Community Announcements - Narcot1c
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All Over - Overall Adventures
Heroes of Abelon! We are very excited about our update today. Introducing the beginning of our new crafting system and our new battle system.
Our hero can now own a house, collect herbs, craft potions, and items. Dozens of new quests, puzzles, monsters, and new features await you!

Version 0.8.02 is out and boy do we have news for you:
  • The hero can now own a house!
  • Introducing a new crafting system which includes (to be upgraded in future versions - suggestions and ideas are welcomed)
  • Potion table
  • Anvil
  • Furnace
  • Brand new puzzles!
  • Reworked mission log window with new indications
  • Dozens of new missions
  • Improved battle system
  • 8 new herbs! You can now collect herbs all over Abelon (even in the depth of Digsome mines)
  • Multiple new enemies/mobs to fight
  • Zombie immunity mechanic has changed and is now temporary (but worry not, you can still refill it)
  • Iron mining is now available
  • A new town was implemented
  • A new memory area is now accessible - many more updates to that area are planned.
  • The magical world map has been upgraded to reflect locations of herbs
  • Boat visual improvements
  • You can now decorate your home (more in the next updates - send us your suggestion/ideas)
  • Sleep animations have been further improved (Tent will be upgraded on the next version)
  • Bulletin board improved
  • Magic mini-tutorial has been further improved
  • Digsome mines have been renovated
  • Prices at stores are now auto-adjusted based on your karma
  • Added hammer tool and animations for crafting
  • Added shovel animation and sand digging (as well as sand areas to dig from)
  • Multiple graphics updates
  • Inventory screen upgraded for easier use
  • Puzzle re-balance

Yes, we know we may have a few bugs left and we are working hard to iron them out.
However, we would really appreciate your help if you can continue and send any bug/thought/suggestions you may have to wizards@overall.games or write at the community discussion boards.

Apr 30, 2020
Reign of Guilds - kirill.kovalenko
The 24th report wishes you a happy first day of the spring!

And let’s go straight to the report.

I Level design - dead city
We have already told about deserted castles and cities in the previous report. Some of them will be empty and it will give an opportunity to find something interesting and share it with the other treasure hunters - it’s an open world PvP, after all.

But the larger part will be inhabited again. It will be inhabited by the different monsters and lepers.

Lepers are the people who among the first left the villages and towns of Dworran in the period of the Great Poverty. But oddly enough, they created their own camps and settlements, hiding from the tax collectors of the King and the killing squads. We will give more information in one of the next reports.

The screenshots below show the city in the daytime when it’s empty. In the night it will be full of undeads. The road from the Harbour will take about 15 minutes.

It will be the first open instance with the raid boss on the Alpha. The loot will be more qualitative than the vendor’s items.

The walkthrough is under development. On the one hand we don’t want to make it too linear and we want to leave the space for the tactical research. On the other hand, the particular rules of the walkthrough should be kept. But taking into account that the wipe will send the players back to the city and the difficulties with the other treasure hunters we will make it simpler for the Alpha.





II Mobs animations - red scorpion

Meet the first animations of the mobs showed earlier - red scorpion.

Attack


Attack with claws


Appearance


Death


III Fur work

We have already told about our attempts to create the beautiful fur with the minimal FPS losses. There are not so many variants in the industry:
  1. Without fur, using 2.5D material (parallax, for example) that resembles the fur structure;
  2. Polygonal fur;
  3. Nvidia Hairworks.
We’ve tried the last one and it shows an amazing picture. With the first one everything is pretty clear too, but the second one should be tested.

We should painstakingly smoothing the fur polygons by hand. That’s what we get:


After that we got started on the updating of the fur material.

We put both variants to the simplest scene under the in-game TrueSky light. We work on it at the same time)

That’s how it looks like:


We, hand on heart, consider this work on the bear and fur (second way) successfully done.

23 thousands of polygons. We hope that you will like it too.

We do the same work with the wolf fur now.

All optimization measurements, comparisons and conclusions will be included in one of the next report. But there is one predictable spoiler (with the 20 bears on the screen the FPS losses twice smaller than using Nvidia Hairworks). We don’t know if we can reduce the FPS losses with the NHW.

