LOCUS POKER - JWW
Created a free version called LOCUS POKER MINI-DUEL that only uses MINI-DUEL mode - 5 x 4 grid, 2-timed games (same cards each game), only the ROBOT opponent, and a 20 second timer. It is in English only for now.

Paid versions in all languages will get MINI-DUEL mode and a few visual improvements from the free version at a later date. However, the English version will get the free version's MINI-DUEL mode now to make sure anyone upgrading from the English free version to the English paid version (and uninstalls the free version) will not lose any functionality.
Alex's Journey to the Grave - Duhop

Duhop here, back again with another devlog for October!

I've recently been working on putting some of our new sprite assets to use, so this month I want to talk about a surprisingly simple part of the process that really brings the characters to life.

Also because seeing the before and after of this step really makes me happy :D

A lot of this might seem obvious to an experienced developer, but I think the most useful way for me to write devlogs on topics like this is probably just to explain everything I wish I knew when I first went into it myself.

So! Here's a quick look at a short, unfinished scene that I recently did the character expressions for:

What sticks out to you at first glance?

If you're anything like me, probably the fact that Jenna's sprite doesn't move an inch throughout the entire scene. Obviously it looks a whole lot better in real time, but that utter lack of movement is still played out to the viewer, subconsciously boring the visual portions of their brains half to death as the scene remains static, expressions grow repetitive, and the dialogue box becomes their only source of engagement. 

It is supposed to be a visual novel, after all.

Well, it's easy enough to identify lack of movement as a problem in a scene, but how do you fix it? Interspersing CGs (ideally with dynamic camera movement) or swapping to alternate backgrounds angles are a couple visually fantastic ways to alleviate it, but those are expensive and don't actually address the base problem of not doing enough with your sprites.

Thankfully, the brain-stimulating movement that VN players crave is only ever a few lines of code away! Ren'Py's transforms are an incredibly powerful, easy to use, and often underutilized tool for adding much-needed liveliness to your scenes. You might be using them for some things already, but I'm here to tell you that your creativity is the limit when it comes to making visuals more dynamic with transforms, and you should probably use them more.

Step 1: Visualize.

Read through your scene again, and focus on the portions most lacking in on-screen movement. Are there any moments where movement is implied or described through writing/dialogue, but hasn't been depicted visually? If not, are there any simple movements you think it would be natural for the characters to make, even if they aren't implied in the writing at all?

Do you have a movement in mind? Cool, keep it there! For the purposes of this devlog, I'm just gonna pretend it's a character getting bopped on the top of her head.

Now, picture how the movement would look like in reality, and try your best to imagine how that movement would simplify down to a static 2D sprite. It might not come easily if you haven't done much of this before, but I'll have plenty of examples in this devlog that will hopefully help you get into the flow of it.

The main thing to remember for this step is that a gross simplification of the movement is still far better than nothing, even if it doesn't capture every last nuance of how the character would move in reality. In our head-bopping example, I imagine the character would probably flinch down with just her head, bringing it closer to her shoulders, but we are unable and don't really need to capture that nuance anyway.

All we need to do is quickly have her sprite move down and back up again, like this:

At this point, you should have an idea of how you want the movement to look in-game.

Step 2: Create a transform.

Here's the transform I used in the scene above:

[c]transform chop:[/c]

[c]    ease 0.15 yoffset 15[/c]

[c]    ease 0.15 yoffset 0[/c]

Adding ease—or any other kind of transition—to a transform is what allows you to have it change the position of a sprite in a fashion other than just instantly. In this case, Flora is taking 0.15 seconds to ease 15 pixels down, then 0.15 seconds to ease back up. 

Ease uses a cosine-based curve to slow down the start and end of the movement, where the simpler transition move would create linear movement that's usually much too jarring and mechanical. I pretty much only use ease when making transform animations for sprites, since most other transitions are not really intended for this use case and move looks so unnatural. (Perhaps move could look good if used with a robot/android character?)

If you want diagonal or other types of combined movement like with zoom, you can change multiple variables at once with a transition like this:

[c]ease 0.5 yoffset 15 xoffset 15 zoom 1.5[/c]

You might be wondering how to come up with the right values to make an animation look good, but truthfully, it's nothing but experience and professional guesstimation. At first, just put in some random values that seem reasonable.

Step 3: Apply the transform and iterate.

Apply the animation transform to a sprite's show statement the exact same way you would a regular transform:

[c]show flora at chop[/c]

OR you can define the transform directly under the show statement if you don't intend to reuse it:

[c]show flora:[/c]

[c]    ease 0.15 yoffset 15[/c]

[c]    ease 0.15 yoffset 0[/c]

Chances are it's not going to look good right away. 

If something seems particularly haywire, check the last transform you used on the sprite and make sure you really are starting with the values you think you are. (Personally I always try to keep the x and y offsets at 0 in non-animation transforms so I can always just assume they're starting at 0 when making animations.)

