ICARUS - Shamm
Week 190 brings our customary ‘week one patch’ after a major expansion.

The reception to Great Hunts has been awesome, so we’re happy to bring you an array of tweaks and improvements and catch a few bugs that slipped through the cracks.

We also have some details on the two hotfixes that went out last weekend if you missed them.

Finally, we’ve got details on next week's update, as we keep moving towards the week-200 milestone.



This Week: Great Hunts Week One Update

As is tradition, the week after a major expansion or update is reserved for a ‘week one’ patch, where we address any bugs, imbalances or issues that may have slipped through the cracks when releasing it.

Here are some of the key fixes and balances you can find in this week's update:
  • Added Incendiary Sniper Ammo for the Anti-Materiel Rifle available from the Orbital Workshop
  • Fixed buildings and deployables placed in instanced levels that were not being registered to the correct biome in the weather controller
  • Fixed a bug with Outpost Veteran and Outpost Builder achievements, where they could be granted incorrectly on Open World prospects
  • Fixed NPC dialogue not playing at the end of Ape B due to the ‘Bool default value’ being set to 'Played'
  • Fixed Blackwolf armor set not allowing alterations
  • Fixed the legendary bow with the 'fortified grip' attachment, not using stamina on secondary click hold
  • Fixed Frostbreaker not using stamina when blocking
  • Fixed the Gauntlet image on the Great Hunts selection buttons, which were incorrectly displaying
  • Removed Great Hunts Module Item Tags as they were incorrectly marked as meta items
  • Recommitted the ‘connecting overlay’ as it was not saved correctly
  • Removed the ‘glow effect’ from SMPL3 Mission Cards
  • Added UI fixes for prospect outcomes, so that at various scaling and zoom levels, the outcome text does not overlap
  • Swapped the T3 Cleaner, dropped the mesh to use the machining bench kit
  • Hooked up an optional water connection processing speed to the Biofuel Cleaner
  • We now allow broken weapons to open the radial ammo menu so that loaded ammo can be unloaded without having to first repair
  • Ape_A: Fixed ‘base cleanup’ to not clean up half the base immediately and the water after a delay, added cleaning up of the NPCs
  • Small pouches are now crafted with the raw materials and paints rather than using the base pouch with paints - this is to avoid players using their pouches with items in crafting recipes, which results in loss of items
  • Fixed issue on Great Hunt arena entrances where clients wouldn't see the 'returns in xx seconds' interact prompt
  • Rimetusk Arena - Removed collision on many of the lower-hanging waterfall icicles to address the boss creature running into them and not being able to reach his location to regenerate armor
  • Fixed the issue where the legendary weapon stat comparison widget would break in Bio-Lab after upgrading a slot
  • Removed the Galileo Feature Level Lock on achievements - which may have been preventing unlocking achievements in Steam for anything introduced in Copernicus
  • Fixed an issue where explosive rounds weren't getting cleaned up properly, potentially causing performance issues over a play session
  • Added new ammo type in the workshop for the Anti-materiel Rifle - Incendiary rounds. These rounds also scale the damage of the fire damage which is applied to targets.
  • Dead mounts with items in their inventory now persist between game reloads
  • Loot Retrieval now works at a distance of 15m instead of 4m & Loot Retrieval no longer places loot bags halfway into the ground if player is crouching while they use it
This is just a small selection of the adjustments see the full list in the patch notes below.

Thank you to everyone who shared their feedback and experiences on our Discord and Feature Upvote.



This Week: Hotfixes v2.3.0.140125 and v2.3.0.140148

Some things are too important to wait for a weekly update, so we sometimes publish hotfixes.

Two hotfixes were pushed over the weekend, 125 on Friday NZT and 148 on Sunday NZT. A few of the details are below:

125 - Rimetusk Campaign Mission: ‘Field Work’ Blocker:
  • Fixed an issue in the Rimetusk Campaign: 'Field Work' - where the mission could not be completed due to the objective asking for an item that no longer exists in Icarus to be crafted and placed
148 - Garganutan Boss & Achievement Fixes:
  • Fixed issue where the Garganutan Boss would not take the appropriate amount of physical damage after players had completed the mission BLOOD THIRST, making the fight require fire/explosive damage instead of just regular ammo and melee. This has now been corrected
  • Fixed an issue preventing the client from properly communicating with Steam to check off achievements. Any existing achievements that players have gained will sync up and be granted on Steam on login


Next Week: Electric Fireplace

Next week, we’ll be adding the new ‘Electric Fireplace', a Tier 4 option similar to the Biofuel Fireplace but connected to your power grid, rather than requiring a manual fuel source.