IV Conclusion

In conclusion we talk about around-development:
  1. ROG Club is under NDA (confidentiality agreement) but it doesn’t mean that we develop it secretly or we will prohibit to show the videos (vice versa), but it’s traditional step;
  2. We continue to send the emails with the news. The main aim of it is to move the old Alpha members to the new site and to return those who forgot about our forum;
  3. Follow the news in the topic about pre-Alpha status, the next update is on the Monday or Tuesday.
That’s all!

We congratulate with the coming of spring and the great news from the Reign of Guilds Team ;)

It’s Friday evening - ROGgoms up, friends!
Apr 30, 2020
Saurian - UrvogelGames
WolfQuest: Anniversary Edition - loboLoco
One of our goals with WolfQuest: Anniversary Edition is to recreate seasonal changes of Yellowstone’s Northern Range in accurate and immersive ways. As we work on the upcoming Slough Creek episode, while Tommi works on the den quest, Mikko works on refinements to multiplayer movement, and Andrei fixes bugs and a whole variety of things, I’m spending some time on spring changes in the environment. Today’s devblog looks at two of these: the lingering presence of snow on north-facing slopes in April, and the floods that often fill the meadows with water in May.

These flooded meadows will present hazards to pups, but not in the way of the old game, because…wait for it…in the new Slough Creek episode, pups can swim! Well, at least they can stay alive in the water…in good conditions….for awhile. Water will still present a hazard, but it won’t be instant death for pups like it was in the old game.

Here's the devblog video:



The amazing aerial photos of Slough Creek flooded in May were taken by Jenny Golding and George Bumann, used with permission. Be sure to check out their website and YouTube channel for a lot more photos, stories, and information about Yellowstone nature.

______________
We have released the first episode of WolfQuest 3: Anniversary Edition (Amethyst Mountain) for PC/Mac on Steam and itch.io, as Early Access. While in Early Access, we are updating the game frequently with more features, multiplayer, and ultimately the Slough Creek episode with pups. The mobile version will come after the game is completed on PC/Mac platforms. We’ll then resume development of the next episode, Tower Fall (DLC).
LEWDAPOCALYPSE Hentai Evil - Afftar Mudac
Hey there!

Today we start a Raffle:

  • 3 Steam Gift Cards for $10
  • 100 Steam keys
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These prizes are awaiting for you! :)

To participate you'll have to:

  1. Add the game to your Steam Wishlist (if it's still not in your Library)
  2. Share this post with everyone you know! :)
    Press "Share" button under this post and then "Share directly to my status", then write something and press "Post" button.
  3. Tell us you opinion about the game in the comments to thos post. We'll be happy to hear it from you.
We'll anounce the results of this Raffle at may 7 at 8:00 PST! Good Luck!


We'd like to remind you guys, that we also want to gether the Trading Cards, New Levels and Scenes in the game.

But the game developement is now depends on you! ;)

Number of Wishlist additions, Your Activity on a game's page and in the Discussions, Number of game Launches, Time you spent in the game...

All that influences to how fast we'll get the Steam Trading Cards.


Thank you for your time! :)



We'l be very greatefull if you'll share our game to your friends, write your opinion in the comments or leave a review in the review section, add the game to your whislist, if you like our game!

Cheers :)

Games Discussion

Have a nice day
Apr 30, 2020
Dragon Saga - cmdragonlark
Maintenance Notes
Patch Version 0.8.36, Client Version: 10.4.0.4

Server Maintenance
2020-04-30, 13:00 Server Time



Events
Easter Cherry Blossom
The Easter Cherry Blossom Event has ended. Events items can still be traded to NPC Varta for another week.

Evolution Event
The Evolution Event has ended. The Double Helix items can be still traded to Vending Machinefor another week.

Enchant/Soulcraft Event
The Enchant/Soulcraft Event has ended.