Otherwise, just slowly adjust the variables and test until it does look good. You'll get a whole lot better at guessing and zeroing in variables as you go, and you'll quickly build up a library of transforms that can potentially be reused for similar movements in other situations as well.

Step 4: Don't forget to continue using poses and expressions at the same time.

So after fiddling with the variables for a while, you now have your animation looking as you imagined it. However in our case, the full effect of the head chop in the gif isn't finished yet.

As you can probably guess, transform animations aren't at their best unless used together in harmony with the rest of your toolbox for character movement and expressiveness as well.

In this case, combining the transform together with a change of pose and expression, like this:

[c]show flora body_armdown eyes_smilesquint mouth_bigsmile at chop[/c]

—is what really brings it to the next level and creates the full illusion of movement seen in the gif.

Step 5: Learn new techniques.

Hopefully, you can already see the value of what simple animations like my first example bring to the table. In my opinion, the movement they bring to a scene is absolutely critical, especially if it had nothing but unmoving sprites cycling through expressions to offer beforehand.

And thankfully, Ren'Py's transforms aren't limited to mono-directional or finite movements. Creativity really is the limit, I've still yet to find a single movement in writing that can't at least be emphasized with a transform.

Here's a slightly more complicated example from our demo, where the animation is looped instead of finite:

In this case, all you need to do is add `repeat` to the transform. Simple!

[c]transform ruffled:[/c]

[c]    ease 0.125 xoffset -4[/c]

[c]    ease 0.125 xoffset 0[/c]

[c]    repeat[/c]

And that's just the beginning. Once you start chaining multiple animations and expression changes, you might just start to go mad with power:

Look at how she's moving up and down and around all over the screen, with changes of expression mixed in! She's even moving... forward?! It's starting to feel like anything is possible!

For this particular sequence, my code looks like this:

[c]"I grab our drinks from the counter, and Flora leads me over to a table for two."[/c]

[c]show flora eyes_neutral at f_center[/c]

[c]with ease[/c]

[c]pause 0.75[/c]

[c]show flora at f_sit1[/c]

[c]with ease[/c]

[c]pause 0.2[/c]

[c]show flora eyes_happy:[/c]

[c]    ease 0.3 zoom 1.2 xoffset 60 yoffset -100[/c]

[c]"She immediately looks across at me after we sit down, ignoring the latte I placed in front of her."[/c]

P.S. If you want to quickly animate a movement between two existing, purely positional transforms, you can just directly apply an ease to the show statement the same way you would any other transition, as seen here. 

As an aside, the reason the xoffset variable changes in that final transform—despite it appearing to have no horizontal movement—is because Flora's sprite is technically centered on the canvas but asymmetric enough to look otherwise, and needs to be aligned slightly off-center horizontally to appear like it's centered. Zooming in or out on a misaligned displayable can very quickly throw off the corrective alignment and make it look off-center again or appear to move horizontally. It took some rather annoying trial and error to counteract that effect and get that final zoom-in to keep Flora looking centered, while—since this is far from the only issue that misalignment causes—I probably should've just bit the bullet and re-exported the images to fix the source of the problem instead XD

Yoffset also changes for a similar reason as above, but in this case it couldn't be fixed by realigning the base sprite images since it's visually necessary to center the image vertically closer to her face rather than the true center of her body. Whenever you want to zoom in on a sprite anywhere other than dead center, this is unfortunately just a fact of life as far as I'm aware.

You will inevitably run into this and other various Ren'Py quirks and problems as you try out more and more ideas with transforms, so just remember not to back down and give up on those ideas too easily. The Ren'Py docs and—if you're really stuck—the Ren'Py Discord are your friends if you can't figure it out on your own!

Anyway, let's wrap back around to the scene I showed you at the start of this month's devlog. 

Alex and Jenna don't really have much in the way of interesting, clearly described physical movements and interactions like the ones from my examples to work off here. That's partly my own fault for not considering how to make the scene more visually interesting as I was writing it, but even on second review my mind was void of any reasonable ideas for such additions. Sometimes it's just inevitable that you'll have to reach a bit more to get things moving.

As I went through the scene, I primarily used small, non-specific movements that weren't described in the text to break up the stillness. My biggest go-to was moving Jenna slightly up and down as her confidence or mood rose and fell, adding a simple representation of body language that meshed surprisingly well with her expression changes.

