MARVEL SNAP - Yuzuji
Welcome back to another OTA! Arishem’s release was a huge shake-up to the meta, and we’ve been excited to see all the hype around the card! While his play rate has been unprecedented, his overall win rate hasn’t been out of line. Moreover, playing against Arishem decks creates much more varied experiences game-to-game due to the inherent randomness he injects into decks. Cassandra Nova releasing soon should also give players another great tool against Arishem decks, so for now we’re instead pulling back on some of his most impactful synergy pieces in an attempt to broaden the diversity of Arishem strategies.
  • Blob
    • [Old] 6/0 - On Reveal: Merge cards from your deck into this until it gains 15 or more Power. Ongoing: Can’t be moved.
    • [New] 6/0 - On Reveal: Merge cards from your deck into this until it gains 15 or more Power.
While Blob not moving hasn’t been a large part of his strength, having an Ongoing ability has been. Unlike other decks, Arishem lists have enough cards to fuel two Blobs, and we’ve seen Mystique take full advantage of this by copying Blob’s text as an Ongoing card.. We’ve been looking to simplify this card since its last change, so this seemed like the perfect time to do so.
  • Mockingbird
    • [Old] 5/9 - Costs 1 less for each of your cards in play that didn’t start in your deck.
    • [Change] 5/9 -> 6/10
Mockingbird has been hovering around the top of the meta ever since her release, and the combination of Arishem both providing cards that didn’t start in your deck and encouraging the use of Agent Coulson and friends has pushed her over the line. We still expect Mockingbird to play a big role with these new numbers, but to require a more substantial investment to use.
  • Hydra Bob
    • [Old] 1/4 - After each turn, this moves if a player Snapped.
    • [Change] 1/4 -> 1/5
Hydra Bob, on the other hand, hasn’t made much of a splash. He’s been doing alright in games where he’s played, but his risky play style hasn’t been very popular. We think he has room to be a bit more decisive in the high stakes games he encourages, so we’re adding a Power here to help his final location matter more and ensure he’s a solid addition to players’ collections.
  • Ravonna Renslayer
    • [Old] 2/3 - Ongoing: Your cards with 1 or less Power cost 1 less. (minimum 1)
    • [Change] 2/3 -> 2/2
Time and again Ravonna has been a strong piece of decks that incidentally want some low-base Power cards. Her ubiquity has also made it difficult to balance cards as she can turn reducing their Power into a buff. We’re dinging her in an attempt to make building around Ravonna a little bit more of a commitment.
  • Viper
    • [Old] 3/5 - On Reveal: One of your other cards here switches sides.
    • [New] 3/5 - On Reveal: One of your other cards here with the lowest Power switches sides.
Viper demands a more specific game state to do her thing than other cards that junk up the opponent’s board, so we’re making this quality-of-life change to help her more consistently hit her intended target later in the game and against opposing junk strategies.
  • Sauron
    • [Old] 3/3 - On Reveal: Remove the abilities from all Ongoing cards in your hand and deck.
    • [Change] 3/3 -> 3/4
While Sauron decks utilizing Shuri and Red Skull have continued to have some success since their dominance in the game’s early days, they haven’t gained many new options while other decks have diversified their game plans. In order to keep this deck an accessible and viable option for players who are still building up to larger collections, we figured this (not so) friendly green dinosaur could use a small boost.
  • Werewolf By Night
    • [Old] 3/1 - After you play a card, move there to gain +2 Power if it has an On Reveal.
    • [Change] 3/1 -> 3/2
After his former dominance, we played it safe when we reduced Werewolf By Night’s Cost from 4 to 3 because it provides more opportunities to scale up his Power. He hasn’t performed very well since that change though, so we’re giving him a bit more Power to help him out.
  • Hit-Monkey
    • [Old] 3/2 - On Reveal: Gain +2 Power for each other card you played this turn.
    • [Change] 3/2 -> 3/3
Hit-Monkey has been struggling for a bit now. We’ve been conservative with this card because his playstyle is difficult to interact with, but we’re taking another shot at hitting the sweet spot.
  • Lockjaw
    • [Old] 4/5 - After you play a card here, swap it with a card in your deck. (once per turn)
    • [New] 4/4 - After you play a card here, swap it with a card in your deck.
Lastly, Lockjaw has had trouble keeping a spot in decks since his move to 4-Cost, and his previous home in Jane Foster decks full of hammers hasn’t seen much play as of late. Given all that, we’re excited to try bringing back Lockjaw’s ability to swap out a flurry of cards at the same time, and see whether we can return the classic combo in a good spot.



That's all for this week. Until next time, happy snapping!
Mechstorm - Alien Science
Based on feedback from testing rounds, we have updated the alpha demo.

Controls have been reworked, and testers now can choose "racing," "drifting," and "arcade" as control systems.

