Strategos - StrategosGames

Since the last update we released the demo during the Wargames fest, providing support for it during that time, and have since gotten back to regular development work after closing the demo. We've been working on adding many new maps, some new units, campaign updates, bug fixes and optimizations, and more.

UI
  • player side indicator on unit selection

  • fixes to manual popup charts

  • added many newer unit portraits

  • improved in-battle popup messages

  • unit card centering improvements

  • banner improvements in style

  • loading screen bar

  • fixes to settings page layout

  • fix to navigable setting on some battle map UI

  • added AAR (after action report) feature for battles

  • fixed various AAR bugs

  • added scrolling to AAR

  • added link to quick start guide to menu

  • many small improvements to tutorial and manual texts

AI
  • many fixes to cluster analysis AI, including much better reaction to player flanking

  • use of reserve to meet to face player flanking better

  • improved AI use of majority light horse armies

  • fix skirmisher broad movements, improve initial group move of them for better screening

  • fix AI pursuing moving target issues

  • improvements to AI shooters getting out of one another's way

  • improvements to evade direction intelligence

  • better use of med foot armies

  • ranged light cav more independently minded

  • fix to major issue with AI main line group movement in some circumstances

  • improved AI exploitation of ranged superiority

  • made cav flanks more aggressive

  • improvements to raw pike deployments

  • improvements to reserve spacing and movement

  • improve angling to player main line and facing

  • improve ai main line group move in general

Map-Based campaign
  • added basic march and diplomacy rolls, turn carry over, reset

  • added dedicated map for Sicily campaigns

  • added fleet moves with unit losses

  • improvements to generate armies and move them on map, battles and return to map with battle result

Text Based campaign
  • finished about half of new Diadochi campaign with some better campaign-specific battle AI

Graphics
  • switched to improved grass shader gpu instancing integration and performance

  • significant improvement of animation play speed matching velocity

Gameplay
  • deployment improvements

  • improved zooming

  • cav evade speed changes

  • improvement to flank attack visuals

  • edits to ranged unit ranges

  • increase nonlight shooter effectiveness a bit

  • nonlight cav a bit faster and better at pursuing light foot

  • many fixes to lien shift, one overlap other combats, shift distance reduced, re-enabled guard mode

  • removed auto drop from infantry flankers but retains +200

  • added threshold change victory so you can win at 45% with high (>30) delta

  • shooting death rate vs fully armored changed

  • fixes to overlap charges

  • increase number elephant deaths in combat

Optimization
  • large improvement to combat logging performance that was causing stuttering on large battles

  • some optimizations of debugging

Bugs
  • fixed pause/unpause issues

  • fixed drag and drop of dispersed and routed unit cards

  • some erroneous recoil fixes

  • fix to overlap pursuit bugs

  • fixed issues with final %results from ad hoc commanders

  • fixed major battle map camera zoom bug that broke close zooms on some maps by height

  • more fixes to ugly unit turn arounds

  • fixed French translations mixing up Indian and Italian

  • fix to multiple units selected right click attack bug distance check

  • border disappear fix

  • fix bug with historical reenactment AI

  • fix to longstanding yoyoing bugs on charge

  • fix bug with calculating deaths on charge with immediate recoil

  • fixed bug with some units missing from Raphia map causing crashes

Sounds
  • improved marching sounds

  • improved start battle sounds

  • more unit card/info sounds

Army Lists and Units
  • added Cataphract horse archers, Illyrian hoplites, steppe infantry, steppe bowmen and steppe light archers, and Pantadopoi pikemen

  • fixes to bruttian allies list

  • update saka cataphracts

  • fix to thebes list error

  • minor edits to later carthage and polybian roman units and generals' ratings

  • split early successors into Macedonian and Asiatic, overhaul macedonian early successor and antigonid lists

  • fixes to some hellenistic army names and descriptions

  • changed roman army display names to be like "Roman (Polybian)" instead of "Polybian Roman"

  • minor improvement to Rhoxolani visuals

  • further work on stil wip elephant visuals

Terrain
  • various minor map visual fixes (especially to tiling)

  • more custom border layouts

Added Maps
  • Northern Hills

  • Norther Flat Field

  • Seaside

  • Rolling Hills by Lakes

  • Rolling Hills by River

  • Woods and Fields

  • Grassy Flatland (med) 2

  • Desert 2

  • Northern Woods and Rough

  • Desert Hills

  • Norther River and Hills

  • Mountain Pass

Misc
  • steam stats (including display steam name)

1:30am
Infinity Cats Project - 您好林郝
- Teach Gungun a lesson, so that he doesn't scream every day
- Adjust some conversations
- Fill in some missing memes
- Adjust the text prompts in chat input
- Lengthens the time interval for random events
- Slightly tweaked the cat's stats value
- Optimized some UI
Battle Food Mania - market_gizmo

We’re excited to present our latest gameplay clip featuring the intense battle between Soda Pop Steve and the guard team Bongo Banana - recorded during our recent team match!

Voice lines have been integrated into our gameplay, adding a whole new layer of immersion, humor, and personality to every encounter. Expect teasing reactions, clever one-liners, and dynamic feedback as players engage in the most chaotic showdown yet.

🎮 Match Highlights:

Team Thief (Soda Pop Steve) vs Team Guard (Bongo Banana)

Respawn zone: Lemonade Bliss

Funny voice lines

Strategic gameplay and funny moments

A surprise twist ending - the bananas deliver the box!