Example:

[c]show jenna:[/c]

[c]    ease 0.5 yoffset 5[/c]

[c]with charDissolve[/c]

[c]   [/c]

[c]jq "So..."[/c]

[c]show jenna eyes_worriedclosed mouth_neutral:[/c]

[c]    ease 0.5 yoffset 10[/c]

[c]with { 'master' : charDissolve } # this is a dict transition so it doesn't interrupt the text being extended on the same line afterward[/c]

[c]extend " umm..."[/c]

[c]show jenna eyes_worried mouth_neutralspeak:[/c]

[c]    ease 0.5 yoffset 5[/c]

[c]with charDissolve[/c]

[c]   [/c]

[c]jq "Do you think you could pass on a message for me?"[/c]

There were also a few interspersed moments of small movements described in writing, which I obviously jumped at the opportunity to animate.

Example:

[c]show jenna eyes_worriedclosed:[/c]

[c]    pause 0.1[/c]

[c]    ease 0.5 yoffset 3[/c]

[c]    pause 0.1[/c]

[c]    ease 0.5 yoffset 13[/c]

[c]with charDissolve[/c]

And one moment where I did come up with an idea to add some movement in the writing:

[c]j "But..."[/c]

[c]show jenna eyes_worriedclosed mouth_neutral[/c]

[c]with charDissolve[/c]

[c]pause 0.5[/c]

[c]show jenna mouth_surprised:[/c]

[c]    ease 0.6 yoffset 3[/c]

[c]with charDissolve[/c]

[c]   [/c]

[c]pause 1.0[/c]

[c]       [/c]

[c]show jenna mouth_surprised:[/c]

[c]    ease 0.6 yoffset 13[/c]

[c]pause 1.0[/c]

[c]show jenna eyes_neutral mouth_neutral[/c]

[c]with charDissolve[/c]

[c]"She straightens herself up after taking a deep breath in, resolve clear as her eyes meet mine."[/c]

Now, this is where I would show you an after comparison of that gif at the start of the devlog, but it's not actually all that satisfying to look at when all the animations are sped up and mushed together like that. The important part is that Jenna actually moves around now, please just judge the value of the animations in real time 😭

To wrap this up, I don't think I've anywhere near tried out the full breadth of possibilities that transform animations have to offer yet, but I'm super excited to keep experimenting with them as I continue on with this stage of development!

Once again, thank you so much for reading to the end. If you're a fellow developer, I hope this gave you some cool new ideas for your games!

-Duhop

Command Deck - eejohnson

v0.2.1 is now live.

  • Runs that end in defeat will now show the remaining health of the enemy ship in the run summary (new runs only)

  • Fixed typo on Defensive Cannon Augment

  • Fixed spelling error and missing space on Inflammation Enhancer Augment

Balance tweaks:

  • Removed the Advanced Tactical Cruiser from Pirate Sector 4 because it over-uses the Anchorite Executioner's "Blind Execution" mechanic

  • Anchorite Arbalest and Warden fights will now show up only once per sector (Previously it was possible to face up to 4(!) Arbalest fights in Sector 5)

  • Sector 5 Anchorite Punitor and Invictus are now a little stronger

17:24
The Office Killer - ensdev
- Fix for the stair 2 trouble interaction.
- New tutorial videos.
- More easy normal mode.
ICARUS - Heightmare
Welcome to Week 205.

This week, we're adding a new Stone Brick Fireplace to match your Stone Brick houses, giving your builds a bit more charm and detail.

We're also sharing a first look at a new biome on an upcoming map: the Geothermal Biome. It brings some unique landscapes and features that we think you'll enjoy exploring.

Next week, we'll be introducing a new Grenade Variant, adding another combat option for surviving on Icarus

Notable Improvements:
  • Fixed issue where Stalkers would drastically increase in size when shot with projectiles while fighting.
  • Fixing issues where tooltips in the tech tree where not showing the resources required for the recipe (such as milk, biofuel and water).
  • Increased Fur drop on Tusker to match the amount it should be dropping, giving its position within the biomes and spawn group.


This Week: New Stone Brick Fireplace

This week, we're introducing a new Tier 3 unlockable item: the Stone Brick Fireplace. Crafted at the Advanced Masonry Bench, it’s designed to perfectly match your Stone Brick building pieces, adding both function and style to your builds.

The Stone Brick Fireplace is a wood-burning counterpart to the Biofuel Fireplace. It provides the same cooking speed bonus, while offering a different aesthetic for those who prefer a more classic or rustic look. Whether you're furnishing a cozy home or upgrading your settlement, this fireplace gives you another way to make your spaces feel lived-in and unique.



Upcoming Biome: Geothermal

As we mentioned last week, we are working hard on our next major expansion alongside our usual weekly updates, but we wanted to show you some backstage content as we work on it.



This week, we’re excited to give you a closer look at one of the major new features: the Geothermal Biome. This unique environment features large sulfur pools, treacherous crevasses, and a steam filled atmosphere, offering new challenges and gameplay opportunities.



The biome also introduces a variety of new resources and a host of creatures adapted to this extreme environment, providing fresh encounters and challenges for explorers.



