Horror Royale - HorrorRoyale
  • Added the ability for players to create and upload their own mods, these can be monsters, human skins or maps.

  • Here is a YouTube playlist with modding tutorials: thttps://www.youtube.com/playlist?list=PLS6RTe0IV7IqB8YHzV7kEdJI_W0BGaaDS

  • If you're downloading a mod from the Steam Workshop, you will have to move the mod's content folder into the Mods folder in Horror Royale for it to actually show up in game. Here's a video on how to do that: https://youtu.be/ilxsnB-IyAc

  • Added four new throwable items: Molotov, Flare, Smoke Grenade and Stun Grenade

  • Changes to Mannequin monster

  • Bug fixes

Renown - Volker

Hello everybody.

We’ve got a ton in the works for the next patch, and all of this is gearing up for a larger content update in the near future.

Till then we figured we should show off the behind the scenes, for what’s going on in the Renown Development world, at the moment.

 

Introduction to one of our Mystery Programmers – It was Phanzor the whole time!

We are delighted to introduce one of our programmers, Phanzor, who recently transitioned from a long-standing role as a Discord moderator to a full-time developer on the project. Below is a brief message from Phanzor:

“Hello all

I’m Phanzor and I’ve recently been fully onboarded to the project after being a long-time moderator here on the discord.

I am currently working on the siege system. This has involved reworking projectiles to increase their impact with players. We’ve done this to improve the feeling of being involved in a siege. It also lets us make them more modular, allowing us to implement newer variants (i.e. flaming boulders). This opens up the entire system for easy development for some cool ideas, such as; Anti-Personal Catapult shots, Cheap Tracing/Guiding shots, and maybe even an airborne human option at some point.

This also comes with fixing up and adding in the trebuchet. We’re also making it so raid sounds are heard from farther away. Previously the impact and feel from being under attack was underwhelming. It also missed out on a key Survival Raiding troupe, of being able to hear a raid from a long distance and act as a 3rd party.

Recently also I finished up the new wipe system making it more reliable and introducing a scheduler to ensure servers wipe at the correct times and advance the date correctly afterwards.”

 

We’re super excited to have Phanzor full time working on the team. While there is still a lot of sharpening and fixing still to be done, we’re really excited for the future of the game. Next time we’ll hear from Moxie a long-time programmer on our team and our other “Mystery Programmer” mentioned last week.

 

KZ has mainly been hard at work with Combat Feedback and improving the direct feel of the combat system. We’ll have a whole dev blog dedicated to just the Combat system and its changes coming in the next week or so. Till then KZ has also been modelling and animating some cool new features.

The Carraige and Caravan System

The first of these are the new traveling event in game. These are the Merchant Caravans and the Royal Carriages.

To begin with, these will be AI controlled Carriages which travel around the map. If players find them, and can do enough damage, the Carriage will be stopped and lootable.

They’ll have a basic foot escort of Mercenaries for the Merchants, and Knights for the Nobles. This should add some excitement to the mix and gives us system to scale with the value being carried.

In the future KZ has mentioned he’d like to have the AI escorts riding on the carriage. For example, the back of both the noble and merchant vehicles has a step for riding along, or places at the front to ride “Crossbow”. This should also add a level of dynamic fun given the carriages could move a lot faster this way.

Further beyond this, we’d love for players to be able to create and ride along in their own carriages or caravans. KZ already had a video from a WIP riding system, but it’ll need a fair bit of love before it’s in game ready. However, this is stil a tangible step toward to the mighty medieval wagon fort!

 

The Ferrymen – A new fast travel system

The other area KZ has been working on, is the design and implementation of our new fast travel system “The Ferrymen”.

In this case we’re still looking to redo the entire vehicle system in game when we add in horse and cavalry. Till then we’ve got a fairly large map, and not a ton of ability for players to move around.

The quick solution for this in the meantime, is a simple network of Fast Travel points separated around the coast of the map.

The main idea being this should help with greater player interaction over the map, and better Quality of Life for any longer journeys the player regularly takes.

We’ll be starting with it fairly unrestricted, but we’ll be looking at options to add fees or other balance gates if it’s causing less fun than it’s helping to make.

This of course hints at a greater system of player rideable, and then controllable boats and other watercraft, after the aforementioned Vehicle system can be overhauled. River logistics was a huge part of the medieval world, and who doesn’t love a good sea battle at the end of the day.

Stay tuned for next week's "Fresh of the Forge" update. We'll be covering Combat changes and various other exciting bits planned for the next patch.

