Hey guys!This patch is a massive balancing update.Trying to bring more fluidity to early content while making traditional Tank groups more viable in the late game.Damage from both sides of the battles were getting out of hand and needed to be refined.Patch notes below!New:Advanced Stat - Enhancement: This now shows your current Enhancement modifier from things like Engineer. More ways to modify this is coming in the future!Enhancement - Enlight: Increases Leech by 10%. While this is active, Leech instead heals all allies, except this character, for 15% of the Leech amount.Enhancement - Enprime: Has a 25% chance to deal additional damage equal to a Status Burst if an applicable Status exists and increases Speciality by 10%. This effect does not consume the Status Effect.Enhancement - Dark Armor: When hit, Leech 5% Max HP from all allies. The healing is increased by Leech.Utility Skills:Light's Call: Contains Enlight EnhancementPrimal Power: Contains Enprime EnhancementDark Ascendance: Contains Dark Armor EnhancementSpark Blade: Contains Enthunder EnhancementFrost Blade: Contains Enice EnhancementChanges:Advanced Stat - Armor & Resistance: Significantly improved Armor and Resistance.Advanced Stat - Crit Multiplier: There is now a Hard Cap to Crit Multiplier from Focus. This was the cause of MANY one-shots from Monsters. This also caps the players Crit Mult. So it is a slight damage nerf to the player as well.Passive - Commander: Reduced Buffs it can provide to 5 different ones. They can be found in the Glossary.Passive - Crusade: Reduced Buffs it can provide to 5 different ones. They can be found in the Glossary.Passive - Ranger: This ability is now additive rather than multiplicative.Shipment: Has a much better chance of dropping resources. Also shipment can contain unique items now!Base Stat - Vitality: now gives 5 HP per stat.Monster Stats: The Boss modifiers for Green and above were all reduced. However, the base strength of monsters were increased. This is in an ...
{STEAM_CLAN_IMAGE}/29347222/88dacac52cd98cfea0be849a7f31fb5318eb814f.png Born into the royal family of Celene, he assumed the simple name of Melf eschewing a life of comfort as a noble to study the arcane arts and train as a swordsman. He delved in the dungeons of Castle Greyhawk, the Lost Caverns of Tsojcanth and many other harrowing places honing his skills, knowledge and amassing powerful magical items. Melf sees himself as a weapon of weal hurtling toward the heart of the darkest evils in the realm. He is opinionated and has a touch of conceit that he is blissfully ignorant of possessing.. Melf is receiving a major update arriving at the start of the second week of the Great Modron March. Lets take a look at the new-and-improved Melf! Melf {STEAM_CLAN_IMAGE}/29347222/9d2fb8fa547a80ff8907def0ee34b914c1159966.png Melf NAME 12 SEAT 2.5% CRIT CHANCE 100% CRIT DAMAGE Male (He/Him) GENDER 210 AGE Neutral Good ALIGNMENT 5 OVERWHELM Elf (High) SPECIES Fighter / Wizard CLASS Support / Speed / Debuff ROLES None AFFILIATION STR: 17 DEX: 15 CON: 14 INT: 19 WIS: 11 CHA: 10 TOT: 86 Patron Eligibility: Mirt, Vajra, Strahd, Elminster (until May 13th, 2029) Abilities Basic Attack Zagyg's Needle(melee) - Melf leaps out and attacks the nearest enemy with his magic spear. If he has any Minute Meteors active, he fires one at a random enemy as well. Formation Abilities Melf's Custom Support Spell - Melf creates a custom spell to assist the formation. It increases the damage of adjacent Champions by 400%, and will be augmented based on the specialization you pick for Melf. Melf in the Middle - Melf increases the range of Melf's Custom Support Spell by 2 and the effect of Melf's Custom Support Spell by 400% if Melf is in the column in the formation with the most Champions. In the event of a formation with multiple columns of the same size, Melf can be in any of them. Melf's Righteous Determination - Melf knows exactly what evil is. Whenever an enemy spawns, or is attacked by Melf, it h...
The long waited Buttons Up! content update is finally here!The Content update features the following:New World: Kings ButtonPowerups (accessible in the Kings Button -world)Laser Cannon (to help you fight against the tough Royal Gnomes)New Achievements (ex. The Master of Buttons)Supporter Pack DLC Update: New Gnome! (50% OFF to celebrate the content update)The Announcement of Buttons Up! 2 (Popup window will appear in the main menu)Let's get those buttons!The Kings Button -world is now available in the "New Game" section. Keep in mind that the game allows only one save slot at a time. The continue button in the menu will continue that specific world, where you left with!The Powerups drop randomly from the Royal Gnomes. It's quite fun to try stack the powerups to unleash an army of Gnomes at once. (Better prepare the Laser cannon for that)The Laser Cannon is now available as a prestige to help you challenge the new Kings Button world!Be sure to Wishlist Buttons Up! 2 on Steam as well!