Next Week: Impact Frag Grenade

We are adding something small but deadly next week - the impact frag grenade. This is a new grenade that explodes on impact instead of after a set amount of time providing a new way damage your foes. Be sure to check it out next week.



Your support makes these updates possible.

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog 2.3.16.144156

New Content
[expand type=details expanded=false]
  • Setting up Stonebrick Fireplace Recipes and Blueprints
  • Adding Descriptions and Falour Text to Stonebrick Fireplace
  • Adjusting processing speed of stonebrick fireplace to be on par with biofuel fireplace
  • Adding proxy meshes for the stone brick fireplace
[/expand]

Fixed
[expand type=details expanded=false]
  • Add new 'Harvest Vegetable' effect for Carrots
  • Fixed issue where shooting Stalkers could cause their mesh to glitch out
[/expand]

Future Content
[expand type=details expanded=false]
  • Dialogue timing adjustments
  • Adding missing notifys for irradiated prospector. Lots of footsteps and movements
  • Fix light position/rotation on Eden Station Landing Pads
  • Validate Head Socket define. Fix Ape Juvi setup
  • Update Bat capsule setup to be representative once airborne rotations are applied. Fix Head Socket defines
  • Remove redundant AI scaling MoveSpeed Curves which have single value. Replaced as singular value in base stats
  • Slinker: Lowered head blocker. Disabled GFur physics. Decreased Sound perception radius and character mass. Decreased min health, increased max health. Increased melee damage
  • Misc Ely nav fixes
  • Add DT Validation for ammo that hasn't been added to ValidAmmoTypes DT
  • Dialogue quest adjustments and various drone balances to help reduce audio clutter of many spawning at once
  • Adding correct dialogue quest line for when you open the security doors in mission 3
  • Removing irradiated prospector audio from abominations as its not at all close to the vibe so dont want feedback on that until Ive done audio for it
  • Reduction to how many mange wolves aggros can play at once. Also reducing spacializer distance slightly
  • Ghost croc's movement no longer snaps to zero velocity when reaching target location
  • Ghost croc's idle no longer attempts to play idle montages and now spends more time stationary
  • Ghost croc no longer tries to navigate into water
  • Tweak placement of Lithium tools on charging device
  • Adding new dialogue lines into missions
  • Ely - fixed various floating cliff and grasses, shifted macro blocking cave in Tundra, green quad
  • Adding Stats for Converting Collision Damage to Electric / Frost / Poison / Fire
  • Adding new Attachments for the Laser Pistol Only that allow conversion of damage types
  • Showing Collision Damage in the Item Popup as Damage
  • Setting up Laser Pistol Item, Recipe, Blueprint, Ammo and Firing behaviour
  • Adding Uranium Ammo Icons
  • Adding Lithium Ammo Icons
  • Adding Item Icons for the Containment Armor and Talent Setup
  • Adding Mining Laser Icon
  • Adding Chainsaw Icon
  • Fixing Issue where Blueprints Set Element Tooltips on the Tech Tree would not show Resources as part of their recipe inputs
  • Fixing Issue where Blueprints Tooltips on the Tech Tree would not show Resources as part of their recipe inputs
  • Setting up Tundra Atmosphere
  • Setting up Crop growth in the Tundra and Geothermal Areas
  • Adding modifiers for unsuitable plant growth in Tundra and Geothermal
  • Quick Pass on all T5 Recipes
  • Adding Composites are a requirement for the manufacturer instead of carbon fiber
  • Storca: Fixed 30MB worth of SSS textures on wrong presets. Fixed duplicated mat slots on carcass
  • Bounder: Decreased sight range, increased sound range (big ears). Add Desert themed resistance stats. Tweaked GFur to not artifact when moving. Fixed Experience event. Tweaked carcass loot. Suffixed RowNames with Desert for consistency. Add Leather to Slinker loot
  • ELY Story 5 - Added difficulty scaling to worm amount. Tried to fix jitters in the circling movement of the sandwyrm/quest sandwyrm
  • First pass non projectile Lithium tool set charging and electrical damage (axe, pickaxe, knife, spear, sickle, sledgehammer)
  • Slightly decrease Oxite spawn weight for Elysium tundra. Incremented numbers 10 fold for more granularity
  • ELY Story 5 - Removed theo as the ship takes off. Fixed notes not being in correct positions after mo's room remodel
  • Fixed issue where Ghost Croc could get stuck standing still during combat
  • Improved blending on Ghost Croc's loco BS
  • Fixed ricocheted projectiles not showing damage number indicators
  • Fix missing 'carcass' suffix for Broodling and Kiwi. Fix DNT on Orka carcass. Fix DNT placeholder description on Juvenile Ubis Carcass
  • Fix Orka not giving meat. Fix Tusker not giving Leather. Increase Fur output from Tusker to suit