Your support makes these updates possible.

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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

Changelog v2.3.1.140342

New Content
[expand type=details expanded=false]
  • Enable 2-sided DF generation on IMP_Mountain_02_CaveHole mesh used in M7 (Styx) cave as it was suffering heavy shadow artifacts without it
  • LavaHunter Flamethrower: Update FlameBurst VFX to have 'low' and 'high' quality light setups with high spawning several lights that move with the flames to enhance the effect. Add server-only function for spawning new Scorch decal on ground for FlameBurst. Remove 'GetPlayerCharacter' logic and base off SKItem owner instead as this resulted in the server (Player0) also always getting the effect at their feet. Remove FlameBurst NS component that isn't used
  • Biolab UI polish: Fix hover not coloring button angle, fix button tooltip appearing when hovering nearby and fix buttons appearing prior to animation playing
  • Adding DT Setup, Item, Recipe, Blueprint Etc for Advanced Arctic Saddle
  • Swapping T3 Cleaner dropped mesh to use the machining bench kit
  • Hooking up optional water connection processing speed to Biofuel Cleaner
  • Added the art assets for the arctic survival saddle with 5 skeletal meshs for the 5 different mount shapes
  • Adding Arctic Survival Saddle Item Icons
  • Sparkle FX for collectibles
  • Add UseRainDroplets shader functionality to held items. This adds a wet look to items during rain. Improve tooling to pick up on this better and retain consistency across items
[/expand]