Pale Coins - lukes

Improvements:

  • Reduced the NG+ level increase of enemies

  • Nerfed the damage scaling of enemies in higher NG+ cycles

  • Option to lock items in the inventory

  • Option to mark items as junk based on rarity

  • Option to show / hide junked or locked items

  • New Armor Prefixes

  • New high-level Artifacts

  • New high-level Weapons

  • New gems and enchantment recipes

  • Nerfed luck bonus to item find and magic find

  • Capped the maximum item level of random loot in the Standard game mode. High-Level items are obtainable starting NG+

  • Changed the handling of "on kill" item modifications

  • New chest placed nearby Jesse's chest for a lockpicking intro

  • Stamina consumption is now visible for most skills

  • Text highlight in the player window the after reaching the maximum amount of -Damage Taken

  • Saving is no longer possible in the Endless Tower game mode

  • Teleportation is no longer possible in the Blood Dungeon

  • XP information when hovering over the XP bar

Bugfixes:

  • Changed the Critical Hit Bonus on random items

  • Fixed several item inconsistencies

  • Resolved crash when interacting with the altar immediately after sacrificing a heart

  • Resolved crash when selecting a skill after increasing the attributes

  • Resolved issue where stashed item icons were not shown

ShipCrafter - Myrmecoman
Hello,

ShipCrafter released yesterday, and a few things needed tweaking. Some bugs were fixed, small quality of life improvements were done, and some missions were rebalanced. Here are the full changes :

- fixed fortress8 capable of shooting through itself
- fixed cosmetic wires being misplaced on shifted cosmetics
- improved submarines stability by increasing stabilisation force of ballasts
- reduced difficulty for the Dieppe mission
- added one S-100 in Sassnitz mission
- increased rewarded supply for early missions
- you can now view more detailled stats for items by right clicking them, or right clicking their icon
- reduced search light collider size, making it only take 1 bloc of space
- slightly increased rotationnal drag to reduce ships wobbling
- fixed mirror mode not working properly for fixed torpedo launchers
- fixed bloc replacer tool not working properly with truncated blocs

I'm aware of optimisation issues regarding placing blocs in zoop mode, I'll be trying to optimise it soon !
Hijong Park's Defender Patrol - PsychoFlux Entertainment
It had been over 2 years since I started working on this small flight sim. it was truely awesome to make my own dream game and share it with others in the community, and eventually make it to steam release!

At this point, my dream of flying MD-500 defender in VR had now been accomplished and the project is far beyond my initial scope.

But i do not want to just stay here forever. Now I want bigger choppers(e.g. AH-1 Cobra), better scenery, and some engaging campaigns with pilot career progression to fully utilize all the features I have created in "Hijong Park's Defender Patrol".

Recent v2.5 'Last Service' patch was the final major update for Defender Patrol. After this, I'll start focusing my development time on the sequel, 'Low Level Hunters'. The only updates for Defender Patrol will now be some fatal bug fixes and additional localizations. (German, Russian, and French localizations are on the way)

As I make Low Level Hunters with all the support I got from making Defender Patrol, I'll occasionally upload some important devlogs about 'Low Level Hunters' in the news.

The first one will gonna be showcasing a functional AH-1S Cobra attack helicopter. If possible, I want to showcase it in this Christmas, so I'll work hard on this sequel from now.

Thanks for playing my flight sim, and I hope I can deliver the bigger wonder some day!

— Hijong Park
We Could Be Heroes - Jonny Roy
Chapter 3 Update 9

Added a new Stage 3 - 11.

Improved player stun time is now reduced to get you back into the fight quicker, you can use dodge to get up straight away.

Improved reflections, they now have far less distortion issues.

Adjusted Tyler's starting position to make him easier to tag.

Improved path finding enemies won't get stuck behind breakable objects under overhangs.

Fixed mirrors not breaking.

Fixed some stages windows would break, but then appear non broken when entering a building.

Fixed issue where sometimes enemies would not get stunned correct when hit (for example if the enemy was taking a weapon out)

Fixed issue where some enemies would get stuck not attacking you.

Fixed issue where some enemies would get stuck waiting for your character to recover even though you already had.

Fixed an issue where enemies would get stuck trying to pick up heavy items.

Fixed an issue where all enemies would attack you as soon as the stage started on later levels, after finishing a longer stage than the current one.

Fixed Mellon issue - where broken pieces weirded out.

Fixed couldn't sit on bench issue

Fixed issue with enemies not sitting in cars correctly

Fixed issue in Chapter 3-2 with slowdown after defeating the first 3 enemies and then restarting multiple times.

Fixed Chapter 3-4 path finding issue caused by explosion.

Fixed toilets sit-able.

Chapter 4 will be dropping very soon! Thanks for you patience, I appreciate you all.

Jon

BOBO ~IN ANIMIA~ - 卡哇伊

Based on feedback from the first batch of testers, the playtest version has received the following updates:

  • Fixed character stuttering bug

  • Fixed the bug where interactions could only be triggered after multiple clicks

  • Fixed save file error bug

  • Added support for 16:10 and 21:9 screen resolutions

  • Fixed restaurant exit error bug

  • Corrected some text issues

  • Fixed UI not responding bug

  • Optimized character animations

The testing is ongoing! We welcome you to continue your experience!

