1.6, you can temporarily neutralize any pursuer. The chance depends on equipment, perks and build, as well as the composition, size, cargo and condition of your fleet. And luck — where would we be without it.


  • Gathering nearby fleets into battles. Any encounter on the world map gathers not just you and your opponent, but all fleets nearby. Can create absolutely insane living world situations. Toggle the Engagement Zone on the Global Map to avoid attacking a single Spanish trade ship with four other very competitive pirates.
  • Added first-person mode on land (toggle with mouse wheel). Works in combat too. Skyrim vibes. Work in progress, so use carefully.
  • Reworked PIRATES logic for smoother progression for both player and NPCs. This is crucial for controlling combat difficulty and the new character generator.
  • Rebalanced attribute system:

    • Critical hits: depend on Success and Insight.
    • HP: depend on Power and Endurance.
    • Energy: depend on Reaction and Talent, now gradually increase with each level.
  • New boarding scenarios: the crew may surrender their captain, and the captain may take their own life. Fighting with the captain on the upper deck instead of the cabin can also happen.
  • NPC captains now have their own officers, from whom they receive bonuses to skills and perks.


  • Ability to pick up items when overloaded with penalties. Affects movement speed.
  • Destroying punitive fleets resets threat from a nation.
  • Pirate threat level is now dynamic and increases gradually. Destroying pirate ships lowers it, and if you don't feel like fighting, you can always negotiate with one of the barons.
  • Small amounts of strategic goods added to the holds of pirates, hunters and gentlemen of fortune.
  • Fleet power is used when extorting captains at sea.
  • Added a perk reset potion (works for officers too!). Look for the recipe in graveyards, lighthouse keepers, and in alchemist shops.
  • Spyglasses now show approximate crew numbers according to their descriptions and increase the viewing radius on the global map.
  • Made significant changes to ship gunnery. Quick shot accuracy has been improved and balanced, so you won't have to struggle at the start and desperately search for a gunner - there's always a chance to hit. As a result, forts and AI ships also land hits more frequently.
  • Hull wear mechanic removed.
  • Chest traps mechanic removed.
  • Sailing angle now works properly. Ships at maximum wind at the right angles now achieve speeds listed in ship characteristics. Fore-and-aft rigs are effective at most angles but have lower average speed. Square-rigged ships' efficiency drops sharply against the wind, but at their effective angles they're unbeatable.


  • Trade rebalancing. Aggressive demand goods removed, increased influence of "Trade" skill on prices. Trading is now possible from the start of the game, as price jumps from trade skill are smoothed, but goods type now has more influence. For effective trading, it's now more important to collect price lists in cities and plan routes. "On-the-go" trading is now possible — while sailing the Caribbean on your business, you can make profitable deals using the difference between import and export.
  • Boarding skill affects the range of goods collection at sea.
  • You can leave a ship docked with its crew. Each month the crew disperses and requires payment. When selling a ship, the crew is distributed among other ships in the fleet, and the remainder goes to the tavern.



UI/UX/QoL
Originally, patch 1.6 was called the "QoL patch" and was supposed to focus on what makes the game more convenient and your life better.
We couldn't stay within the scope, but we did almost everything planned:
  • Tooltips. Every UI element now highlights and provides a hint when hovering. Thanks to this, all interfaces have become much more convenient, and the game — clearer and more visual.

  • Hotkeys on the world map. Useful for beginners and those who don't know you can open the atlas or zoom out. Can be disabled in settings.
  • Inventory and skill windows don't reset when switching between passengers and officers.
  • Pictures for world map encounters and prettier windows.
  • Characters available for dialogue are highlighted.


  • Amulets highlighted by selected officer's specialty.
  • Price profitability highlighting when selling to street vendors. You'll know which goods they buy more eagerly... If you have the perk, of course.
  • Redesigned character health and energy bars. Added new effects.
  • Amulets and charms in the inventory are now additionally highlighted for officers who can benefit from them.
  • Officer professions are now displayed on the hiring screen.
  • Portals and levers now get hotkey hints — like doors and chests.
  • All officers are available in item trading and their positions are shown.
  • "Sell All" and "Sell Luxury Items" buttons added.
  • You can sell items even if the merchant doesn't have enough money.
  • Learned recipes are additionally highlighted in the trade window.
  • Vanguards are listed first in the officers list.
  • In the captain's cabin during boarding, you can load loot into vanguards.


