Lost Eidolons: Veil of the Witch - ODS GeeK

Dear Tacticians, 

 

Can’t believe it has been already 2 weeks since we’ve entered official release! 

Thank you so much for your support and great feedback. After the last dev log and update, we have been working diligently on items which take more time to review and implement. We are in the midst of preparing our next update and it will be quite a major one as we are making a few important changes and adjustments based on feedback. 

We would like to share what we have been working on with today’s dev log. 

1. Difficulty Level Adjustments 

We have been taking feedback after the previous dev log, and also tested various difficulty adjustments to ensure we are providing players with the right options. After testing various configurations and modifiers, we concluded to make the following changes.

We'll be updating the UI and adding the below difficulty options when starting an expedition. Similar to Darkest Dungeon and other titles, each difficulty level will feature a distinct labeling and clear description.  

\[New Difficulty Options] 
  • Witch's Wrath 
    Sable is watching your battles closely, but offers no aid. Enemy attacks are fierce and your skills will be put to the test. A tightly tuned challenge for seasoned tacticians who want the intended experience. 

  • Witch's Whisper 
    Sable's influence lingers on the battlefield. Enemy attacks are reduced in ferocity, but letting your guard down would be a mistake. A forgiving mode suitable for adventurers seeking a casual challenge  

The new difficulty options at the Set Out screen will be replacing the current God Mode toggle found in Settings. 

 

2. Game Balance Updates 

In addition to the overall difficulty of expeditions, we also worked on more balance changes to ensure the game provides the intended experience. For the upcoming patch we are planning to update game balances as below: 

\[Battle Balance Adjustments] 

We have been carefully reviewing the balance of all battle variations and will be making updates to some of the battles. More detailed adjustments will be shared via patch notes prior to the patch. 

  • Bernhardt Boss Fight (including some of the alternate versions) 

  • Vermilith Battle 

On top of making tweaks to these battles, we are making some of the challenging combat scenarios not show up in the very first expedition by adjusting the backend conditions. 

\[Relic Changes] 

We are improving the following relics to ensure they provide the intended impact on the overall gameplay. Detailed changes to the relics will be shared via patch notes! 

  • Cracked Wind-Up Soldier

  • Scholar's Candelabrum

  • Luminescent Box

  • Bloody Effigy

  • Tattered Banner

  • Notched Hilt 

\[Skill Changes] 

We are rebalancing following traps – making them better:

  • Pillaging Trap

  • Bomb Snare 

3. QoL Improvements 
\[Metagame Improvements] 

Based on feedback, we are making the following metagame changes: 

  • Lowering the requirement for certain achievements 

  • Allowing tracking clues for new characters from the very start, in order to reduce the time it takes to unlock new characters 

\[Other Quality-of-Life Improvements] 

Below are changes we made to improve the overall gameplay experience: 

  • Adding tutorials for certain new enemy mechanics (including boss skills) to facilitate strategizing in difficult fights

  • When rerolling skill/stat cards, the immediately preceding choices will no longer be part of the pool. When we left things to be completely random, there were cases of the same exact choices showing again, so we wanted to prevent that. 

  • Adding the option to toggle screen-shake off 

Again, thank you so much for your support and feedback on Veil of the Witch. To share our appreciation and for those Early Access players who missed the special skin set for Ashe – we would like to re-release the free DLC for a month with the upcoming patch.  

So please do not miss the chance to download it! 😊 

We’ll keep improving the game with your feedback in mind, so don’t stop sharing your thoughts. 

- ODS Team

16:29
Larimar - eco

Hello,

Larimar is doing better, with this release of Update3 it is a great step closer to a functional beta for further testings and advancements.

There is still much to look forward to!

The Vision behind Larimar is clear and we hope to give you this view on Larimar in its current state.
We wish you all the best fun with this new Update!

Echoes of Vasteria - Mr Vast

Right so in an effort to communicate my intent better I have made some changes on the beta branch and they're starting to feel really good. Thus it is time to alert you all to some changes that are coming soon.

Slipstream

This buff has always felt wrong, it makes task speed buffs irrelivant and overall I never really had a solution until now.

Slipstream is now a game speed modifier, it still only lasts to a certain distance but that distance isn't affected by cauldron cards anymore. Instead they affect the amount speed increases.

Gear Rarities

It was never the intention that you could get vastium super early game within an hour. As such we have decided to remove the chance for cores to roll gear above the rarity of the core you are using.