Feel free to report any bugs you encounter:

https://docs.google.com/spreadsheets/d/14TRkW9NaQ0yTUP0Tth0B8rCVsbcktoUYFdqiwUrxsJg/edit?gid=0#gid=0

The Shadow of the Warring States Period - 无敌小鹏鹏
《战国之影》11.1版本更新内容如下(本游戏为CRPG半即时制战斗):

新增职业“法家”,当前仅开放防御天赋,后续将陆续推出治疗与输出天赋。

新增队伍配置功能:在人物选择界面可自由编组5人战术小队,队伍总人数上限已提升至6人。

LION The Last Homeland - Sir Arcanos
Good day, everyone!
We have a new update focused on introducing an engaging new feature and addressing several key issues reported by the community.

New Feature: Context Chat
We are excited to introduce Context Chat, a new feature designed to deepen the connection players have with the main characters.

Dynamic Dialogue: Children and Rosamunde will now perform small, contextual chats between themselves while exploring the world or during combat.

Enhanced World Immersion: These dialogues provide narrative context about the current situation, location, or unfolding events.

Character Personality: This system helps to further establish and showcase the unique personalities of each of the children.

Please Note: These initial dialogues are being implemented now, and we will continue to update and expand the dialogue pool in the coming days and weeks.

Bug Fixes and Gameplay Adjustments
We've made several important adjustments to improve combat balance and fix reported bugs:

Magna Atlantitors Boss: The boss's defenses have been significantly increased to prevent ultra-fast staggering, making the fight more challenging and consistent.

Demon Whisp and Other Whisp Enemies: The base stagger value for these enemies has been reset to their default settings, preventing them from being immediately staggered upon spawning.

Mecha Pawns: These enemies will no longer take damage from electrical damage sources, correcting an unintended weakness.

Tank Grab Object & Cannon Bomb Shot: Improvements have been made to the functionality and reliability of the Tank Grab object and the Cannon Bomb Shot ability.

Technical Improvements
Shader Pre-calculation: A new Pre-calculation Shader section has been added to the loading screen.

Initial Load Time: The system will now compile several necessary shaders upon the first load, which may cause the initial loading time to take slightly longer. We are actively developing and improving this new system to minimize load impact.
Hijong Park's Defender Patrol - PsychoFlux Entertainment
  • Added custom mouse cursor. This mouse cursor can be used in VR mode, and It can also be controlled with joysticks via "Cursor Axis" and "Cursor Press 1".
  • Added Unit inspection feature. By designating a target with TSU and pressing "Inspect designated unit", you can quickly access to the informations about the designated unit. Binded to I(i) by default.
  • Added frame counter, which can be enabled with "Toggle frame counter". Binded to \(backslash) by default.
  • Added a digital clock on the instrument panel telling the current time of the day.
  • Added Cyclic and Collective position trimming feature in VR. By moving the levers around the collective or right side of the chair, you can adjust the positions of the collective and cyclic. This trimmed position remains persistent after leaving the game.
  • Changed rearming camera view in VR to prevent nausea.
  • Improved training marker message positions, preventing them going out of the screen in monitor mode.
  • Introduced the Pylon weapon fire button for MD-530F. 530F now have two different weapon firing buttons for inboard miniguns and outboard pylon armaments, and both weapons can be fired at once for more powerful and convenient attacks.
    This weapon fire system will also be applied for AH-1F(S) Cobra attack helicopter in the sequel, firing M197 turret with 2 stage trigger and using other pylon weapons with a button.

  • Dismissing some realism, The Starter switches are moved to the top side of the collective stick to reduce confusion.

  • Various VR commands had been changed to respect single face button controllers like Vive wands.

    When not grabbing anything:
    • Opening VR submenu: Grab + primary face button.
    • Pausing game: Holding primary face button while submenu is opened.
    • Interaction assistant ray: pressing primary face button without submenu, when it's enabled in settings.
    Cyclic Sticks:
    • Moving joystick: replaced 4 way hat trimming to 4 quick MFD page buttons, as this trimming is entirely useless in VR.
    • Pressing joystick: Engage force trim.
    • Secondary face button: Reset trim.
    • Primary face button: Pylon weapon fire. (MD-530F only)
    TSU control stick:
    • Secondary face button: DTV/IR switch.
    • Primary face button: ATGM fire button. (for MD-500MG and MD-530F)
    Model 10:
    • Upward joystick can also release latch like secondary face button does.
  • Added "Single face button input mode" that provides alternative control set on some control devices for VR controllers that lacks secondary face button.
  • Joystick inputs on cyclic will get disabled when mouse cyclic is activated to prevent confusion.
  • Every mouse keybinds get disabled when Cockpit interaction mode is activated to prevent unwanted inputs while interacting with the switch.
  • Fixed serious performance drop issue when enemy AI helicopters are requesting fire support from their howitzers.
  • The position of NVGs now can be freely adjusted in VR for the player's preference.
  • Added Polish(Polski) localizations. (provided by Ravenmore)
  • Increased the resolution of menu to allow more space for various languages.
  • Added custom mission start hour slider.
...