  • Item exchange can be started from inventory if characters are nearby.
  • Password and riddle input is no longer manual.
  • You can raise morale on companion ships without exchanging ships.
  • Atlas and maps reworked. Now sorted by water areas. Excellent maps are also added to the atlas. And if you have the navigator perk — sailing speed on the world map is increased in familiar waters.
  • Maps are copied to the atlas without consuming them from inventory.
  • Quests in the archive are sorted by last update.
  • Doubloons are always taken from the cabin. The inventory counter accounts for all the player's doubloons.
  • Sorting by clicking column headers in tables in inventory, journal, trade, chests, shipyard and exchange.
  • Double-clicking a commodity in the trade journal opens a table with prices for that commodity by city.
  • When selling a ship, you receive money for the cannons installed on it.
  • When trading cannons, the current quantity on the ship is shown, accounting for installed and spare in the hold. The line with appropriate caliber cannons is highlighted.
  • Ships at the shipyard are sold with cannons already installed.
  • You can remove cannons in the ship exchange interface.
  • Ability to toggle bay marker display on the world map.
  • Tooltips include calculations of effects from skills, items, temporary boosts and PIRATES.
  • Added ability to select assignments in port authority. If the ship specialization doesn't match, the port master will point this out.
  • Character titles added. Useful when talking to officers and just nice to know who you're talking to: a nobleman or a living dead.
  • Several new settings to control the features listed above.



Miscellaneous
Various small things. Not so small sometimes.
  • William Patterson got a new haircut and can now wear displayable hats.


  • Alonso model remaster.
  • Various small things. And sometimes not so small.
  • Global character system optimization. Previously, the game recalculated ALL characters on the location every second. Their inventory, skills and so on. Now it doesn't, and Willemstad no longer lags.
  • Fixed FOV. Objects in the game now look more realistic and aren't stretched. You can return the classic FOV in settings.
  • Character camera no longer switches with TAB. The setting is now available in the menu.
  • Same music no longer loops endlessly.
  • Remaster of some old animations.
  • Many fixes for world map optimization. Fewer freezes and bugs. On powerful systems the changes aren't as noticeable, but daily world map updates and fleet loading are almost instant, eliminating unpleasant freezes and making the game smoother.
  • World map fleet composition rebalanced based on tests and feedback. On average, fleets are slightly smaller, higher chance of meeting a lone merchant. Fleet progression is less aggressive. Crown expeditions are slightly less protected. Pirates, gentlemen of fortune and bounty hunters slightly weakened.
  • Maneuverability and sail condition influence rebalanced. Now maneuverability is lowest with furled sails, highest with battle sails. Sail damage affects maneuverability more. Now you can stay in the blind spot of an attacked ship.
  • Navigation influence on speed and maneuverability rebalanced. These characteristics now depend more on the ship than on skill.
  • Musketeer officers no longer forget how to shoot.
  • Sailors finally shoot pistols at each other during boarding actions.
  • Officer loyalty rebalanced. Less whining and attempts to leave now. Base loyalty also increased.
  • Complete calm at sea is now impossible. Wind, in general, has strengthened. Battles have become faster.
  • Usurer deposits are not as profitable now. The Caribbean has lowered the key rate, so maximum deposit interest is about 2.5%, and loans are issued at 6%.
  • Crafting of several items changed, recipes updated, cemetery watchman's assortment significantly expanded — now he's the best friend for a player with an alchemist build.
  • Punitive fleet logic and pursuit duration fixed.
  • Quest officer fixes in free play mode. Free play Longway can carry a musket.
  • Reassigning vanguards outside the ship and friendly ports is no longer possible. This is an experimental feature, write feedback. The goal is to make the feeling of ship-as-home and ship-as-camp stronger.
  • Added new cutscenes with increased levels of brutality to several old quests.
  • (Hero of the Nation) You can now destroy the Capsterville blockade while rescuing the lugger.
  • Skill check requirements for starting battle with Lady Beth's crew reduced.
  • Treasure map seller generation and treasure content is now more fair and even. Merchant spawn no longer checks on location entry, but their appearance probability accumulates, no more long losing streaks. Treasure content and location no longer changes on reload.
  • Free play starting equipment rebalanced. Removed tartan, gave each backstory a class 6 ship.
  • Updated credits in main menu.
  • English localization proofread and many errors fixed in other languages.
  • 30 new achievements.


And... that's all!
Try it out, buy the DLC and leave reviews — blue ones ːsteamthumbsupː, like the Caribbean Sea!
What we do — we do for you.
ːjollyrː
Brigand: Oaxaca - brianlancaster45

Been 12 updates for Warlordocracy so far. A few players are in Ch.4 already, so I gotta get started soon on Ch.6. Just finished a new monster, the Wendigo, that turns your party members "Ravenous" so they kill their companions (Wendigo also included in new Halloween map for Patrons).