Watch the full clip on YouTube and experience the action with voice!

Herba Project : Desktop Lab - IndieCain
Dear Esteemed Researchers

▶ New Features
・ Aura Particle Effects: Mature crops now emit dynamic particle effects scaling with aura production
・ Emergency Reset Mail: Added manual save reset option for corrupted data situations
・ Compensation System: Automated mail delivery of funds/aura/seeds for system irregularities

▶ Bug Fixes
・ Fixed cultivation stats not increasing after harvest/crop maturity
・ Resolved critical mail fetch failure blocking storyline progression
・ Unlocked missing botanical archive entries for specific crops
・ Corrected seed counter not updating when unlocking new culture dishes

Researcher Cain
Rock and Scroll Playtest - BOT Jon
Bugs may be present, please drop me a message on Discord or use the report bug feature.
Princess Maker : Children of Revelation - shson

We sincerely thank you for all the feedback you've sent us since yesterday's Early Access release.

We've proceeded with a patch for the parts that urgently needed fixing.

Patch Contents

  • Windowed mode resolution refinement

  • Relaxed basic job ending conditions

  • Fixed GPU load issue in ending collection

  • Fixed some speaker display errors

Although the game still has many shortcomings,

we thank all of you who played it once again,

and we will continue to listen to your valuable feedback and make improvements.

Thank you.

Millispeed Playtest - Autumn
New changes this week:

  • Controller map texture updated
  • The millipede is now much faster
  • Adjusted steering sensitivity in relation to speed
  • Smoothed out the starting area landscape
  • Lots of little fixes for crows. They weren't working correctly in the last build
  • The millipede now leans when turning

My ultimate goal is for the millipede to flip less often, and to get stuck much less often.
ION Shift - eugene.solyanov

Hello, Players! We're excited to announce the release of version 1.1.6, packed with new features and key improvements.

New Features:

  • AI Optimization to improve frame rate on big levels

  • Joe rockets flies at full speed if launched by player

  • Better read of aim direction from gamepad

Bug Fixes:

  • Fixed memory leak related to sounds

  • Fixed set up of sound listener in main menu

Baby Kings - WoodNeeded

Hey hey! ːsteamhappyː

Fixed some 'Buggy'/'Too Long'/'Too Hard' levels!

Have fun!

Florensia - Giiku Games
Patchnotes Update 2.4.0b

Today we released version 2.4.0b of Florensia, which addresses a few remaining issues and introduces some new quality of life.

Changes

  • Adjusted several values for Kommandant Humbert Unruh. We will continue to monitor feedback and adjust values where needed.

    • Physical defence: 3200 -> 2500

    • Magical defence: 3200 -> 2500

    • Avoidance rate: 900 -> 500

    • All elemental defences: 1100 -> 600

  • Added a cooldown of 3 minutes (180 seconds) to Medicinal herb of Revival.

  • All combat pets are no longer able to attack other players with skills. Auto-attacks are still possible, which is intended. This change was done to mitigate abuse, as well as avoid several balancing issues that were caused by pets ignoring defence. We will keep investigating alternatives, however we believe that this is the correct approach going forward as it creates a more even playing field. 

  • Changed some defaults for settings:

    • Shadows: Detailed

    • BGM sound: Changed from 50% down to 30%

    • Refuse Party: Now turned off by default

  • All Tower Party quests can now be handed in to the Roxbury Tower Manager. The quest shells can still be obtained by any Tower Manager on all islands.

  • Additional enhancements to the multi-client prevention system.

  • Added thousands separator to several locations where Gelt is displayed, this includes but is not limited to the trading window and inventory.

Fixes

  • Fixed wrong health values for several monsters.

  • Fixed wrong naming of Woodywoody essences to match the name of the monster: WoodyWoody. Uppercases matter.

  • Fixed various NPC names.

  • Fixed various monster names. The names of monsters across all languages have now been standardized to the English naming.

  • Fixed wrong description of debuff from "\[Elite]Corrupted Maid". The debuff reduces Magic min. and max. attack by 350 and decreases HP and MP by 2000.

  • Fixed an issue whereby a player would be slowed down, if they were buffed while having Ice Shield active.

  • Fixed one of the quest markers for "Valuable Medical Stuff" (level 33) being outside the map. 

  • Fixed in-client "Register" button redirecting to wrong page on the homepage.

  • Fixed sea ability "Ship Recovery" healing more than mentioned in the description. The values have now been adjusted to match the description.

  • Fixed partially wrong description for sea ability "Randomly Shooting". All descriptions have been changed to English for the time being with the only exception being German. We will provide updated translations at a later date.

  • Fixed healed values for several abilities not matching their descriptions. The affected abilities are: Healing Hands, Instant Recovery, Master Recovery and Aurora of Life.

  • Fixed an issue that allowed for an indefinite amount of teleportations to a players' partner using the marriage system.

  • Fixed regression in login system that caused password input content to not be detected correctly.

  • Fixed massive FPS drops in main menu caused by grass & tree nodes not being culled properly.

  • Fixed a visual glitch causing artifacts in world selection screen.

  • Fixed a varity of text alignments / visibility issues in UIs, this includes but is not limited to login, character selection, character creation, in-game UI, world map, trade window, inventory.

  • Fixed a typo with trade Gelt limit amount in chat.

  • Fixes various crashes and performance issues

...

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