Fixed
[expand type=details expanded=false]
  • Fix buildings and deployables placed in instanced levels are not being registered to the correct biome in the weather controller
  • Remove DF from Weapon meshes. Fix LODs on Legendary SMs
  • Fixed a bug where the hover tooltip wouldnt display the correct weight. Changed carry weight stats to be replicated to fix this
  • Fixing armor rack audio being able to play 6 armor swaps at once when swapping all armor instead of individually by adding a short cooldown to the event
  • More reductions to overly long audio events
  • Reducing event length that was far too long for when chopping a whole tree down in one hit
  • Update sleep screen well rested buff duration to display in minutes instead of seconds
  • Added and applied no RVT material variants to SM_SW_Mangrove_ApeCageVar
  • Adding short cooldown to UI event that was triggering multiple UI instances at once causing the sound to be overly loud
  • UI Fixes for prospect outcomes so at various scaling and zoom levels the outcome text does not overlap
  • Added XP Events to the sledgehammer breaking clay/scoria/obsidian
  • Removing Glow from SMPL3 Mission Cards
  • UMG_ModifierStateContainer can no longer refresh layout multiple times per frame
  • Incorrect Item Weight Bug - Changed base stats to not replicate and added replicated virtual stats in their place
  • Grant Bestiary XP for shearing sheep
  • New dropships are now spawned 50cm lower to reduce occurrences of floating dropship legs
  • Fix MeteorShower master after fur texture type changed
  • Fix spelling of Electric on ElementalDamage stat description
  • Reducing bloat from dialogue lines causing it to play for far too long
  • Fixed Frostbreaker not using stamina when blocking
  • Allow broken weapons to open the radial ammo menu so that loaded ammo can be unloaded without having to first repair
  • Adding correct dialogue line to play at the end of Ape C2
  • Fix Caveworm and Fish poisons being unaffected by resist stats
  • Updated Sustenence tonic to also increase food buff duration for the duration of the tonic
  • Fixed tooltip referencing [DNT] Snipers and changed to Sniper Rifles
  • Remove reference to .50 cal and fix spelling of Materiel
  • Ape_A: Fix base cleanup to not clean up half the base immediately and the water after a delay, added cleaning up of the NPCs
  • Fixing NPC dialogue not playing at the end of Ape B due to the Bool default value being set to Played
  • Adding hover and click to GH mission upgrade area
  • 10ft Extractor - Replaced and deleted old versions of textures with bad source paths, replaced references in materials
  • Small pouches are now crafted with the raw materials and paints rather than using the base pouch with paints - this is to avoid players using their pouches with items in crafting recipes which results in loss of items
  • Adjusting Blueprint node for pouches in the tech tree to display all recipes and not just the base pouch
  • Fix Panini Shader error logging not being fed the item value
  • Fix untranslatable Operations and Upgrades text on C0NT4CT device
  • Adjusting GH DLC Package Data Icon to match the in-game one on items
  • Added additional logging to help track down missing client Account Flag rewards
  • Hammerhead Slug - Added missing server checks to prevent client from spawning a second slug manager and from allowing the client to determine cocoon state
  • Fix boss respawn tracking upgrade showing time since last spawn, instead of time until respawn
  • Fixed issue on Great Hunt arena entrances where clients wouldn't see the 'returns in xx seconds' interact prompt
  • T3 Cleaner -Fixed a bug where the water spline was connected about a meter away from the mesh - Moved spline location to be within the mesh bounds
  • Updating Great Hunts Info Text in the Biolab
  • Fixing Gauntlet Image on GH Selection Buttons
  • Removing GH Module Item Tags as they where marked as meta items when they are not
  • Adding Ability for DOT modifiers Damage to be scaled by causer stats
  • Adding virtual stats for Fire/Frost/Poison/Electric Damage
  • Fire Burning Damage DOT's are now scaled by FireDamage_+%
  • Fix typo in Burning modifier description
  • Fixed legendary bow with fortified grip not using stamina on secondary click hold
  • Fix Composition quest spelling Chemistry
  • CharStats tooling improvements for comparing multiple creatures. Now properly supports toggling between either Character or AI stats
  • Medical items such as Pastes and Pills are now visible in the players hand. Remove unncessary SK BPs
  • Stats cleanup: Fixed StatTitle UMG having '+25 per minute' as default text masking a bunch of stats that didn't have descriptions setup correctly.
  • Improved logic to have fallbacks for missing stat text.
  • Fixed StaminaRegenPerMinute stat value displaying incorrectly as it was being divided by 1000 instead of 60.
  • Put various Stats into correct categories, added Tames/Pets and Turret categories and retired (and marked via MetaData) several smaller categories that suited elsewhere.
  • Fixed stats with missing description text causing the stat text to not update and display correctly.
  • Improve performance when full stats window is open by not updating on tick
  • IM Arena - Removed collision on many of the lower hanging waterfall icicles to fix boss running into them and not being able to reach his location to regen armor
  • Fixed a bug where armor stand wont show items when low fps and dragging items in quickly. Added an extra check to make sure the item has already been loaded before we attach it to the stand
  • Fixed edge case which could cause an invalid player loadout to be generated, preventing orbial exchange interface from working
  • Fixed bug where sometimes the medium slug wouldnt spawn small slugs on dedi server because of animation interuption. Switched death behaviour from animation 'on complete' to 'on blend out' and have a case for if its interupted
  • Output velocity on MA_GLS shader so it doesn't blur when turning with motion blur enabled
  • Fixed issue with in-world boss respawn timers counting incorrectly (on upgraded Contact device)
  • Disabled auto-wrap on UMG_Boss_Button's name text to prevent flickering
  • Fixed issue where boss respawn widgets weren't using the correct property to check for dead boss count
  • Fixed boss respawn widgets going into negative values on prospects that didn't support boss respawning
  • Added IsValid check to BP_PlayerTrackerListenter
  • Fixed issue where legendary weapon stat comparison widget would break in Bio-Lab after upgrading a slot
  • Adding a legendary weapon upgrade now invalidates the cached item stat container
  • Fix water containers >100L not fully emptying when using the context menu Empty Container function. Tidied BP
  • Hide Blueprint and Solo refresh buttons, as these are no longer required
  • Increase storm tier of Sandworm building to match Stone
  • Add translation entries for biolab return to store button and mission select screen button
  • Rehooked up Operations selection button translation on C0NT4CT device
  • Removing Galileo Feature Level Lock on achievements - may have been preventing unlocking achievements in steam for anything introduced in Copernicus
  • Removing Double XP Weekend Stats and Banner
  • Fixed a case where Mounts could be destroyed if player was riding one while they crashed or were kicked
  • Update SM asset validator to detect LODs with a screensize value of 0.0 and flag as invalid
  • Fix meshes with LOD screensize values of 0.0, meaning they will never be selected
  • Cave AI are now given IsCaveCreature boolean stat on spawn
  • wip on updating the Niagara Dynamic Script for Caveworm Emerge VFX
  • Removed unused/old control to reload legendary flamethrower
  • Added opacity switch for M_Creature and updated MA_EyeShader Sclera
  • Tidied up a number of Payloads that weren't using IsServer calls correctly and made sure their physics impulses weren't triggering every frame
  • Removed a number of unused payload BPs
  • Radial force component on explosive round payload no longer activates every frame
  • Updated NPC stabilization quests to also complete when the NPC is no longer valid, to ensure that if they're collected the quest is complete
  • Fixed issue where explosive rounds weren't getting cleaned up properly, potentially causing performance issues over a play session
  • Remove SlowTick event for UMG StatsWindow optimization which unintentionally caused a background hitch. Delay off tick instead so hitch is gone once UI is closed
  • Resave operations button title update
  • Added name and description for Glaci spawner/den
  • 'Loot Retrieval' button in escape menu now checks for loot bags and corpses around world origin
  • Loot Retrieval now works at a distance of 15m instead of 4m
  • Loot Retrieval no longer places loot bag halfway into the ground if player is crouching while they use it
  • Dead mounts with items in their inventory now persist between game reloads
  • Fixed bug with certain mounts that prevented their items from being added to their corpse on death. Affects Terranus, Zebra, Shaggy Zebra
  • Added DT validation to prevent new mounts from being added with incorrect configuration
[/expand]