 

DragonSaga Evolved

Bug Fixes

- fixed a bug that caused skills not to take the Enchant/Soulcraft enhancement of the Physical/Magic Max Atk Equip Option (Base Value) into account. The outcome of the fix is that the base damage used for most skill calculations (the ones which state "Weapon ... Attack Power") is now higher than before when weapons are enchanted/soulcrafted resulting in the skill dealing more damage. This is not a DragonSaga Evolved bug, the bug was in since 2012 and hasn't been noticed before
- the Colorful Poodle has now some skills
- fixed a bug which caused the expert mode field monsters not to have the correct X-Atk Reduction
- fixed an old bug which caused several skill to not properly hit (for example Venom)
- fixed a bug that Soulforce Capsules did not show their saved options

 

Adjustments
- Crystal of Darkness, Runestone of Darkness, Elga's Bone Protective Layer, Elga's Eye, Elga's Egg, Elga's Heart, Elga's Spirit and Elga's Treasure Chest are no longer able to become an X-Atk Resistent Monster
- some stat values of Mutisha, Cetirus, Armored Golem, Armored Kampaling, Gatekeeper, Rahnhoff and Bone have been adjusted
- adjusted the HP of Flix, Hercules and Perseus in the Galaxia Dungeons again
 

Changes
- the Zodiac Silver/Gold/Black shields now have a normal costume grade
- HLT+ 10 stat has been added to the Zodiac Gold Shield
- removed/replaced useless stats on more items
- PecoPeco and Angeling (Poring) are now able to get high stats

 

Quality of Life Updates
- the shout when attacking using the first X-Attack can now be disabled in the options (community wish)
- the camera shake effect can now be disabled in the options (community wish)

Both options can be found at the misc tab, misc category. The option is saved locally and affects all accounts and characters.


- by pressing the Home key (default, configurable in the key settings dialog) you can now fast switch between old and new combo mode (community wish)
- the keys for previous and next skill bar (PgUp/PgDown by default) can now be configured in the key settings dialog

 

Skill Adjustments
Gamble (Gladiator)

Two of the Gamble Buffs have been adjusted to remove useless stats:

God of Velocity
Lv.1: Attack Speed and Movement Speed +5%
Lv.2: Attack Speed and Movement Speed +7%
Lv.3: Attack Speed and Movement Speed +9%
Lv.4: Attack Speed and Movement Speed +11%
Lv.5: Attack Speed and Movement Speed +13%
Lv.6: Attack Speed and Movement Speed +14%
Lv.7: Attack Speed and Movement Speed +15%
Lv.8: Attack Speed and Movement Speed +16%
Lv.9: Attack Speed and Movement Speed +17%
Lv.10: Attack Speed and Movement Speed +18%

God of Fury
Lv.1: Critical Damage +2%, Final Critical Success Rate +2%
Lv.2: Critical Damage +4%, Final Critical Success Rate +4%
Lv.3: Critical Damage +6%, Final Critical Success Rate +6%
Lv.4: Critical Damage +8%, Final Critical Success Rate +8%
Lv.5: Critical Damage +10%, Final Critical Success Rate +10%
Lv.6: Critical Damage +12%, Final Critical Success Rate +11%
Lv.7: Critical Damage +14%, Final Critical Success Rate +12%
Lv.8: Critical Damage +16%, Final Critical Success Rate +13%
Lv.9: Critical Damage +18%, Final Critical Success Rate +14%
Lv.10: Critical Damage +20%, Final Critical Success Rate +15%

 

Meteor Fall (Magician)
Lv. 1: 50.0% of Weapon Magic Attack (Base) + 200
Lv. 2: 52.5% of Weapon Magic Attack (Base) + 225
Lv. 3: 55.0% of Weapon Magic Attack (Base) + 250
Lv. 4: 57.5% of Weapon Magic Attack (Base) + 275
Lv. 5: 60.0% of Weapon Magic Attack (Base) + 300
Starting with Lv. 2 enemies can be launched into the air

 
Air Combo (Magician)
Lv. 1: 25.0% of Weapon Magic Attack (Base) + 100
Lv. 2: 30.0% of Weapon Magic Attack (Base) + 125
Lv. 3: 35.0% of Weapon Magic Attack (Base) + 150