  • Storca: reduce melee damage substantially to match creature size. Reduce sight/hearing range. Reduce mass and melee radius. Remove chance to cause Deep Wound
  • Switched feature flag of limestone fertiliser, crushed limestone to DH from Dev
  • Dean feedback, more blue quad work
  • Added local player checks to prevent some crash landing VFX from playing on all players during sequence
  • Fixed issue in ELY Story 1 where drones wouldn't engage players from long distance
  • Added a new BT key to drones to allow forced aggression and targetactor override
  • Shifted one of the drone spawner locations in Story1 to reduce instances of drones getting stuck on large cliff
  • Added new Flare Gun item BP
  • Flare Gun item now uses the update loaded anim sequence
  • Removed old Flare Gun assets
  • Hooking up Radiation Needle up to the Environmental Levels as opposed to the player levels
  • Setting up Stone Fortifications, Items, Blueprints, Recipes, Icons etc
  • Fixing Concrete Gate Interact Projection
  • Setting up Concrete Fortifications, Items, Blueprints, Recipes, Icons etc
  • Added Stone Fortification assets, with animations
  • ELY2 - Updating Epsilon Station to include some ladders and structure at the bottom of the tree
  • ELY2 - Updating Epsilon Station to have some grenades, flares and sledgehammers
  • ELY2 - Clearing new quest Flag when mission abandoned or complete
  • ELY2 - Fixing Iris Dialogue and adding appropriate delay after her dialogue so it doens't instantly complete the quest
  • ELY2 - Adding new session flag for post talking with Iris
  • Fixing Meshable to use correct SK and BP, removing references which are not committed
  • Added Concrete Fortification assets, with gate animations
  • TundraDeer: Tweaked physics asset fixed preview mesh. Decreased speed slightly to fix foot sliding. Fix Experience event. Tweaked GFur lods and capsule setup
  • Ghost crocodile now spends most of it's idle time underground, only emerging to attack targets
  • Ghost Croc's spine bones now riccochet bullets
  • Set feature level of Ghost Croc to DH
  • Increased Ghost Croc's base damage (to make it more than standard croc)
  • Added some underground particle effects to Ghost Croc
  • Added DisableIK/DisableLookAt curves to Croc skeleton
  • ELY Story 5 - Theo dropship leaves once boss has been killed
  • Added Dragonfly, flightless tank, flying tank, sandwyrm queen carcass icons, added Orka head and trophy icons, added nail gun icon
  • ELY Story 5 - Quest sandwyrm now flies to a new position in the air before trying to fly to the arena to avoid the cliff
  • Adding laser tripwire explosion event and constant loop. replicating the trigger so it plays for clients so the audio also does
  • Ely - added and placed new set dressing meshes for Mo's area
  • Shifted positions of Eden crafting and logistics NPCs
  • Fixed issue where Striker dodge animation was causing it's mesh to scale up dramatically
  • Adding some more yeti idle vocalisation calls
  • ELY Story 5 - Thumper now no longer spawns a landshark. Spawns caveworms and quests needs 10 per player to finish. Automatically stops thumper on mission complete. Fixed quest name to match #5
  • Volume balance pass on the Yeti
  • Added thicker border and moved pin layer underneath image layer on Environment Radiation HUD
  • Add some more animations for Yeti. Split up Yeti attacks into light and heavy - heavy only performed when enraged
  • Submitting missed animation files from my last commit for the Flare Gun
  • Replaced SK_ITM_FlareGun with SK_GUN_FlareGun, which is now using the Skeleton from the One-Shot Pistol. The mesh, materials and textures have been moved to the WEP folder, in it's own subfolder. I also modified the One-Shot animations to work better with both the One-Shot pistol and the Flare gun, except for the Loaded animation, as I needed a custom one for the Flare Gun. Lastly, I replaced the old ITM_FlareGun with the new SK in BP_Dead_Researcher_IM
  • Adding dragonfly fly replicated audio, hive out audio, attack audio etc
  • Adding limits to how many rad prospectors spot sounds can play at once to stop it sounding stupid when multiple get aggro at once
  • Raptor: Matched base stats between variatns. Add themed additional stats for Desert var. Increased sight range slightly. Increased mass from 75 to 450. Fixed 50% move speed on Desert var. Fix non-geothermal var spawning in desert and tweaked spawn weightings. Fixed Experience events. Delete MontageOverride function with Wolf anim defines. Capsule setup tweaks
  • Yeti: Increase min health, make scaling curves linear. Remove Tummy/Date crit areas. Tighten up horn and eye crit areas. Fix head crit area (hidden properly). Fix other capsule setups. Fix HeadSocket define. Limit population to 1