Future Content
[expand type=details expanded=false]
  • Added cheat to grant XP to Mounts for testing. Disable GrantXPDebt cheat as that system is obsolete
  • Outpost012 - cliffs, rivers, decals, foliage
  • Added 'Illumination' Payload round for Sniper Rifle, still WIP not unlocked
  • ELY: Remove duplicate Atmosphere Controller and RVTs from Vista sub-level
  • Added LODs for Ely Heightmaps
  • Outpost012 - cliffs, rivers, decals, foliage
  • Fix CycleBiome cheat to actually work (delete now-obsolete logic from AtmoController as its handled in Player ActorState instead). Add unhooked method of updating cubemap on AtmoController for debugging as its currently only triggered via biome transition
  • Remove or update redundant or incorrect description text for Cheat Functions
  • Updated caveworm emerge VFX
  • Add an optional per-recipe text row so there is not an extra 0 value that will never be defined
  • Outpost012 - cliffs, rivers, decals, foliage
  • Unhook Feature Level check and hard gate WIP ProxyMesh system until its ready so that it doesn't spam Dev builds
  • Set Illumination Round to be Field Guide blacklisted
  • Add DNT to Illumination round
  • Update collision on DC_Macro meshes to be more accurate
  • Update collision on DC_Macro_03 to be more accurate
  • Outpost012 - cliffs, rivers, decals, foliage
  • Outpost012 - cliffs, macros, decals, foliage. Added saturation control to IMP_Slopes material, adjustments to Slopes_Conifer mat instance
  • Fix DangerLevel array size error not accounting for new Elysium skull danger level
  • Added the art assets for the irradiated prospector creature including a skeletal mesh skinned to the UE4 mannequin
  • Creating audio event for Geothermal base ambience. Adding in light insect loops, base 1 amb, base 2 amb and data table setups
  • Fixed issue where some caves incorrectly had entrance meshes spawned even though bUseEntrance was set to false
  • Adding DH tundra biome audio, adding night and day insects, day birds, data table setup etc
  • dh ambience audio adjustments and fine tunes
  • Added first pass Chew Creature SK meshes, materials and textures
  • Adjustments to DH ambience events. Removing Crevasse audio from crevasse itself since its already playing within each ambience layer. Adjustments to crevasse audio per biome for more appropriate sounds
  • Added Wyrm Queen art assets to the project
  • Fixing Build Validation
  • Add DH feature level Icon
  • Made Changes to the Crafting System to Allow for Resource Only Crafting (Allowing recipes to be crafted without an item and resources only)
  • Setting up Oil Geyser and Pump Jack for Crude Oil Extraction
  • Setting up Crude Oil Refiner (Crude Oil -> Refined Oil)
  • Adding new Resource Type Refined Oil and associated images
  • Setting up ability to have CrudeOil Networks and Refined Oil Flows
  • Setup Natural Oil Processor (Biofuel -> Refined Oil)
  • Setup Biofuel Networks and Icon Images
  • Setup Organic Extractor (Plants -> Biofuel)
  • Setup Polymerizer with outputs of Epoxy, Plastic, Synthetics and Compounds
  • Setup Crude Oil Power Generator
  • Adding potential dh music track for tundra biome.WIP test
  • Outpost012 - cliffs, decals, foliage
  • Added slinker bones asset and first pass on Gfur. Updated slinker textures
  • Updating the DH music piece with V2 with fine tunes and additions
  • Implementation of the Uranium Converter Item (Raw Uranium -> Rods & Inert Ingots)
  • Setting up Raw Uranium, Uranium Rods and Inert Uranium Items
  • Setup Uranium Collection Device Item & Uranium Node for the World
  • Update to DH music 1
  • Outpost012 - cliffs, rivers, decals, foliage
  • work on Implimenting the slinker creature and added carcass assets
  • Update to DH music
  • Adding moog layers to DH music biome 1 music piece. Adjustments to mastering to ensure more consistent volume etc
  • Added new animations for the Wyrm Queen. Updated shader to use opactiy an map for the wing cutouts
  • Updated Slinker anim BP assets. Set up skinning states and corpse BP. Added initial data table entries for the Slinker
  • Volume pass on DH music 1
  • Outpost012 - cliffs, rivers, decals, foliage
  • Adding DH Geothermal biome music very WIP
  • Adjustments to DH geothermal ambience cravasse audio and various other balances. Music volume adjust to match other tracks
  • Adding beach assets, ambience and creatures ready for use within island outpost map
  • Add Impact Frag Grenade which explodes on impact with a surface. Currently Disabled/Hidden
  • InspectionTool: Output mesh scale, don't get meshes for LandscapeStreamingProxy as its junk data
  • Add Explosive and Incendiary 12.7 rounds to workshop
  • Add icons for 12.7 Incendiary and Explosive rounds
  • Add 12.7 Incendiary rounds to workshop. Update 12.7 round workshop icons
[/expand]
Meta-Ghost: The Breaking Show - Porridge