Since launch, a lot of party dialogue has been added, as well as new opportunities to get laid, new quests, easier crafting, improved AI and framerate, and grappling hooks. Also countless bug fixes, but it's nowhere near as broken as Brigand was at launch.

https://store.steampowered.com/app/1748160/Warlordocracy/

Happy Halloween, hail Satan.

Patreon: https://www.patreon.com/c/lcsoftware

https://www.youtube.com/watch?v=D0q-j3RPBIg

Complete update log so far:

VERSION 2.3:

-Fixed Friends in High Places achievement in Ch.3 (thanks to Macabre).

-Fixed stupid bug that erased Crimson Died and Gorbo Died reps at the beginning of Ch.2.

-Added new Holiday Havoc map for Patrons: Howling Hunger (Halloween).

-New baddie for Holiday Havoc: Zombie Lupulu.

-Finished scripts for new Wendigo baddie.

-Updated the in-game Wendigo text.

VERSION 2.2:

-New status effect that makes you hunt down and kill your companions: Ravenous.

-Lars and Stormeye now give you an extra cannonball when you buy a cannon in Ch.3.

-Added new side quest from Durolo in Ch.4 (he had a blank dialogue window when asked for a job).

-Iron Spears and Steel Spears are now "metal" material so they can be repaired with Smithing.

-Fixed rare crash when killing small baddies that don't leave corpses with combat abilities.

-Fixed bug in Ch.3 finale where a few baddies would spawn on cliff and get stuck.

-Fixed Raptor AI in Desert Fireworks map in Holiday Havoc for Patrons.

-Removed party water checks from coastal map transitions in Ch.4.

-Started on scripts for new Wendigo baddie for upcoming Ch.6.

-Improved some more dialogue and updated manuals.

VERSION 2.1:

-Fixed bug with saved games that start with "Chapter" not appearing in list.

-Fixed major bug in main menu where Auto-Pause settings menu wasn't working.

-Fixed major bug in Izari Cleric scripts that prevented them from casting spells.

-Fixed major bug where you couldn't target energy fields with Cryto Gemcrack in Ch.3.

-Fixed some dialogue bugs in Ch.3 where characters assumed you were enslaved even if you resisted.

-Fixed bug in Berindal Beach in Ch.3 that blocked vision at foot of scalable cliff (blocking grapnel).

-Fixed bug where Dread Spiders would sometimes drop Blink Saccules instead of normal Spider Saccules.

-Fixed Ostello's faction in Ch.3 story file, and added another 2 Izari Mercs to Berindal Beach map.

-Robel now also grants you Pirate respect if you donate money to him in Ch.3 (as well as Noble).

-Improved some more dialogue.

VERSION 2.0:

-Improved framerate a little on maps with lots of light effects (Berindal Estate at night).

-New script Boolean: "if_objNearFast" (always picks object with lowest ID for faster processing).

-New script Boolean: "if_objNearSightFast" (same as above boolean but also checks for line of sight).

-Fixed major bug from recent patch that screwed up Ch.1 final cutscene (thanks to Macabre).

-Fixed bug where missing encyclopedia entries crashed game, added Grapnel entry (Macabre).

-Fixed bug where Commander Durolo didn't pay you for rescuing Lara in Ch.2 (Macabre).

-Fixed bug where text description files weren't getting deleted with save.

-Fixed bug where ratfolk in Keep Basement were not hostile.

-You can now destroy lamps for stealth purposes.

VERSION 1.9:

-New rep: Grave Robber.

-Starting Locked stories now marks player as a cheater (added warning text in main menu).

-Removed "Collect Rainwater" option from Naturalism ability at campfires (just leave bottles in rain).

-Fishing now has a chance to hook up to three fish in 1 hour (single use).

-Militia Soldiers and Archers now have different dialogue lines in Ch.1.

-Added new sign and some objects to High Baskford map in Ch.5.

-Added stove to Two Turtle Eggs Inn in Ch.3.

-Added more fishing spots to Ch.1 maps.

-Removed story selection from demo.

VERSION 1.8:

-Power Bash can now be used while unarmed (updated Player's Manual).

-Fixed MAJOR bug from recent patch where ability targeting wasn't working.

-Player now has another opportunity for sex with a non-party member in Ch.5.

-Party members now romance each other in Ch.4 if rejected by player, gaining permanent skill increases.

-New sound effect for successfully playing music for gratuity: clap.wav.

-Added and improved some party dialogue, new ending slide.

-New rep and achievement: Lara's Lover.