 

Arrow Shower (Hunter)
Lv.1: 8x  50% of Weapon Physic Attack (Base) + 22
Lv.2: 8x  52.5% of Weapon Physic Attack (Base) + 34
Lv.3: 8x  55% of Weapon Physic Attack (Base) + 45
Lv.4: 8x  57.5% of Weapon Physic Attack (Base) + 58
Lv.5: 8x  60% of Weapon Physic Attack (Base) + 70
Lv.6: 8x  61.2% of Weapon Physic Attack (Base) + 76
Lv.7: 8x  63.7% of Weapon Physic Attack (Base) + 82
Lv.8: 8x  66.2% of Weapon Physic Attack (Base) + 88
Lv.9: 8x  68.7% of Weapon Physic Attack (Base) + 101
Lv.10: 8x  70% of Weapon Physic Attack (Base) + 120

 

Venom (Thief)
Due to the bugfix mentioned aboved we needed to reduce the number of affected enemies for balance reasons.
Lv.1: 2 enemies
Lv.2: 3 enemies
Lv.3: 4 enemies
Lv.4: 5 enemies
Lv.5-10: 6 enemies
 

Celestial HP/MP Potion
We have added a new HP/MP potion for Lv. 80+. It recovers 6000 HP/MP over 10 seconds. The potions can be bought at the potion merchant NPCs at Port of the Winds, Arcadia City and the Retro World. It costs 20 silver each.

 

New Moods
Collapsed Sanctuary and God's Sanctuary can now be admired in the usual moods (Day, Dusk, Night, Dawn).

Grinding for Elements Mini Event
The community wished for it and here is it! Until May 14, 13:00 Server Time monsters at specific locations are dropping Element Remains if they are killed. You can exchange 20 Silver Coins, 20 Element Remains and 20 Devil Soul Stones for an Element Support Box which can randomly contain:

2x Advanced Fire Element
2x Advanced Ice Element
2x Advanced Nature Element
2x Advanced Dark Element
2x Fire Bless
2x Ice Bless
2x Nature Bless
2x Dark Bless
2x Protection from Spirits (rare)
2x Every Element Bless (rare)
1x 4* [Normal] Fire/Ice Element Attack Card (rarer)
1x 4* [Normal] Fire/Ice Element Defense Card (rarer)
1x 4* [Normal] Nature/Dark Element Attack Card (rarer)
1x 4* [Normal] Nature/Dark Element Defense Card (rarer)
1x 4* [Normal] All Elements Attack Card (rarerest)
1x 4* [Normal] All Elements Defense Card (rarerest)
 

Silver Coins are dropping in their usual location
Devil Soul Stones are dropped in Hidden Maps
Element Remains are dropped at the following locations:
- in all Mission Map starting from Mirinae Sanctuary (Arcade Mode and Chaos Mode)
- in Drakos Tower and VanCliff (Regular and Expert Mode)
- in the following Dungeons: Underground Graveyard (Lv. 30 & Lv. 35), Akia Cave, Verdurous Forest, Kundara Dungeon, Red Fox Delta, Specter's Tower (Regular and Expert Mode)
- Dungeon of Destiny

Good luck!

 

Grinding for Food Mini Event
Until May 7, 13:00 Server Time all killed monsters have a chance to drop a food box. It can randomly contain one of these:

3x Bread Roll
3x Parfait
2x Cake
2x Yoghurt
1x Hamburger
1x Juice

Bon appétit!
PlanetSide 2 - jgolenbo


The Rogue Planet Dev team went LIVE this week to show off the next big update coming to PlanetSide 2, and if you missed the stream we've recapped all the announcements below!

You can watch the full replay on our Twitch channel. Read on for the breakdown!

CALLING ALL CONTENT CREATORS!
PlanetSide 2 wouldn't be what it is today without our creative community – your passion, talent, and incredible content have helped shape the PS2 universe, expanding it in ways we never could have imagined.