To all contestants, Thank you for your patience! One year after our Early Access launch, we're thrilled to announce: The 1.0 full release is entering final development! Final polishing tests begin early August – details coming soon. First, witness the debut of 1.0's flagship content:

I. New Chapter: "Transcend Match"
  • The Breaking Show competition reaches its climax! Join our protagonists to unravel the greatest mystery behind the tournament.

  • Boss Preview: Leo Sundman

As you know, Leo Sundman is the final boss of this tournament. As the CEO of Awaken Energy (AE), he masks his ruthless ambition behind his calm wit – a man who stops at nothing to achieve his goals. a man who stops at nothing to achieve his goals. The mastermind controlling the Matrix Tower, he manipulates the Breaking Show to execute his sinister plans from the shadows.

This Boss battle features two phases:

Phase 1-Presents his deceptive "Pope" persona through a yellow and white color scheme. Leo wears a mechanized robe, wields a scepter, and has his face concealed to maintain mystery.

Phase 2-Reveals his true nature with a dark aesthetic, equipped with three pairs of mechanical wings to intensify pressure. Contestants, proceed with caution!

II. Character Reveal
  • Eisa Design Adjustments:

Following our previous design reveal, we received numerous player suggestions for Eisa. After discussion, we’ve decided to redesign her visual appearance for better character representation.

"Audience, behold! Our new contestant Eisa is eagerly awaiting her chance to prove her mettle in this Breaking Show! Best of luck to her!"

  • Taisuke & Jean Adjustments:

In the full release, we've implemented major overhauls to both Taisuke and Jean's skill sets (including weapon modifications) and added 3 new exclusive sets for each. Detailed mechanics and gameplay footage for these veteran contestants will be revealed in our next article – stay tuned!

Taisuke's exclusive katana now cyber-enhanced—lightning-fast draws!

"At this range... this ends in a flash."

Jean's weapon gains massive size alteration through cyber-modification—delivering devastating strikes with enhanced mobility. Now a true battering ram on the battlefield!

"Smash!!"

III. In-Game System Adjustments
  • Optimization of the Activation Mechanism for Fusion Drivers:

In the current gameplay flow, players can freely combine a large number of Base Drivers to obtain desired Fusion Drivers. While this design ensures stable and controllable in-game effects of Fusion Drivers, it also reduces some of the unpredictability and randomness in combat.