  • Massive pass over all DH dialogue to remove existing complicated 2d 3d spacializing and impliment a simpler more reliable solution
  • Increased irradiated prospector crawl speed by 50%
  • Fixed irradiated prospector crawl animation not playing at the correct rate
  • Reduced play rate of Reaver dive montage by 25%
  • Reduced minimum range at which Reaver will perform ranged/dive attacks from 10m to 9m
  • Reaver should no longer play it's roar montage after emerging if health < 66%
  • Small Tweaks to weather timeline sizing
  • Adding and Hooking up Radiation Needle UI
  • Adding Highlightable, Dialogue Speakers and Mission NPC Setup for new EDEN NPC's
  • Setting up NPC's for EDEN (Crafting, Cook, Logistics)
  • Adding Quest Markers & Queries for EDEN NPC Spawning
  • Adding NPC Spawning to EDEN Function Library
  • ELY1 - Fixing Functon Parameter hich was crashing the build
  • ELY1 - Removing Debug Skip as part of the quest
  • ELY1 - Fixing NPC Dialogue for this quest and between ELY1 -> ELY2
  • ELY1 - Adding Delays to quest completion so you can hear all of the NPC's dialogue
  • ELY1 - Added new Session Flag for Mission 1 complete, clearing at mission 2 for continunity
  • ELY1 - Adding KillAllCreatures Function to the Advanced Animal Swarm
  • ELY1 - Reparenting the Drone Scout to the Drone Base
  • ELY1 - Adjusting Quest Step so that its not time based but now based on the number of drones killed
  • ELY1 - Drones will now spawn in groups of 3 at 3 different locations on the outskirts of the the zone
  • ELY1 - Adding new Modifier for creatures running towards targets
  • ELY1 - Adding Spawner Locations and Gameplay Tags and Queries for Drone Spawning
  • Adding Hunter / Carrier Drone Variations
  • Adding Scout Drone creature type so they drones have unique names and colours
  • Adding Spawner tag to the drone spawner so sledgehammers deal more damage as intended
  • ELY1 - Adding back EDEN Quest Marker as it was deleted unintentionally - fixes the mission so it can be completed
  • ELY1 - Adjusting Eden Marker BP to be blue instead of black
  • Removed map icon from Story_4_Rescue_Find step
  • Map icon should no longer persist after completing Story_4_Outpost_Search step
  • Shifted beacon from Story_4_Rescue_Find to Wounded NPC BP
  • Fix SandScuttle max character movement speed
  • Add cheat to toggle Ballistic Debugging
  • Fixed issue where Iris was spawning mid air in Story_4 rescue step
  • Adding all of theos redo lines and important new lines
  • Stop a terrain anchor ensure that fires in Editor (only)
  • Fix SandScuttle aren't stripping corpses. Make SandScuttle more hungry
  • ELY Story 5 - Removed Mo as shes fled. Added a dropship flying down in the beginning waiting for theo. Changed quest name to be quest #5 not #4
  • Ely - set dressing in Eden, refined Mo's area mesh, set override blocker state flag on mission 2 cave entrance in desert
  • Adding all Victors pickup lines from session 2
  • Added SK_GUN_MiningLaser with all meshes, materials and textures. I also added it to the Mining Laser BP and the Meshable Data Table
  • DragonFly only attack when nest is damaged. Add loot for DragonFly nest. DragonFly corpse now disappears when looted (no bones)
  • ELY Story 4 - Fixed mission blocker, mission used to be - Heal iris -> med ship drops down -> put in stasis bag -> med ship flies away -> wants you to deliver but theres no ship to deliver to
  • Added option to set initial blocked state override on BP_CaveEntrance instances placed directly into developer levels
  • DragonFly now do more poison damage and can inflict poison
  • Make DragonFly on hit kills (like bats)
  • Feature Locking new Mount Rows
  • Setting up Chew Juvenile and Mount
  • Setting up Juvenile Raptors (Desert & Regular) and Raptor Mounts (Desert & Regular)
  • Fixing issue where Raptor Mounts didn't have the correct mount stats and could not move due to weight limits
  • BTS_TryDodgeRaptor now uses correct raptor montages
  • Fixed raptor dodge montage sequences not being additive
  • Fixed issue where ricochet bullets could get stuck in an infinite collision loop, ricochets off crit areas are now limited to 2 bounces
  • Setting up Sulfur worm stats and growth
  • Setting up Sulfur Worm Bestiary Entry stats and traits
  • Adjusting Sulfur worm loot so you don't need to skin with a knife for a vestige
  • Setting up Sulfur worm heat item / icon
  • Removing unique bestiary entry for the snow rabbit varient as it can be combined with the rabbit varient like the normal rabbit
  • Setting up item and icon for the snow rabbit varient vestiage
  • Setting up Vesitage icon for Chew creature
  • Bestiary setup of the hopping creature and swamp variation stats and traits
  • Slight Tweaks to hopping creatures stats, swamp variation is now weak against electric instead of fire