Starting on Friday, May 1, we’re opening up submissions for PS2 creators to send in their very best PS2 videos to the Rogue Planet dev team for an opportunity to be featured in front of the community and win special prizes! Submissions will remain open throughout all of May, and all new videos published or created after February 1, 2020 will be eligible. At the end of the month, the dev team will select their favorite 5 videos and put them to a community vote to select the Grand Prize winner!

We’ll share more details on the submission process later this week – but in the meantime, we put together a highlight reel of some of our favorite new videos that we shared on stream:


Each of the trailers featured above can be viewed in full via the YouTube playlist here. Throw them a sub and show your support for the PS2 creative community!

READY TO DISH OUT PUNISHMENT?


The NS-66 Punisher is coming to a battlefield near you! This next-gen SMG is built for close-quarter aggression - its underbarrel is designed to adapt to class specifications, providing unique support and offensive capabilities for each class. 

Check out the work-in-progress (WIP) preview below (final model and capabilities may change before its combat-ready):


Equippable by all factions (including NSO), the Punisher is a versatile option for any class that adds unique utility to your arsenal. It will arrive with our next major update.

FACILITY MODULES & OUTFIT LOGS  
Facility Modules operate parallel to the War Asset system, with an eye toward strategic base defense and construction.

With Facility Modules, your Outfit will be able to use accrued resources to craft and deploy infrastructure upgrades at allied bases, modifying the strengths and capabilities of that region. Like War Assets, Modules add tactical depth and versatility to your Outfit's front line operations. 

Also coming next update is another community-requested feature: Outfit Logs! This new tool tracks Outfit activity, including new recruit enlistment, officer promotions (and demotions), War Asset crafting and deployment, and other useful information. For Outfit leaders and officers, Logs should provide additional functionality for organizing and managing your Outfit.

THE COLOSSUS TANK
Finally…the BIG reveal! The Colossus Tank is the newest and grandest ground vehicle making its way into PlanetSide 2!



Packing a massive punch with its primary cannon, the Colossus currently seats 5 players: 1 to drive and operate the cannon, 4 more to provide support from each of its mannable turrets. The main cannon can be charged to fire vehicle-piercing shells capable of targeting Bastion weak points, filling a unique anti-air role among your combined ground forces. 

And did we mention that it's really freaking...colossal?



Generated using the War Asset system, the Colossus is intended to be pulled and customized on an individual basis, though a well-coordinated tank crew will have the greatest battlefield impact utilizing all 5 of its seats. 

The angle of its primary cannon is designed to provide critical anti-air support, so don’t get too comfortable in that Bastion your Outfit worked so hard to craft…a few colossal shells can shift the tides of battle in a hurry!

You can check out an early WIP build of the Colossus Tank below:


As with the Punisher and Facility Module system, the Colossus Tank is scheduled to deploy with our next major update, which is currently slated for early June.

Lastly, we’re looking forward to celebrating the 17th Anniversary of PlanetSide with our community next month on May 20!  We'll have much more to share as we get closer to our franchise birthday. Gear up for a bash, soldiers!

What got you most hyped during today’s livestream? Let us know on Twitter, Facebook, or in the comments!
Vecter - taranasus


Enough early access!

I’ve started development on Vecter on the 7th of April 2019. It feels like forever ago… Following quite a bit of unexpected interest and encouragement, I gave Steam their hush money, uploaded it, and officially launched into Early Access on November 4th, 2019. People enjoyed it so much that Vecter has over 400 reviews and a positive rating of over 95%. Not bad for one guy in a room and his online friends on discord ey?

Vecter has been featured on GameJolt, it reached the New and Trending section on Steam’s Free to Play hub when it launched in Early Access and dozens of Videos on youtube have been made about it, thanks to you all.

But you can’t keep a game unfinished forever, at some point you have to stop being a little bug-fest and evolve into a full and complete working title. And here’s the plan to get there.

Starting July 17th 2020, Vecter will leave its Alpha phase and enter its Beta phase. What this means is that by this point the game is feature-complete and no major changes will be made going forward. Only bug-fixes, optimizations, improvements and maaaybe a minor change here and there if needed.

I will be relying on you guys to help me out and tell me everything that’s wrong with it in terms of bugs and performance issues, so that we can make it as good as it’s going to get. I want it to be SOLID on launch.