This change makes gear feel far more rewarding for far longer and as a result I have been able to increase the caps on Damage, Armor, Health, Movespeed, and Regen

Tasks

Originally I tried changing tasks to be unlocked via milestones. This change felt good to me but would have required a rather big overhaul to the quest system. And ultimately it felt very overwhelming and had a huge chance of letting down people who love the existing questlines.

I reverted this change and instead I have added the weights and some toggles to the tasks tab in the statistics tab.

The way this works is that when you toggle the task to an on state its weight (A kind of chance mechanic) is adjusted to be double what it was. Along with this almost every task in the game has received new weightings as they used to all be 1.

A major impact of this is that later tier resources will now feel a lot more rare.

Along with the doubler I have added rewards to certain threhsolds of task completion

10% bonus base weight when the toggle is on per tier. starting at 10 completions and again at 100, 1,000, 10,000 and 100,000. For a total of 50%

Example

A task with 1000 weight and 0 completions would have 1,000 weight with the toggle off and 2,000 with it on.

That same task with 100k completions would have 1,000 weight with the toggle off and 3,000 with it on. 1000+50% bonus = 1,500 then doubled for the 3,000.

Leaderboards

Finally I am considering changing leaderboards to submit your time when completing the final quest in the game which I feel would be a far more accurate representation of someones skill. And actually represent a competitive edge to the game. Realistically the current rank system is a glorified stat tracker and I feel this could be a lot more fun for everyone involved.

Final Thoughts

I need a bit more time to test this so we're looking at at least another week before I release this update. I would love any feedback if you're willing to try out the beta branch. Beta has completely separate save files to live and your progress will not be at risk. It is also now available on all 3 platforms!

Thank you for taking the time to read this, and a huge thank you to everyone who has and will support this project by purchasing it. You've made it possible for me to keep doing what I love. Making games!

Football Pitch Simulator - incipientday

Hello dear players,

We’re back with the second content update after Early Access! This update also includes several bug fixes. Don’t forget — your feedback is very important to us. Have fun! ⚽

Optimization Update:

  • This update doesn’t include any major optimization changes, only some data synchronization and code optimizations.

  • Work on a large optimization package is still in progress ⌛⌛

New Mechanics:

  • Added a hand truck for players to carry items. (You can purchase it from the computer.)

  • Added a worker who handles game consoles.

  • Added a 6-player mode 🔥 — you can now play with up to 6 friends.

Improved Mechanics:

  • The frequency of customer arrivals has been improved.

  • Credit cards now work much faster.

Bug Fixes:

  • Fixed an issue where worker salaries were overpaid or underpaid.

  • Fixed the credit card freezing issue.

  • Adjusted market customer movement issues. (Another update on this is coming soon.)

  • In addition, dozens of other bugs reported on Discord and in the community have been fixed.

Players who still experience these issues can contact us through Discord. We’ll continue improving the game constantly.
Your feedback means a lot to us — thank you, and enjoy the game!

Rise of the Penguins 2: Penguin's Dark Ascent - billwoo

Released the game I am still looking for bugs and things like that but I've done a few complete playthroughs and seems ok for now.

  • There is this one bug if you load in level 6 and then exit and load it in again the game might crash. haven't figured out how to fix that yet

灰烬之国 Cinderia - 剧毒术士
Update
  • Optimized performance in the Dark Elf Boss scene.

BUG Fix
  • Fixed an issue where the screen could turn completely black when hit by the Dark Elf Boss’s phase-2 teleport attack.

  • Fixed an issue where the shop signpost could occasionally display a health potion incorrectly after refresh.

  • Fixed an issue where Telescope-selected Spell Cards were not taking effect.

  • Fixed an issue where in controller mode, the option to convert cards into upgrade points could still appear even when no cards were available.

  • Fixed a visual bug where some Spell Card / Ember frames in the shop were missing.

  • Fixed an issue where damage number colors displayed incorrectly when triggering Ambush Strike effects.

  • Fixed an issue where rewards were sometimes not granted correctly in the Candy House event.

  • Fixed an issue where Green’s summons could block holes during the Whack-a-Mole event.

  • Fixed an issue where Medusa’s Eye affected enemies that were in an invulnerable state.

  • Fixed an issue where in some cases, Goatmen could be left floating in the air by Whip Cultists.

  • Fixed an issue where the Paranoia Curse would not activate properly in certain conditions.

  • Fixed an issue where Icefall Impact could not remain suspended above certain breakable objects.

  • Fixed an issue where the explosion radius of Goatman Pillars did not match their visual effects.