  • Setting up of item icons for the hopping creature and its variation - vestiges
  • Setup Tundra Deer Bestiary Stats and Traits
  • Adding Tundra Deer Vesitage Icon
  • Setting up Bestiary for the Bounder Traists and Stats
  • Removing Posion Weakness from Bounder
  • Setting up Bounder Vestiage item
  • Setting up Bestiary and Traits for the Irradiated Prospector
  • Adding AttacksCauseRadiationBurn to Irradiated Prospector
  • Adding Loot to the Irradiated Prospector
  • Adding Slinker Vestige Item and adding it to the slinker loot
  • Adding Bestiary Stats and Traits for the Slinker
  • Adding Poison & Frost Resistance and Fire Weakness to the Slinker, Also added scaling Attacks cause freeze stat to slinker
  • Setting Up Raptor bestiary with correct geothermal stats after the last change
  • Adding new Stats for both the new biomes (Geothermal & Tundra) {HealthRegen, StaminaRegen, ExposureResistance, ColdResistance, HeatResistance etc}
  • Setting Up Raptor & Desert Raptor Bestiary stats and traits
  • Giving Raptors frost and electric weakness, desert raptors have fire resistance, geothermal raptors have poison resistance
  • Adding Bestiary Stats and Traits for the Orka
  • Giving the Orka a slight fire and posion weakness and a frost resistance
  • Assigning the correct loot and trophy rewards for the Ghost Crocodile in AISetup
  • Setting up Drones Bestiary Entry, Stats and Traits
  • Adding Eelctric Weakness to Drones
  • Setting up Reaver Stats - adding ChanceAttacksCausePoison, adding Fire Weakness,
  • Setting Up Reaver Bestiary Stats and Traits
  • Setting up Unique Loot Enteries for the Ghost Crocodile to seperate it from the Crocodile
  • Adding Poison Weakness to the Ghost Crocodile
  • Setting up the Ghost Crocodile Bestiary Stats and Traits
  • Finish Setting up of the Ghost Crocodile Vestiage
  • Fixing Ghost Crocodile Player facing name is Creature Type
  • Storcas now spawn in groups of 3, adding new storca follower AIsetup which is the same as the orgional except it doesn't trigger additional spawns
  • Adding Frost Damage Weakness and Chance to inflict radiation burn to Mange Wolf stats
  • Adding Radiation Bestiary Trait for use on Radioactive Creatures
  • Setting up the mange wolf bestiary stats and traits
  • Setting up Mange Wolf & Alpha various Loot
  • Setting Up Mange Wolf & Alpha Vestiges item and icons
  • Changing the new Drone Creature Types so they are feature locked to Dangerous Horizons and not Great Hunts
  • Ajusting AI Creature Type to use the new creature stats
  • Setting up Storca Vestiage Item, Icon, Loot, Etc
  • Setting up Storca Bait Item, Icon, Recipes
  • Setting up Storca Tame, AISetup, Growth, Stats etc
  • Setting Up Orka Tame, Blueprint, AIGrowth and Animal Setup
  • Setting Up Orka Tame Bait Item and Setting up the Snare with the ability to catch the Orka
  • Fixing the Snare Trap Blueprint Talent to act as a group when viewing so all the baits can be seen on the tech tree
  • The Juvenile Slinker can now Grow up into a Slinker Mount
  • Adding Slinker Mount Setup & Corpse Setup
  • Adding Juvenile Chews to Spawn with their parents
  • Adding more backup Exits from Mount Seats to allow for exiting from the Chew
  • Fixing up some collision on the Raptor and the Chew
  • Adding Unknown Atmosphere for Drone and Radiation Creatures Location in the bestiary
  • Fixing Bestiary Progressive Stats for the new creatures
  • Fixing Virtual Stats, adding new stats and removing old ones
  • Committed Missing AISetup Table
  • Cleaning up Bestiary and AISetup Enteries
  • Fixing Maps / Biomes etc for new bestiary enteries
  • Adding Missing Bestiary Stats
  • Adding new Besitary Traits
  • Fixing Raptor / Desert Raptor Head Items and Trophies and Setting Up BP's and Recipes
  • Fixing Desert Raptor Carcass so it uses the correct materials and variation
  • Fixing Raptor mount Carcasses so they use their carcass and not the strikers
  • Fixing Desert Mount Loot so it populates correctly
  • Fixing Raptor Mount so it uses the correct carcass and can be skinned and looted
  • Lithium projectile weapons first pass
  • Lithium Throwing Spears and Throwing Knives now (again) do not require charging and deal electrical damage
  • Lithium Bow and Crossbow require a charge to draw (fire projectiles) and require charging
  • Lithum Shield requires charging and if charged, zaps when damage is blocked
  • Lots of replacement dialogue lines for Iris and dialogue adjustments
  • Ely - macro and cliff fixes to unblock cave in tundra quarry, green quad
  • ELY Story 5 - Added prospector pod (transport pod looking like droppod). swapped out med pod for this new one
  • Added first pass animations for TEI NPCs , still WIP
  • Fix arrow socket name and rotation for Lithium Bow
[/expand]
17:16
Critterking - spiralfart
Removed bugs from the game (not the ones you play as)

