AI Stories - Emir Akyazi
Just a little bug fix and lore continuity update.

There was a bug where the camera could go beyond looking up and down, this is now fixed.

I changed one of the messages of Aria a little bit to make sure the lore of the next AI Stories games is properly continous.

Please wishlist my next game:

AI Stories: Machine Angel

https://store.steampowered.com/app/2801290/AI_Stories_Machine_Angel/
LoveCraft - WorldOfMadness
Do you like to dress beautifully, brightly, stylishly? 🕺💃 Follow the novelties and fashion trends of the 3D world? Then you are welcome on the catwalk!

Let's Go Wipe! Playtest - Tarask
Patch notes - Prototype v0.17b - More details!

PLAYER BALANCE -

- Starting parties always got a Priest & a Bard for better healing balance at the start.

FIXES -

- Bugfix: potential random crash during play.
- Bugfix: issue with camera on lower resolutions during the last boss fight.
Idling to Rule the Gods - Ryu82
- Added the new overall game progress stats to the statistics export.
- The tooltip on Owl shows now how much bonus growth and exp he gave to other pets if you have the shroud.
- Owl gains now twice as much exp as an adventurer if the shroud is equipped.
- People who evolved Basilisk and threw away the scrollkey can now get it again if they input "scrollkey" in the settings page.
- Fixed a few bugs, crystal MA and sacrifice, golden dragon tooltip, font color, some owl issues and some with the ! button.
12:07
Return To Sender - Lucius Caesar
Hello Everyone!

A small update today that improves the tutorial by adding a voice over to talk you through everything you need to know, and boots straight into the tutorial for first run to ensure everyone understands what the game is about.

Also some minor UI improvements to help readability while playing the games. Every time a monster is sent between players a little icon gets sent from one minimap to the other, so you can see in real time what monsters are going where.

I'm looking to release the game soon so stay tuned for a release date announcement after some testing, and I get some steam requirements sorted for the store page.
Horn of Balance - Horn of Balance
Hello gamers,

I must be getting old or something cause I actually thought I had already posted about this before, but apparently not yet. Sorry about that.

So the good news is that I have settled into a rhythm of monthly progress updates over on Kickstarter, to keep my backers informed. These are open for all to see and read. So if you want to learn about the current state of development:

Here is the latest progress in July:
https://www.kickstarter.com/projects/hornofbalance/horn-of-balance/posts/4160408




And the latest progress from earlier this month:
https://www.kickstarter.com/projects/hornofbalance/horn-of-balance/posts/4134944




Basically, great strides have been made to complete all of the character actions (for now - just 3 left for later), and the new primary focus lies on making the various tiles and assets needed for the great many dungeons in the game.

Additionally, I (slightly) updated the trailer today. And we have also completed the last of the visual backer rewards this weekend.

That's it for new. Till next time.

Greetings,
Martijn
Planetaries - EY-Studio
Thank you all for the support, feedback, and suggestions. Again! I can't express how much I appreciate the kind-hearted people in this community! This update is focused on fixing bugs and improving the game. I'll try to get controller support in the next update or the one right after. I'm prioritizing crucial bug fixes before adding more content.

Update Highlights:

  • Performance improvements

  • Added "Take All" button to containers, corpses, and loot

  • Buildable landmarks now available, adds a map marker

  • Improved Zen Queen's child spawn

  • Increased corpse decay time

  • Corpses now highlight when scanned

  • Fixed progression bug with the TD Beacon

  • Added build mode indicator

  • No attacking in build mode or menus

  • Increased gathering laser durability
Diviner - BornOfThree
Overhauled Enemy stamina system. Enemy Stamina works as follows:
For every 5 stamina, enemies get 1 action. Most enemies will have 5 - 10 stamina, though a few have 10 - 15. When enemies move to get in range of the player, they will spend stamina and may lose actions because of this based on how far they moved. If an enemy moves a large distance and has 0 stamina afterwards, the enemy will still always have a 50% chance to use a single action. Enemy moves are also weighted by how much stamina they have used, so enemies are less likely to use stronger attacks if they have used a large amount of stamina already.

Removed R button for recall for clarification, Recall is now only done using the recall button in your focus menu.

Skill descriptions now show both base cost and modified cost

Added a tooltips toggle in the settings menu

Added a status codex in the settings menu to describe the statuses in the game

Added vsync toggle in settings menu

Fixed Tab button highlighting an invisible box bug

Increased text size for all UI description boxes including tooltips.

Added default weapon when opening Engraver Menu

Fixed a bug where you could repair a weapon with no weapon equipped.

You can no longer unequip a weapon if it is your only weapon equipped.

Fixed a handful of collision bugs
11:59
Robo Instructus - Alex
Changes
  • Full translation for Polski (pl) 🎉.
  • Fix missing textures in demo builds.
  • Fix main theme music popping playback issues.
  • Update code dependencies and compile with rust 1.80.1.

Huge thanks to Artur 'ajes' Szymczak for contributing this translation to the open source project at https://github.com/big-ab-games/robo-instructus-translation.
LoveCraft - WorldOfMadness
Be yourself, dance, and mingle! Join in on daring contests and win gold coins! Don't miss out!





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