Team Fortress 2 - erics
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed crash related to KeyValues
  • Added 'No Bullets' style for the Paka Parka
  • Fixed Widowmaker not giving metal when Spy is disguised as their own team (GitHub fix from Grampa Swood)
  • Fixed on-hit attributes not triggering when Spy is disguised as their own team (GitHub fix from Grampa Swood)
  • Fixed game mode prefix check failing when loading maps from the Workshop (GitHub fix from LizardOfOz)
  • Added null pointer checks for recent casual doors fix (GitHub fix from Bitl)
  • Fixed a bug where Gas Passer gas can cover players with gas in spawn rooms (GitHub fix from Bitl)
  • Fixed typo in logical expression (GitHub fix from Ian Brun)
  • Fixed Vaccinator charge sounds playing multiple times per tick (GitHub fix from treacherousfiend)
  • Fixed event text leak in CTFHudPasstimeBallStatus (GitHub fix from Dmitry Tsarevich)
  • Fixed Minigun barrel movement being updated multiple times per tick (GitHub fix from Marioiscool246)
  • Fixed CHealthAccountPanel not using NegativeColor for negative values (GitHub fix from Bradasparky)
  • Improved the random class selection algorithm to reduce the chance of failure (GitHub fix from Bradasparky)
  • Fixed KeyValues memory leak in birds (GitHub fix from CosminPerRam)
  • Fixed Team Spirit Footprints BLU team coloring (GitHub fix from Herobrine0412)
  • Fixed animation playback in the class selection menu (GitHub fix from Hunter Kvalevog)
  • Updated Mann Co. Catalog controls to mimic Workshop dialog (GitHub fix from Liam Stone)
  • Updated the Globetrotter to fix the second style using the wrong BLU team skin
  • Updated/Added some tournament medals
  • Updated the Seamann's Stubble
    • Fixed the normal map for better shading
    • Updated the backpack icon
  • Updated arena_afterlife
    • Fixed a rare regression bug that could cause players in Hell to count as alive
  • Updated koth_dusker
    • Fixed being able to build in RED spawn
    • Fixed a perch spot outside of BLU spawn
    • Added a visual delimitation for the capture zone
  • Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
    • Fixed an exploit that allowed Zombie Spies to disguise as Survivors
  • Updated ctf_doublecross_event
    • Took significant steps towards improving FPS on the map, especially around the bridge
    • Reduced particle and prop usage around the map
    • Removed the ability to roll the minify spell and replaced it with the teleport spell with one charge (Thanks Lizard of Oz)
    • Added extensions to the window frames looking through each opposing team's base and made the raised shacks slightly more symmetrical to block Sniper sightline
    • Removed the two spell books from just outside of the doors of each base
    • Increased the respawn time of the rare spell book slightly
    • Added Gargoyle spawns
    • Fixed a number of minor visual issues and clipping bugs (Thanks Lilly, The Rat Man, Dr. Maxi, and everyone else who reported these!)
Steam Deck - slouken

We have just shipped an updated Steam Deck Client to the Preview/Beta channel.

General

  • Fixed hidden games showing in All and Library tabs. They now appear in their own tab if applicable.

  • Fixed an issue where controls could lock up for several seconds after resume or on regaining a connection to Steam servers

Remote Play

  • Don't switch to Big Picture when streaming to Steam Deck

ScooterFlow - ScooterFlow
MULTIPLAYER
  • Smoother online gameplay

  • Reduced the amount of data being sent over network – ability to host servers with lower internet speeds

  • Fingers now animate for connected players

  • Wheels rotate for connected players

  • Resolved issue causing players to disconnect after repeatedly reconnecting to the same host

  • Build version checking - lobbies for players on older or newer versions no longer show in lobby list

GAMEPLAY OPTIONS
  • Added auto pumping on/off switch in the game options

  • Turning ramp assist off now also removes pocket airing assist

GENERAL
  • Trick animation speed slightly increased

Doll Impostor - david.headarrow
🎃 Halloween Update — Night of the Dolls



The facility grows quiet… too quiet. Strange whispers echo through the halls, and the dolls aren’t behaving like they used to.

🕯️ What’s new:

Halloween decorations and lighting tweaks across all rooms

Creepy ambient effects and random doll appearances 👁️

Minor bug fixes and performance improvements

This limited-time event will run until November 4nd — after that, the dolls go back to “normal”... if they ever were.

Happy Halloween, Investigator.
Don’t blink.
...

Haber arama
Arşiv
YILA GÖRE ARŞİV
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