- Fixed/reduced crashing caused by saving
- Fixed crash caused by quitting from pause menu
- Fixed enemies getting stuck behind walls
- Fixed destroy not properly removing obstacles
- Fixed hand position for cards
- Fixed mastery decree not having proper buff size
- Adjusted inspiration decree size
- Added trajectory variance to ranged units
- Fixed decrees not affecting units properly
+ Other changes

Long live Critterking!
Gunship Battle Total Warfare - GBTW Dev

Greetings, Admirals.

We are offering Surprise Coupon for all Admirals.
Please check the details at the link below.

[h4]Link[/h4]

Thank you.
Parable Academy - snuffysam

You can view the patch notes for all previous versions here!

Version 0.4.2
New Additions
  • Added a fifth costume for Gatsby.

  • Added a CPU difficulty selection option to versus mode.

Bug Fixes
  • Fixed a bug where the combo counter wouldn’t increment until after hitstop.

  • Multihitting throws & supers now cannot KO the opponent before the final hit. This means the opponent will no longer glitch between their KO/defeat animation and their grab react animations if KO’d by the earlier hits of a throw.

Mechanics/Balance Changes
All Fighters
  • Players no longer take vertical knockback while blocking, making it easier to block launcher follow-ups.

    • Additionally, players will no longer take vertical OR horizontal knockback while crouch blocking. This should add some more utility to crouch blocking, since there aren’t very many low attacks in the game.

  • Fighters start the match with two full bars of tag meter.

  • After spending meter to use a Supercharge, there will be a penalty on gaining meter for 400 frames.

  • If tagging during hitstun, the incoming fighter will be automatically forced into their Crouch Attack or Air Attack depending on tag direction. This should make it harder to punish opponent combos.

    • Wendy and Scheherazade will be forced into their Down Air Attack rather than their Neutral Air Attack.

  • Fighters are now invincible during throws. This means throws cannot be broken by long-lasting projectiles (e.g. Scheherazade’s Roc’s rock, Dorothy’s Twister).

  • Tags are now blocked during hitstop.

Alice
Creature
Dorothy
Gatsby

Gatsby’s playstyle was simply too lopsided. As a “Drunken Master” he of course is designed to get stronger after drinking, but it was too easy to achieve that state, and once in his Drunk status it was too easy for him to blitz the opponent for a KO. The startup of his Champagne Star has been increased, so it’s easier for opponents to call out and punish his drinking (notably, Drink With Me was not touched, as it’s a riskier move). The duration of his Drunk status was decreased by about a second, and his damage multipliers were all decreased - combined, this should make it harder for him to clean shop with a single Drunk-boosted combo.

  • Back Attack Startup: 19 → 29

  • Drunk Status Frame Time: 300 → 250

  • Neutral Attack Drunk Damage Multiplier: 1.6x → 1.3x

  • Neutral Attack Knockdown Damage Multiplier: 1.8x → 1.4x

  • Crouch Attack (Drunk) Damage: 3000 → 2500

  • Air Attack (Drunk) Damage: 3000 → 2400

Scheherazade
Wendy
Willie
Other Changes
My Little Puppy - developer

My Little Puppy is now officially released! 🐾

Join Bong-gu the Welsh Corgi on his heartwarming, yet clumsy, journey,

as he sets out to reunite with his dad who just entered the afterlife.

If you find any bugs or have questions, please share them in the Discussion Board.

Our dev team will check and respond as soon as possible.

We hope this game brings warmth and comfort to everyone who has ever loved and cherished a dog.

In the end, we’ll all meet again.

Thank you! Bark! Bark! 🐶

https://store.steampowered.com/app/2102040/_/

Blade & Soul NEO - NCA Community Team

Hello Crickets! Due to the upcoming release of the Silverfrost Mountains Update Part 3 on November 11, 2025, we would like to give players advance notice of important items that will be expiring:

Suspicious Rituals

Expiring Item  

Thrall of Bane Treasure

Boss Illusion Spawn Event: Raging Yeti

Expiring Item  

Raging Yeti Treasure Chest  

Stop the Madness of the Yeti's Cave Event

Expiring Item 

Lustrous Yeti Treasure Chest 

Yeti Lucky Skill Book Fragment Chest 

Yeti Lucky Portrait Chest  

Yeti Lucky Portrait Chest 

Yeti Lucky Skill Chest 

World Boss: Bonus Rewards Event

Expiring Item 

\[Event] World Boss Time Lucky Chest 

World Boss Time Lucky Chest  

...

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