New Steam Trading Cards - 11 cards, one for each fishing zone - from the Ocean to Mars Craft cards into badges and unlock emoticons and profile backgrounds 5 Badge Levels - Silver through Rebirth Amber 1 Foil Badge - the Golden Seagull, for dedicated collectors 10 Emoticons - seagulls, fish, crew, and more 8 Profile Backgrounds - your favorite zones, now on your Steam profile
Hello there, fellow Tiny Terrace enjoyers! 🌿🌱🌞 I did some stuff over the past months, various decent sized optimizations, added some crops and new products. the new crops: 🌱And the new items: 🥒 (as of v0.93.940.10591) 🔨Here are some things that I have added/fixed/changed.Added 7 new CropsAdded Wine, Mead & some Pickled Items.Added the Fermentation RockChanged a decoration barrel to the "Useful Barrel" to make Vinegar for pickling.Added new DecorationsAdded ability to select seeds via selection grid in the auto seeder by clicking on the seed in the ui instead of arrow scrolling through all of themAdded the ability to copy and paste auto-seeder targeted tilesAdded ability to click and drag to select new tiles for auto-seeder to targetAdded an auto purchase of target tiles in the auto-seeder as you select new tiles instead of having to buy them prior to editing the targeted tiles.Removed Targeting Restrictions of Auto-Seeders.Tiles can be targeted by multiple auto seedersTiles no longer have to be connectedAdded little "x" buttons to the production buildings UI to allow another way of closing the UI without having to click the building again.Fixed Escape button not closing all production buildings UI, and some other menusFixed fella fishing levels not being saved.Expanded Compost Heap Collider slightlySignificantly improved loading speeds of various thingsSignificantly optimized Carry task for larger amounts of on-ground items(22k items had minimal impact for me)Optimized ParticlesOptimized some sound effect codeOptimized various things on the fellasOptimized visuals of some menusCapped butterflies @ 200Added stuff to make the Steam Deck on-screen keyboard appear when selecting an input field in the gameFixed an incorrect particle sorting visualFixed Auto-Seeder drone randomly coming out of the building and just hovering when there is nothing for it to do.Fixed a visual issue on particles when rainingOptimized the "Select All" function of production buildingsFixed the ...
Attention, fellow cultists. The Devourer needs a hug. We've had a few fun weeks since our last update working on adjustments and new mechanics and visuals. We are starting to get more and more coverage of the game by content creators on YouTube and are always delighted to get the chance to see people enjoying the game. A special shout-out to @GrayStillPlays on YouTube for doing a fantastic video this week. We'd recommend everybody check out the video and his channel. The big news this week is that our old galaxy upgrade visualization has been replaced by a brand new beautiful sigil design with some unsettling animations and sound effects. The Devourer approves. While we loved the old galaxy design, this new format is designed to be more usable and to really show your progress and what you upgraded through the levels. Even bigger news than that is our new upgrade mechanic and visual in The Chosen mode. While The Spoiled mode retains the current random 3-upgrade selection, we experimented with a new concept in The Chosen mode. We've been hearing a lot of feedback that players would like to have more control over the path of upgrades they choose, especially as the shrines and new upgrade options unlock. So after some playtesting, we created the new radial upgrade selection panel where you can choose any of the available upgrades whenever you want. The only rule is that you can only choose the same upgrade once per level. This rule was already in place behind the scenes in our select-3 mode for the best upgrades with a backend cooldown function. We feel this gives more transparency to how that mechanic works but allows you more options so you don't have to rely on RNG. Give it a shot and tell us what you think. Thank you again to all of you who are still discovering and playing the game. We are learning so much from this process and love adjusting and tweaking everything to make the best experience possible. New Features New upgrade sigil visualization replaces the spir...
If you haven't already please leave me a Steam review, it really helps me a lot!v1.0.8 Fixed an Input issue that was causing massive fps drops on Steam Deck.Upkeep ReworksUnpaid Upkeep no longer stops workers from working, instead they become really slow.Paid Upkeep will get them back working faster once they reach their houses.Fixed an issue with the Upkeep Icon where it didn't update properly.Updated the Upkeep Tooltips.Realistic ModeFarmers will maintain behavior, remain in house until they can afford to plant.House ReworksReworked the Priority SystemSet priority for workers in the house. 1 is the highest priority.If you set item priorities, workers will only focus on those items.Otherwise, workers will randomly pick the closest item to work on.You start with 2, up to 6 Priorities can be assigned, as you upgrade your House.Warehouse ReworksAdded Minimum Reserved Amount SystemDefault is None.Workers will not withdraw an item if it's total stored is less than the reserve goal.Advancements TweaksNormal ModeAdded Item Priority and Minimum reserved amount information in the Workers tab.