To address this, we have significantly revised the activation mechanism for Fusion Drivers in the new version: First, players will randomly obtain a Fusion Driver in specific rooms (e.g., the initial room and each boss fight room). However, this Fusion Driver will not take effect immediately. Instead, it will only activate once the player has collected a specified number of Base Drivers. We hope this change will introduce more possibilities for Roguelike build customization to the competition.

  • Overhaul of the Prosthetic Enhancement System:

For some well-known reasons (lol), we’ve redeveloped and redesigned the Prosthetic Armament System. With the new system, we aim to reduce grind, lighten the burden on players, and still deliver abundant loot rewards. The specifics are complex, so let’s start with a brief overview:

  1. We’ve removed the "Prosthetic Enhancement" feature. This means prosthetics no longer require material items for upgrades, nor do their modifiers need random level-ups. (※However, all existing modifier details of prosthetics already in players’ inventories will be fully retained.)

  2. The level system for prosthetics has been adjusted. The new system will primarily drive progression through loot drops—higher-level prosthetics will be obtained from high-difficulty event challenges. Additionally, "Prosthesis Merge" will now function to increase prosthetic levels (instead of upgrading minor modifiers) and can inherit certain special Merge modifiers.

  3. All minor modifiers of prosthetics will no longer be upgraded through "Enhancement" or "Merge"—instead, they will be entirely determined by the prosthetic’s level and randomly generated from the modifier library. However, if players desire, they can still use the "Remake" function to obtain their ideal modifier combinations. Additionally, the number of modifiers that can be locked during remakes will be further increased, making it easier to achieve the desired build through remakes!

  4. Building on these changes, we’ve also reworked the set effects of approximately 80% of prosthetics. Characters’ exclusive sets will completely transform the combat experience!

  • Optimization of The Breaking Show Mode Experience: Added more gameplay options to limited-time challenge rooms, removed relic exchange rooms, added double driver rooms, and adjusted the spawn ratios of various room types.

  • Merged Team Match-related content into the Touring Match mode.

  • Combat System Optimization: Includes adjustments to the activation mechanics of toughness and control effects, improved warning indicators for enemy skill cues, refined enemy traits, numerical balance adjustments, and more.

IV. Basic Experience Optimization
  • Fully Offline Play!:

In response to player feedback, we’ve made the decision to fully transition to offline in version 1.0. All online servers have been removed, and save data will be stored entirely locally. (※Note: During the first launch of the official version, your device will still need to remain connected to the internet for a short period to fully download your Early Access online save data to your local device.)

  • Optimized the Lobby Scene: The lobby now features a more expansive visual experience.

That’s all for today’s preview of the 1.0 official version—we hope you’ve enjoyed learning about the upcoming updates. We’ll be sharing the specific details of the final test, including the schedule and registration info, in our next post. We’ll also dive into the mechanic updates for Taisuke and Jean. Thank you for your continued support!

轮回修仙传 - OKJOY

各位道友好,上一期《轮回修仙传》的开发日志视频和大家讲了一下技能的获取方式和基础概念,但其实游戏中的技能并不是越高级越好,而是讲究搭配。

《轮回修仙传》Steam商店页:

本期开发日志和大家聊一下技能的构筑,感兴趣的话欢迎点击 视频链接跳转观看 或往下滑查看图文详情

游戏的技能构筑部分可能更接近肉鸽卡牌游戏,很多属性的技能都是可以互相叠加的

最明显的莫过于火属性的技能,【燃火术】的效果是为敌人叠加3层灼烧,而【鬼火术】的效果是如果敌人身上有灼烧的话,就额外再叠加3层灼烧效果。

这时候再搭配上【九天火印】,敌人附带灼烧效果的话,额外扣减其20%当前生命值。

也可以再叠加更多的灼烧BUFF,再使用【炎爆术】,根据敌人每层灼烧造成3%的生命值伤害。

每个属性都有多种流派可以供大家选择,可以尝试叠加灼烧BUFF让敌人持续扣除生命值,也可以试试搭配【飞火流行咒】,如果敌人生命值低于20%则直接斩杀的【核爆流】。

所以游戏虽然无法定向学习某个技能,并且战斗是按照顺序自动释放的,但通过技能之间的先后顺序搭配,也能够有深的策略性和可玩性。

而技能也远不止和技能之间的搭配,还可以尝试与法宝进行结合,比如【列火剑】虽然只是白装,但可以立马对敌人叠加3层的灼烧BUFF,对于叠加灼烧BUFF的流派还是很有用处的。

