Three Kingdoms: The Blood Moon - zhjdyx
Adjustments:
Guan Xing:
"Leap" has been added to the initial event card library.
"Unwavering" can now be played with "Thousand Arms Status" during your turn, but it won't trigger a counter card.
Zhang Xingcai:
Reworked "Red Potion", now triggering bleed damage at the end of your turn. "Red Potion+" triggers twice.
Jiang Wei:
"Gate of Shock" can now be played when there are 7 or more cards in the discard pile. "Gate of Shock+" damage lowered to 10.
"Sneak" no longer has the "Instant" keyword. Now ignores Freeze and Disrupt cards.
"Phantom" will still activate when the Fans are full.
"Gate of Death" no longer resets its value after being upgraded in battle.
Liu Chen:
All Mushroom cards are now limited to (1) use. "Magic Mushroom+" is limited to (2) uses.
"Maul" and "Scratch" no longer gain "Instant" in cat form, instead, they gain "Combo".
Fixed an issue where "Emergency React" failed to correctly trigger "Thousand-Hand Statue" .

Other Updates:
The Peach Garden event now has a chance to grant "Peach Blossom+".
Meng Huo’s Poison cards now go to the discard pile instead of the draw pile.
Meng Huo’s max HP significantly reduced by 5. Sun Shangxiang’s max HP slightly increased by 5.
Added win streak tracking for Full BloodMoon.
Fixed incorrect completion conditions for the "Flammable and Explosive" achievement.
Fixed a visual issue where Liu Chen's size changes caused misplaced effects.
Added local cache path to the settings page.
Updated Lu Xun's Easter egg dialogue.
Added a new watermelon-themed Easter egg.
Introduced several new achievements.
You can now hold the mouse to speed up the credits roll.
Improved multiple text descriptions and translations.
Optimized card play detection logic.
Grocery Store Tycoon - First Store - §pyder
  • Fixed an issue that caused the player to not be able to grab objects after attempting to grab an item from a Cash Register while having a case in hand
  • Fixed an issue that caused Stockers to get stuck at the Loading Dock after loading a saved game
  • Fixed an issue with a Stocker not having a blue uniform
  • Fixed an issue that caused Apples to load as Bananas
  • Fixed an issue that caused the Platform Cart to become unusable after trying to place garbage bags (garbage bags cannot yet be placed on carts)
  • Fixed an issue that caused Cashiers to get stuck after trying to send them home while operating the Cash Register
  • Fixed an issue that caused employees to get stuck when sending them home before their shift starts
Stardust Valkyries - eevee
**Patch Summary**
This patch delivers a sweeping refinement to gameplay mechanics, input systems, and movement fidelity across the entire cast. Modifier inputs (Mod X/Y) gain deeper, more intentional behavior. Platform drops, DI, moonwalking, and controller mapping see crucial overhauls. Movement, blocking, and offense are now more expressive and technical. Massive quality-of-life improvements land for control customization, UI flow, and sound. Characters like Selmani, Minkata, and Sleepy receive updated movement behaviors to standardize feel across the roster, while early animations begin to surface for the mysterious Azzurria...

---

**Universal Mechanics**

- Walking and crouching no longer activate if you're holding Mod Y.
- **Moonwalking is now universal!** Perform by quickly flicking the stick from one side to the other during a dash and then holding the opposite direction with Mod Y. Each character has unique moonwalk calibration.
- The **grab button now performs aerials** in midair instead of triggering an air dodge.
- Blocking an opponent’s attack no longer causes hitlag for the attacker, preserving input consistency during pressure.
- **Multishine timing** has been made stricter: you must wait a few frames into jump squat before performing another shine. Similarly, jump canceling shine on whiff is delayed slightly, while hit-confirmed jump cancels remain instant.
- The old "hitstun coma" glitch (caused by zeroed-out vertical knockback on platforms) now correctly causes knockdown using the new knockback banding system.
- Aesthetic improvement: characters now **rotate more expressively** based on their vertical speed when launched. Selmani and Minkata now visually spin like others; Sleepy excluded for rig compatibility.
- Characters no longer enter tumble from knockdown bounce when falling off stages/platforms. Instead, they transition into the fall state. This improves consistency and tech flow in edge scenarios.
- Grounded spike bounce now uses a dedicated hitstun state for better aesthetics and debug support.
- Wall jumps can no longer be performed by pressing the jump button. Input must come from directional stick movement.
- Double jumps no longer ledge snap during ascent, making recoveries more deliberate and more in line with Melee-style ledge play.
- All ledge grab animations are now snappier, improving visuals and slightly altering frame data for ledge hang transitions.
- **Up B moves can no longer be wall-jump canceled**, emphasizing intentional recovery and reinforcing ledge guard as a rewarding defense.