VERSION 1.7:

-Character info screen now displays current load and max load in inventory window.

-You can now talk to characters during a major battle (party members have special dialogue).

-Fixed pitfighter AI in Ch.2 so they don't pick up nearby weapons.

-Item factions are now set to none after the player steals them.

-Added new merchant to High Baskford in Ch.5 who buys truffles.

-Added and improved some party dialogue.

VERSION 1.6:

-New item: grapnel (used to hook ropes from a distance, craftable).

-Added 4 new hotkeys: game speed, pass time, view character, and view documents.

-Fixed bug where item and ability targeting wasn't accounting for objects with large collision size.

-Fixed Pitfighter attack scripts so they play unarmed sound, and do lethal damage if wielding weapon.

-You can now craft by interacting with crafting stations normally, instead of targeting with abilities.

-Updated description of Power Strike, Power Cleave, and Power Bash (don't ignore evasion).

-Fixed bug where "mapCopyFrom" command wasn't working from recent patch.

-Fixed bug where you could tie ropes to hooks from the bottom.

-New objective to recover equipment if enslaved in Ch.3.

-Decreased amount of sticks required to craft arrows.

-Daximo now sells a steel spear in Ch.3.

-Updated Player's Manual.

VERSION 1.5:

-Effect objects (fire, etc.) no longer affect objects that are phased out.

-Fixed MAJOR bug where bombing a petrol puddle would crash game (script now phases out puddle first).

-Fixed bug where you could ask Andresi Mesali for money prematurely in Ch.2.

-Fixed bug where killing Crimson in Ch.1 set the flag for killing Murag.

-Fixed bug where examining the iron gear in Ch.1 would crash the game.

-Added more detailed descriptions of Party AI settings in game.

-Added TXT files to accompany WAR save files for descriptions.

-Main and ESC menus now both display save/story descriptions.

VERSION 1.4:

-Fixed puddle and trap scripts so they only get triggered by mobiles (not light effects, etc.).

-Fixed bug where you couldn't pick up items overlapping normal objects (like gazebos in Ch.3).

-Fixed bug where party could get hungry on Easy/Cake mode by vomiting or drinking salt water.

-New script Boolean: "if_objParent" to check if item object is being carried by a mobile.

-Chickens and other small animals now flee all combat targets immediately in AI script.

-Empty bottles are now filled with rainwater if left outside in precipitation.

-Defecate ability now changes Bottles of Water to Bottles of Dirty Water.

-Decreased collision dimensions of gazebo objects.

-Improved and added some dialogue.

VERSION 1.3:

-Fixed bug where corpses would catch you doing property damage and decrease respect (thanks to zf13448).

-Fixed bug where "timePass" command would set timer and time out next dialogue window (thanks to Macabre).

-Fixed bug where Ralo wouldn't give you contracts after the festival if you talked to Gorbo first in Ch.2.

-Fixed bug in Ch.3 story file where Merchant was set to main party in Moonshade Slums (thanks to Beast).

-Fixed major bug where inventory was dumped in the ocean in Ch.3 intro if you had Leather Armor.

-Fixed bug in Ch.2 where pitfight doorway in sewers was impassable (thanks to Macabre).

-Fixed some Ch.2 map transition text (thanks to Macabre).

VERSION 1.2:

-Fixed bug in AI where certain checks were being skipped, including updating path to moving target.

-New Cake Mode option in Character creation for full heal on rest and +60 max HE for all party members.

-Defecate ability now blinds target for 5 secs, new x100 limit for spawning fertilizer per chapter.

-Gave Defecate ability to all bats and flying birds (not just pet parrot), birds now shit randomly.

-Fixed bug where passing time would not progress story variables (thanks to Beast).

-Fixed bug with Andresi's dialogue variable in Ch.2 (thanks to Beast).

-Fixed bug where day tracker was not progressing (thanks to Macabre).

-Fixed bug where music would not update after passing time.

-Updated dialogue with Numbers (Ch.1) and Durolo (Ch.2).

VERSION 1.1:

-Greatly improved line of sight function for ability/item targeting.

-Fixed major bug where party members were auto-switching their targets during combat.

-Fixed major bug where crafting abilities couldn't target certain objects (ore veins, etc.).

-Fixed infinite dialogue loop bug with self-targeting abilities like Prowling (thanks to wargreg).

-Fixed minor bug where campfire light radius effect would double spawn when loading map.

-Fixed bug where some merchants (including in Ch.1) did not have faction.

-Improved Leo's sprite (added scar mentioned in dialogue).

-New destroyed scarecrow scripts, sprite, and object.

-Added default Steam Deck controls.

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