而【九龙神火甲】效果则是每次被攻击时有50%概率使敌人获得1层灼烧,所以法宝如果和技能搭配得好,那在战斗时就是事半功倍。

游戏每个属性都会根据其特性有不同的流派,像木系可以走【荆棘流】,让敌人每一个回合都非常难受,也可以走【叠毒流】,持续让敌人掉血。

游戏还有非常多有趣的玩法和流派,上一次测试中就有玩家发现【体修】玩法,搭配【肉身成圣】修炼不再转化为灵力,而是每点体魄额外增加1点攻击和20点血量的天赋,以及【万法归一】只存在1个法术时获得100%增伤的天赋。

在小时候奇遇时学会【农夫三拳】或【岩拳】,那真的就是一拳轰碎这天道呀!

不知道大家对于技能的构筑和搭配有没有自己的看法呢?欢迎在评论区留下你的建议,如果喜欢我们游戏的话,希望大家可以前往Steam添加愿望单,感谢各位道友的支持!我们下一期视频再见吧,拜拜。

《轮回修仙传》交流群①:1018748677

《轮回修仙传》交流群②:948417811(已满)

《轮回修仙传》交流群③:766454544(已满)

《轮回修仙传》交流群④:1047415772

RISK: Global Domination - Nick@SMG

We’re entering the final stages of our long-planned network overhaul: a complete rebuild of Risk’s multiplayer backend. This update is designed to:

  • Improve game stability and recovery

  • Shut down most forms of cheating

  • Lay the groundwork for future multiplayer features

FIRST CLOSED BETA IN Q3

After years of internal development and testing, we’re ready to take the next step: real-world testing. The first closed beta will begin in August/July for a limited group of international players.

This will be a small group - if you signed up for beta access earlier this year, we will be running a much wider playtest later in the year and will be contacting players about that soon.

This beta build is based on v3.16,  so it won’t include recent features like Secret Missions or the new Map Select screen. The goal here is to test the core networking under real player conditions.

It’s taken a while to get here - this overhaul was first roadmapped back in 2019 - and it’s been a bumpy road since then with delays, technical hurdles and global pandemics. That said, hitting our first beta is a major milestone.

WHAT WILL BE DIFFERENT?

Not much, and that’s the point. This is a backend upgrade, so games should feel largely the same. You may notice:

  • Fewer disconnects and crashes

  • More secure, cheat-resistant matches and less hackers

  • More recovered games, with faster recovery times when a player drops

One area we’re still fine-tuning is input responsiveness. Server-side validation can introduce slight delays - especially for fast-fingered PC users - but it’s key to preventing exploits. We’re working to strike the right balance between responsiveness, security and maintaining an even playing field between mobile and PC players.

WHY THIS OVERHAUL MATTERS

Risk’s current system relies on the host’s device to manage the game, which creates all kinds of issues. If the host drops, the game can be lost forever. Worse, with the right tools, players can tamper with game state or intercept packets in flight between clients.

The new system runs on authoritative servers, removing that dependency. This means:

  • Better security and stability

  • Recoverable games

  • Protection against most known hacks and packet manipulation

Server-authoratative games also open up possible future features that we couldn’t explore otherwise. After the network overhaul we can explore long requested features like:

  • Asynchronous games

  • Multiplayer save slots

  • Better spectator modes

WHY IT TOOK SO LONG

We underestimated the complexity early on. The original plan was to put the whole team on it and move fast - we soon realised that would mean halting all other Risk development.

So we changed tactics. This year we’ve kept a small, dedicated team focused on the overhaul while others worked on features like Secret Missions, new UI updates, block lists and future content we’ll be announcing in the coming months.

That slowed the overhaul down but it kept the rest of the game moving.

Now, with the core work behind us and real player testing ahead, we’re closer than ever to shipping this major upgrade.

Thanks for your patience. You can still sign up to express interest in our betas here.

Team@SMG

FIND ALL 7: Japan - VeryVery

https://store.steampowered.com/app/3637730/FIND_ALL_8_The_road_to_the_Maya
The continuation of the "Find All 8: The road to the Maya" series is out! Explore colorful city streets, unique jungle views and ancient temples of a lost civilization. Look for different hidden items and paint black - white locations with colored paints. Interesting, attention-grabbing picture, 4 level, 600 themed items, 3 interesting puzzles and pleasant atmospheric music are waiting for you.