Then, somewhere between 17th-20th of September 2020, I will “PUSH DA BUTTON” to leave Early Access, making it a fully launched title for all to enjoy. Our hard work will be seen by all and they will hopefully find it to their liking.

Okay and then what?

I mentioned earlier none of this was really planned, and that’s true as I was, for the most part, making stuff up as I was going along. However there is one thing I have wanted since I started development: Multi-platform and Cross-platform.

It’s not hard to notice that Vecter is only playable on Windows PC. That’s the only thing it was built for initially in the interest of keeping development as simple as possible so I can cram in as many features and content as possible.

But I want to see it on Mac and Linux, on Android and iPhone; Switch, Xbox, PS, I want to see it on pretty much any device I can get my hands on and port to AND I want to see it everywhere for FREE.



I have an Android phone and I have a PC, so attempting some basic ports is in the realm of possibility but that wouldn’t provide a good experience for everyone and actually porting everywhere is a really expensive job.

Porting to Mac and doing a good job of it requires a Mac. Ideally two or three from different generations to test and remove all the bugs that may occur. Porting to Android requires having a few different phones to test on and see how it behaves on different hardware from different manufacturers.

Arguably porting to a console would be easier, but that has a high cost in terms of time and various changes to the game to meet the guidelines and requirements set by different console vendors.

All of the above adds up to a time and financial investment, and my regular salary cannot foot the bill on that one as I’ve been doing so far. There’s a big jump from spending £70 on a steam submission fee to £3000 on a selection of hardware to test on + other unforseen costs.

I’m currently looking at various funding options like crowdsourcing, publishing, government grants, etc. so I’ll keep you all posted on my progress on this, but I’m hoping that sheds a light on what you’ll get from Vecter after Launch. If anyone does have some good funding ideas in the UK, let me know.
Apr 30, 2020
Azulgar: Star Commanders - Muad'Dib
Azulgar is not dead, it's undead. It will keep coming back.



It took us 16 months what we originally planned for 4 months. We stayed silent, because there was no point in promising a date that we didn't even know would come. So we decided to work on it until it is finished and prove it with results not words. First we moved to a new version of unity. Then we had to rework a lot of internal features (again) to work with multiplayer. And after that, the multiplayer itself took 8 months. It has been too long, longer than we had hoped for, but it is here.



Multiplayer is in. We are releasing standalone Server Application for Azulgar, that can generate its own world and run the server code. It can be downloaded directly from our website (link below) or you can find it in your Azulgar installation directory packaged as Azulgar Server.zip. To connect to a server you have to manually fill in the public IP. Your server has to have appropriate port forwarding set in order to function. IP that is filled in by default in the game is our server located in central Europe. Its player limit is currently set to 24, maximum possible player limit that can be set for your server is 64. We didn't test such high player numbers and in this first iteration we doubt it will work smoothly. This is the first rough version and there are plenty of optimizations and improvements ahead of us like: list of public servers, NAT hole punching, performance and player synchronization improvements.



Our game is still not in a state that we would consider "fun to play", but we added minigun into the game, so you can at least shoot at each other. Various other parts of the game have seen rework and improvements too (world generation, ship controller, UI, map, graphics, music). This version is what we wanted to have a year ago.



So what's next ? Next update will focus on weapons. Adding guided missiles, shields, energy guns, minigun overheating, etc. Along with improving server application and multiplayer experience itself. We are a couple of people working on this project in our own free time. Which has its advantages and disadvantages. Development is slow, but we will not stop. We won't be setting up any dates for the next update, but it is definitely going to be much sooner than this one.



Even if it didn't seem like it, we go trough every feedback, suggestion and bug report. So we will be happy if you leave us any kind of feedback on our forums or on steam. Thanks !

Discord:
https://discord.gg/kUzaEj updated

Forum:
https://szeiner.com/forum/index.php?categories/azulgar-star-commanders.6/

Server App:
https://drive.google.com/file/d/15-eo_Itlaf41ckd1uyjd4LqZI1R87_d6/view?usp=sharing
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