The control instructions have been updated.

The nav system has been rewritten to show the current objective.

Turned the volume down, fixed the music mute.

Crestfallen: Medieval Survival - Burkheart
Greetings, brave souls of Crestfallen,

What an exhilarating first day it has been! We extend our deepest gratitude to each and every one of you who embarked on this journey with us. Your enthusiasm and feedback have been invaluable as we navigate the uncharted realms of our new world.

In the wake of our launch, we've been hard at work addressing your initial experiences and concerns. Here are some of the key fixes and adjustments we've implemented:

Increased Server Capacity



Our servers can now comfortably accommodate up to 50 players at a time, ensuring smoother gameplay and reduced wait times.

Improved Player Re-connection

Players should no longer encounter issues with getting stuck on loading screens when reconnecting to the game.

Bulwark of Castle Wall



Slow down siege and raider attacks drastically. Castle Wall, Castle Gate, and Castle Turret Hit Points have been buffed from 35,000 hp to 350,000 hp. They now are more secure than stone wall for raid defense.

Weapon Balancing

The damage of the Steel T3 Halberd has been adjusted from 205 to 150, with durability reduced from 500 to 50. These changes aim to balance gameplay and reduce raiding efficiency.

Camera Stability

We've disabled camera shake for players who are not actively casting Meteor spells, enhancing overall visual comfort during gameplay.

Spell Adjustments

Meteor and fire spells have been overhauled to ensure they no longer inadvertently damage internal structures and are more finely tuned for balance.

Teleportation Mechanics

Teleportation is now too expensive to cast, but for those cunning enough to uncover a secret path, the possibility remains open.

Economic Balance



Spear racks in town and certain higher-tier loot have been strategically removed to offer new adventurers a more balanced starting experience.

Better Burn Rate

Wall torches and candelabras are now burning fuel at a much slower rate so you wont have to refill often at all!

Your feedback continues to guide us as we strive to refine and perfect Crestfallen. Together, we are forging a world where every decision and adjustment aims to enhance your gameplay experience.

Stay tuned for more updates as we continue this epic journey together. Remember, your adventures shape the future of Crestfallen!

May your swords stay sharp and your spirits high.


My sword is at thy service,

King Burkheart The Keeper of Justice
"JUSTICE WILL BE SERVED!!"

The Day Of Survival - xHARDHeMPuS
Take advantage of the special promotion for The Day Of Survival! 88% discount. Offer ends July 25th
Age of Empires II: Definitive Edition - Lady Eridani

Today’s patch is focused exclusively on addressing player reported issues with the Empire Wars maps created for the Red Bull Wololo: El Reinado ladder. For fixes related to anything else, please keep an eye on future updates!

We’ve been really excited to partner with Red Bull in taking this step and trying to provide new and exciting opportunities for our community to enjoy competitive play, and we want to make sure that players attempting to qualify for the Red Bull Wololo main event have the best experience we can provide.

It’s been thrilling to see all of the activity on the ladder, and we can’t wait to see the results when the Ranked Ladder Qualifiers end on July 28th! Wololo!


💬 DISCUSS: Age of Empires II: Definitive Edition Forum
🗣 JOIN: The Age of Empires Official Discord

Thank you again to our amazing community members, all of whom have helped to make Age of Empires what it is today!

—The Age of Empires Team

◆ Update 118476 ◆


Random Maps



Map Fixes

Cliffbound
  • Fixed villagers sometimes not generating in the appropriate number.
Dunesprings
  • Decreased the chance of villagers generating trapped inside forests.
Golden Stream
  • Decreased the chance of villagers generating trapped inside forests.
Hollow Woodlands
  • Fixed villagers sometimes not generating in the appropriate number.
Isthmus
  • Fixed resources sometimes failing to generate or generating imbalanced between the players.
Karsts
  • Decreased the chance of villagers generating trapped inside forests.
Mountain Dunes
  • Decreased the chance of villagers generating trapped inside forests.
The Passage
  • When playing on a tiny map with two players, two narrow passages now generate between the landmasses, allowing players to access each other’s islands without using transport ships.
  • Fixed forests sometimes failing to generate for one player.
  • The patches of shallows in the water now can generate closer to the shoreline to better accommodate Relics.
  • The monk has been replaced by a regular scout unit.
River Divide
  • Fixed resources sometimes failing to generate or generating imbalanced between the players.
Sandrift
  • Fixed forests sometimes failing to generate for one player.
Shrubland
  • Fixed player’s gold and stone deposits sometimes generating in an inaccessible part of the map.
  • Decreased the chance of villagers generating trapped inside forests.
Ongoing...

Investigation
As always, we are continuing to track issues reported by the community for future updates.

For other known issues, please visit this page to see what’s being tracked!
:alertalert: DISCLAIMER
This list is subject to change and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.