20:37
UKNON Jones & Guynelk 2 - guynelk
I fixed a bug that prevented you from going through the portal in multiplayer, a bug that prevented you from doing certain dates, and other minor issues.
Endeavor: Rite of Passage - Natmos20
- Fix: Campaign teleport ability now works as expected
Troma Presents Poultrygeist - mikefallek

game not available

请君入殓 - naizuitech

Hello everyone!

We've just released a major update for the Rest in Peace demo! This patch introduces a brand new hero White Raven with her innate skill Burning Raven, along with difficulty settings, achievement support, and over 30 improvements and optimizations.

💡 Highlighted Changes:

  1. New playable hero: White Raven + innate skill "Burning Raven"

  2. Difficulty selection: Novice / Normal / Hard

  3. 9 Steam achievements now available in demo

  4. Core system upgrades: shields, soulstones, skill awakenings, save system

  5. Major optimizations: UI feedback, controller support, translations, performance

Try out the new version and let us know what you think!
Rest in Peace Dev Team

🔥 Patch Notes – Demo Update for Rest in Peace
  1. Added new hero White Raven, with an innate skill Burning Crow.

  2. Added overhead HP bars for key enemies.

  3. Added V-Sync setting — toggleable in the options menu.

  4. Added awakening effects for Jianlai and Burning Crow.

  5. Added new Thunder Pestle Stone, replacing the old HP-recovery-on-overflow-damage Stone.

  6. Added Difficulty Selection: Novice, Normal, and Hard modes now available.

  7. Expanded Exhaustion Stone to include level upgrades.

  8. Damage Conversion Stones now trigger Five Elements status effects.

  9. Picking up Offerings now knocks back nearby enemies.

  10. Added transition effect when entering portal after stage clear.

  11. New popup Welcome Screen added.

  12. Introduced new Area-type Stones.

  13. Introduced new Shield mechanic and related Offerings.

  14. Added new Ending Transition sequence.

  15. Added quick link for Feedback Submission.

  16. Added Damage Interval Protection: characters can’t be hit again within 0.1s of damage.

  17. Added Hero Talent system, with the first talent unlocked by default.

  18. Added Save System: partial progress and settings can now be saved.

  19. Added Tutorial Mode for first-time players — auto-enabled at first, unlocks after completion.

  20. Added Achievements system — 9 achievements available in demo.

  21. Updated Edge Bounce Stone icon to reflect its non-upgradable nature.

  22. Updated stats UI to show resistance and proc rate conversions.

  23. Updated damage number display, now includes status effect indicators.

  24. Updated hero Ah Cong's basic attack to Jianlai.

  25. Enhanced hero visuals in inventory UI with new character art.

  26. Improved item drop effects.

  27. Reduced visual clutter for MP shortage and Yin-Spell cooldown.

  28. Optimized texture memory usage, reducing overall RAM consumption.

  29. Optimized loading system, reduced pool size for better performance.

  30. Stones now remain equipped after synthesis, placed in topmost slot.

  31. Rebalanced stage design in Normal Mode.

  32. Improved gamepad control logic for smoother handling.

  33. Reworked Stone Tower defense event — now heals only when standing in zone.

  34. Updated mouse cursor style, with new click animation.

  35. Improved visibility of Disturbance Events.

  36. Improved English localization.

  37. Refined hero hit reaction visuals.

Eternal Return - GM_Goddess
Hello Lumia Island survivors,

During our internal monitoring of Eternal Return’s paid products, we identified multiple cases of payment system abuse, such as fraudulent transactions and refund manipulation.

These actions are a clear violation of Eternal Return’s Rules of Conduct. As a result, the accounts responsible have been permanently suspended without prior warning.

Such behavior is considered a serious offense that undermines fair gameplay.
Moving forward, any accounts found engaging in similar activity will also face immediate permanent suspension.

Thank you for helping us maintain a fair and healthy game environment. We remain committed to providing a safe and enjoyable experience for all players.

[Details of Action Taken]
Penalty: Permanent Suspension
Affected Accounts:

[expand type=details expanded=false]
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[/expand]

*Further account suspensions will be announced separately through our Suspended Accounts announcements.

Thank you.
...

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