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
11:59am
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!





Guardians of Gridvale - sinistersiamesestudios
Hey friends, fans & family!

I was away last sunday so couldn't post an update and decided to wait a week instead! Here's what I've been up to the last two weeks:

Bug fixing:
- Fixed so "killed" heroes are counted properly for side objectives that depend on that variable
- Fixed bugs relating to "AllHeroesShouldTakeDamage" side objective
- Fixed bug where the "EscortVIP" mission type could not be finished because code that was supposed to fire when reaching a tile was not being executed anymore
- Fixed so chest reward content is not revealed when the side objective has been failed
- Fixed knock back bug when units are on the edge of the map
- Fixed so the tiledetails panel doesn't look like crap before a mission starts
- Fixed so energy is displayed correctly in the loadout panel



Gameplay adjustments/improvements:
- Changed the XP necessary to level up from 10 to 6. Each mission rewards you with 4 XP so you'll level up roughly every other mission. There is however a type of reward that generates bonus XP and you can gain extra XP for an individual hero by training in camp too...
- Increased number of turns needed to stay alive in "ProtectVIP" missions
- Added restoration of 1 energy (energy is used for special skills) when a unit performs their basic attack. You HAVE to be active to restore energy in other words and can't stand around to wait for it to happen automatically
- Added energy icon restoration animation
- Added a third random skill in the skill tree. This means that there will be a choice to make between 3 different skills instead of 2 in some places
11:49am
Unlock the Three - mahmutyukselci
A few bugs have been fixed.
Inter-Solar 83 Playtest - First Time Games
I'm very pleased to announce that the latest build is now live.

This adds many new features to the game including...

• Oxygen management
• Wearable Spacesuit (don’t go out without your helmet!)
• Overhauled VR camera system
• Complete lighting overhaul
• New graphics and models for spacecraft interior
• New control panels, interactions and sound effects.
• New environmental sound effects
• a huge list of bug fixes!

I hope you enjoy the new challenges that come with managing your air supplies, along with the power and fuel. I'm already working on the next update that will add more layers of gameplay to the project.

Love Tavern - 🌟StarTail🌟
  • Bug Fixes: Addressed several issues related to the 《Veil of Mercy: Sister's Salvation》 event.


  • New Character Addition: Added Vivian, a cross-promotion character from 《Cute Suika: Big Watermelon》. Players who own this game on Steam can now unlock Vivian.
  • Audio Improvements: Balanced sound effects, voiceovers, and background music for a more immersive experience.
  • Event List Button: Added a new button to help players track completed events and view event triggers for those not yet started.


  • Event Tabs: Introduced tabs within the event list for easier navigation and organization of ongoing and past events.
  • Graphics Enhancement: Improved texture compression to enhance the visual quality of CG scenes.
High School Hills: Dreams & Nightmares Playtest - leonivey
I fixed a lot of bugs and in the process of updating Bow's artwork and animations, I still have several bugs to fix but if you come across any bugs please email info@leoniveygames.com or join the discord.
11:39am
Sovereign Elect - iBlackPen
Bugs fixed:
• fixed a bug that locked/kept event mercenaries from returning to your inventory
• fixed a duplication bug
• fixed a calculation error regarding glove gather rates
• fixed a bug that allowed locked areas to not work
• fixed a bug that kept sword hilts from being rewarded from executioner's challenge
• fixed a bug that would crash the game when using a potion
• fixed a crash by making the little menu when you give coins/gems to a mercenary disappear when the inventory refreshes (this is to avoid a potential crash)
• tweaked a few things regarding mercenary speed to help reduce path-finding errors

Crowd Feature Added:
When you retrieve a full mailbox, or while collecting merit, there's a small chance a crowd may appear.
Crowds have a similar look to the resources you can collect, but they have a duration of 5 minutes. Collect merit near the crowd to fill its bar. When full, there will be a reward drop based off the level of the crowd. It will then disappear and ping the map icon. If you open your map, one of the fields should have small flickers nearby. This indicates a crowd is present at this location. You may still have time to go there and collect merit to fill it. Each time a crowd relocates, it has a chance to increase its level. When a crowd relocates to an area preciously visited, its level may decrease.

At the moment, crowds are functional but they are not complete. Expect more changes regarding crowds in the future.
Hiraeth Playtest - ☵ HIRAETH™
Hello Playtesters!
This is new update for version #3.8. Mainly for tests only, bugs with load save system can still happens.
Changes
  • save/load logic changed - requires testing, errors may appear
  • fixed the problem with oxygen tanks. There are now more of them on the hangers, although their number is random, so they don't always have to show up;
  • medical kits on the hangers have the correct position
  • generally items in the world shouldn't duplicate after load
  • technically a new way of starting a new game
  • a few other minor changes
As always, I invite you to our Discord. The playtest version requires contact with the creators. This is not a demo, Early Access. On Discord we discuss what to test and what to avoid. https://discord.gg/3BV5ysP4vn
Possible errors
it is best to delete old save files before running the new version, which are available in the folder:

C:\Users\your-user-name\AppData\Local\Hiraeth\Saved

where c is your Windows location. In the full game, saves will be compatible in new versions of course.

  • when there is already a save and you start the game again, from the beginning - the loading part may not be correct
  • I've noticed problems with the air. Maybe only in Archeology Outpost right after Last Drop. Best not to spend too much time there and move on to the next shelter
  • it is safest to do a save load in shelter

...

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