For the latest updates and announcements, please visit our social channels.
Bit Heroes Quest - Adrian
Patch Notes:
  • The Summer Fireworks event has ended!! But Sardinex will stay an extra day waiting for you!! Don’t forget to spend your Matches and get cool rewards in exchange!!
  • Daily bonuses are set back to normal!!
  • New PvP, Fishing and Gauntlet events have begun!!
  • After the Gauntlet event ends, get ready for a new Trials event until August 1st!!
  • The Ninja Invasion is here until July 25th!!
  • After the Ninja Invasion ends, get ready for the Jammie Expedition until August 1st!!

Change Log:
  • Fixed a bug causing dead pixels in Fishing Town
  • Shaking animations fixed in certain battle backgrounds
  • Fix for the ad icon not repositioning when re-enabled
  • Fusion animation can now be skipped if already fused
Lynne - ebihime
Hello everybody,

This is ebi! I'm writing this post to let you know that Lynne has been translated into Latin American Spanish thanks to Hector Esquivel! I've uploaded a new build of the game with the translation added so even more people can enjoy the story. As always, if you find any bugs or typos in the new build, please let me know, and I'll try to fix it within a reasonable timeframe.

As always, thank you for all of your support over the years. It's very much appreciated!

- ebi x
Cepheus Protocol - CERC Emergency Broadcast System
There seems to be a widespread issue with newer Intel CPU's and Unreal Engine games.

We've had several users noticing that they were able to fix the issue by manually adjusting some settings that by default motherboards do that are dangerous to the stability of the engine. As far as we can tell this is a screw-up on Intel's side which is why a lot of gamers are RMA/Returning their Gear for AMD CPU's. I personally had to follow a guide (Post #5) for Unreal Engine developers just to stabilizes our development SDK from crashing for myself.

Excerpt from various sources:
The issues have been reported by users with a variety of processors, including the Core i9-13900K, Core i9-14900K, Core i7-14700K, and Core i7-13700K. The severity of the crashes can also vary by game, with some titles simply exiting to the desktop while others can completely lock up the machine.
Some possible causes of the issues include:
  • Aggressive settings used by default by motherboard vendors
  • High default power and current limits
  • Default loadline calibration for voltages
  • Motherboard's default "Auto" power and current limits
Some possible solutions include:
  • Updating your BIOS to include an "Intel Baseline Profile" option, which reverts to Intel's factory default settings for basic functionality, lowers power limits, and improves stability
  • Manually downclocking or undervolting the Intel processors
  • Power/current limiting the CPU
  • Manually setting the power limit to 275–300 watts and the amperage limit to 350A
  • Tweaking the Load Line Calibration (LLC) to increase voltages

Epic Games, the developer of Fortnite and the Unreal Engine, has also published a support notice advising affected users to adjust their BIOS settings.

Citations on the Internet about it:

Intel's CPUs Are Failing, ft. Wendell of Level1 Techs (Gamers Nexus covering it)
https://youtu.be/oAE4NWoyMZk

Official Epic Games Response blaming Intel
https://www.radgametools.com/oodleintel.htm

Article on new ASUS Motherboard settings to help:
https://www.techradar.com/computing/cpu/been-tearing-out-your-hair-due-to-pc-games-crashing-with-your-intel-cpu-asus-has-a-fix-for-that

Is your Intel Core i9 CPU crashing when playing games? You’re not alone – and Intel’s investigating worrying reports of instability
https://www.techradar.com/computing/cpu/is-your-intel-core-i9-cpu-crashing-when-playing-games-youre-not-alone-and-intels-investigating-worrying-reports-of-instability

Ashes of Creation Issues(Another game dev having the issue)
https://forums.ashesofcreation.com/discussion/59699/ysk-intel-13th-and-14th-gen-cpus-have-a-lot-of-crashing-problems-especially-with-unreal-engine

Your Intel CPU could be unstable in Unreal Engine games
https://www.pcgamesn.com/intel/cpu-instability-games-unreal-engine

There are increased reports of crashing in Unreal Engine games, etc. and Epic is blaming Intel chips
https://www.pcgamer.com/there-are-increased-reports-of-crashing-in-unreal-engine-games-etc-and-epic-is-blaming-intel-chips/

Copied from a recent post:
https://steamcommunity.com/app/979640/discussions/1/4523386479582238022/
Touhou Meijinka ~ Song of Divine Tempest - drillimation
Greetings, players. We hope you are doing well.

I'm announcing that the title screen has been updated to include two links. The first allows you to view the game's repository on GitHub, and the other enables you to access Drillipedia, the official wiki of Drillimation Danmaku Universe.

I'm working to get the game playable in a web browser, but we're running into issues.
Templar 2 - Taximan
Minor UI fixes.
...

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