---

**Control & Input Overhaul**

- The **Unity input system has been completely replaced** by the new Stardust Input System.
- This allows Player 2 to navigate menus.
- Controller input is now more deeply customizable and easier to debug for devs.
- Players can now assign buttons or axes to **up, down, left, or right** on either stick.
- Button-to-axis mapping is now fully supported.
- Keyboard and rectangle controller support significantly improved.
- Deadzone sliders now use Stardust input and move in **5% increments** instead of 10%.
- Minimum value set to 0.1 to prevent controller detection bugs caused by zero-deadzones.
- The **old control setup wizard and axis inversion settings** have been removed. The game now automatically determines axis direction on assignment.
- "Default Controls" code was removed due to long-standing bugs.
- "Private Room" field now autofills if empty and shows on the title screen by default.
- Controls menu UX and layout greatly improved.

---

**Audio & UI Improvements**

- A **new, higher-quality Credits theme** has been composed and implemented.
- Sound and music sliders now use floating points (note: this reset sound settings to default).
- Cursor navigation bugs in the options menu fixed.
- Visual bugs involving UI focus from legacy menus have been cleaned up.

---

**Character Updates**

**Ayrie**
- Fixed a visual bug where her hitstun facial expression wouldn’t play during landlag.

**Azzurria**
- Still unreleased, but work has begun! New animations completed:
- Idle, crouch, walk, dash, run
- Jump squat, jump, short hop, fall
- Platform drop, wavedash
- Ledge grab, hang, hop, leap
- Air dodge/freefall
- Block

**Minkata**
- Her unique moonwalk-style dash dance has been **removed in favor of a standard dash dance**, improving responsiveness and approachability.

**Selmani**
- Her wavedash no longer flips direction on input, making it easier to wavedash off stage for ledge grabs.
- Dash dance reverted to standard movement, eliminating previous moonwalk quirks.

**Sleepy**
- Dash now only performs a vertical hop if you **input vertically upward** while dashing. Pure horizontal inputs allow for standard dash dance.
- Fixed a visual bug where Player 2 Sleepy had no shadow.

---

**Developer/Internal Updates**

- Vestigial input and character state code (e.g., old Combo Babies "knockdown" functions) has been cleaned from the source.
- Removed old Unity project UI elements that were causing invisible menu bugs.
- Internal values for sound now use floats instead of ints.
- Inputs now use integers instead of bytes to support Mod X/Y tracking and future expansions.
EXFIL - LoveBoatGopher
===================================
# BUILD 0389-5448
## Main Branch
===================================


Added:
  • New game mode: VIP. One team has to kill a high value target NPC and the other team has to stop it. Enabled on all maps.

  • New weapon: M39 Enhanced Marksman Rifle for Tigers
  • Added suppressors for DMRs. Suppressors hide the muzzle flash, reduce audible range and increase barrel length.


  • AI squads are visible on the after action report
  • Blood loss: Players can enter a bleed state when seriously damaged. Health kits stop bleeding.

  • Added volumetric dust effect for heli rotor downwash (experimental)
  • Various updates to animations: GPS, Weapons, new flare gun animations, magazine check animations for XM7 and AK200/201

  • Quality of life passes on map 03(Osprey) 04(Mologa)
  • Added “Flies” visual effect to map 05/06
  • Added a button in Settings to open the save folder
  • Added a button in Settings to reset save data

    Edits & Tweaks
  • Bomb drone battery drains less each time the payload gets lighter
  • Added more icon colors in loadout view for readability
  • Flare gun: tweaked brightness and radius, flare extinguishes in water
  • Server settings: free cam after death is on by default
  • Various tweaks to AI spawns, density and patrols on all maps
  • Bomb drone battery drains slower as the payload gets lighter
  • Updated Roadmap in main menu


    Fixes
  • Fixed GPS deploy for pistols and ARs to ensure visibility
  • Seek and Destroy: Fix the Exfil location not visible on the map right after TOC calls it out
18:21
Anima Engine - marroindustries
i solved a bug ;)
Dreadway Playtest - zuflucht34
hot fix version check
Brutal Bible Bloodbaths - LifesPlayer
The game now shows the appropriate symbols for your gamepad. If it doesn't detect your PlayStation controller you can use the control options menu to force it to be used. There is also randomized vibration when you're dying on supported gamepads.
cheapskate - NO AMMO
- removed posters with celebrity face (oops)
- changed viewport scaling mode to CONTENT_SCALE_MODE_CANVAS_ITEMS for much improved clarity (thanks - 𝐙 - from our discord)
- fixed player card alignment and positioning for multiplayer
- new: saving high bails per level for session (on hud) and for all time (on pause)

Thanks for playing!
18:04
刑死のためのカウンセル - 薬草神話
パニの会話フラグを再度修正しました。
Oppidum - Metafora
Hello Scouts!

Today we bring you some improvements for the Horses, as well as some minor fixes, hoping this way your rides around Insule are a bit smoother.



Improvements
  • Horse will now gallop to your position when called instead of trotting
  • Horse will try to dodge obstacles better
Fixes
  • Fixed horse falling through the woods on Dry-Dry Terraces
  • Minor bug fixes

As always, we are here to listen to your feedback and we'll keep working to bring you the smoothest possible experience!

See you in Insule!
The EP Games Team
...

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