-Fixed GPU Quantizer accepting Clock Speed as input -Removed deprecated Factory Space shop upgrade, which was causing some players to have 10 extra spaces
We’re a little late in announcing it, but we’ve released a new game update. It fixes known issues. Changelog: - Updated daily scenarios #42, 53, 63, 72, and 75, which players had reported issues with; - Fixed a critical bug causing the game to freeze in the Delivery DLC; - Fixed a bug that caused issues with player interaction with the UI while the game was paused; - Fixed a bug in the Delivery DLC that prevented a competitor’s warehouse from being fully dismantled during an event where one of the destination warehouses was blocked; - Fixed a bug that could break automatic aircraft routing on a route after a warehouse block event; - Fixed a bug where the route’s end point could be visually set next to a warehouse instead of on it; - Fixed a bug where the warehouse pop-up would flash when hovering over the name of another warehouse; - Added the following languages to the Delivery DLC: Arabic, Korean, Portuguese (Portugal), Spanish (Latin America), Turkish, Vietnamese, Japanese; - Fixed an issue where it was possible to switch to windowed mode from the Delivery DLC settings; - The Syrian city of An-Nabek has been renamed to Al-Haditha and moved to its correct location; - Cities with zero population now have a population of 50 to prevent an error when placing a warehouse near such cities. Do you like the update? Please let us know your feedback about it. It's important for us to hear your opinion! You can participate in discussions about game updates on our Discord server: https://discord.gg/9eHyYap
Challenges Added 50 New challenges Added To Earn In-game Resources Discussions / Community - Join Us There! Beat a challenge? Made it to Banana Haven? Want to just strut? Add your screenshots to the Community! : ) Have a great day! /LaVonne
Now open for pre registrationsThe new server comes with new win conditions to encourage a wider variety of strategy and faction based co-ordination.Map travel speed has been halved to allow for more reaction time on incoming attacks.Ship Statistics have been reworked to allow for richer ship and cultural identity.NEW REGISTRATION PROCESSWhen creating an account, you will be asked to create or join a lobby.If you would like to play with friends, please ensure only one of you creates the lobby, and the others join it.Lobbies will be evenly distributed into 4 factions, starting from the largest lobby to the smallest. This helps separate larger groups fairly across factions.Joining after the server starts will assign your faction randomly to the faction with the lowest number of members to ensure fairness.Please make sure you pre-register if you would like to play in the same faction as your friends.Inside the lobby, you can chat, co-ordinate starting strategy, and choose your culture.If you haven't chosen a culture by server start, you will not spawn into the world until you log in and choose your culture.When the server begins, and for anyone new joining after, you will be asked if you want to spawn in the same quadrant as your faction, or spawn in another quadrant as a frontline position. This is much higher risk.NEW WIN CONDITIONSThere are no more central tiles and no more vision buildings for players.The entire central area is now filled with Black Holes. The 0,0 Black Hole has a much stronger negative Astra pull.There are now two win conditions you can choose from. Fulfilling either of these will win you the game. You don't have to do both.1. Construct a wormhole portal in the galactic centreThe 0,0 Black Hole tile can now only construct 3 buildings + a shield.Each culture can construct a special building there that must be upgraded to level 100 to win the server.It also has storage buildings that must be upgraded to level 100.This win condition is for factions wh...
Set max collection caps for resources. Added an extra internal step for checking achievements, in case they didn't register the first time. Added some clarifying labels and icons to tabs and setting screen. Added an option in settings to toggle camera rotation during gameplay. Fixed some typos.
{STEAM_CLAN_IMAGE}/29347222/ae112d99f388c53e9024aa5335c6fc640814a99d.png Several times each century, the clockwork plane of Mechanus mobilizes a vast wave of modrons and sends them on a tour of the cosmos. Known as "The Great Modron March," this unstoppable tide of lawful constructs journeys across the material plane on the exact same route each time. However, this time something has changed -- the modrons are marching on Waterdeep. The Great Modron March has returned for Year 9, introducing Laurana Kanan, The Golden General, and Hero of the Lance elf fighter, as well as bringing a major update to Greyhawk's Prince Brightflame himself, Melf Featured Champions Laurana {STEAM_CLAN_IMAGE}/29347222/055e282b2014d5df7782a6ac82a81a2bc0dd7b16.png Lauralanthalasa Kanan was a pampered princess of the Qualinesti elves. Then the flames of evil dragons threatened her people and Laurana joined with other heroes to fight the Dragon Queen. In time, she became known as the Golden General: a renowned fighter, dragon rider, and brilliant battlefield commander. Now a living symbol of hope, Laurana fights to save her people and the world. Laurana is a Support and Tanking Champion whose abilities grow in power as you complete her 20 Achievements, representing her rise from a sheltered elven princess to the legendary Golden General. She increases the damage of Champions in one of three columns behind her, and she excels when assigned with the right soldiers. Once unlocked, you can find this Elf Fighter in Seat 7 (Minsc) Learn more about Laurana in her Champion Spotlight. Melf {STEAM_CLAN_IMAGE}/29347222/9d2fb8fa547a80ff8907def0ee34b914c1159966.png Born into the royal family of Celene, he assumed the simple name of Melf eschewing a life of comfort as a noble to study the arcane arts and train as a swordsman. He delved in the dungeons of Castle Greyhawk, the Lost Caverns of Tsojcanth and many other harrowing places honing his skills, knowledge and amassing powerful magical items. Melf sees ...
If you haven't already please leave me a Steam review, it really helps me a lot!Reminder that Beta Builds are not final!⚠️⚠️⚠️!!!IMPORTANT READ!!!⚠️⚠️⚠️It is recommended that you make a new savefile If you choose to join Public Beta, but if you join with an existing savefile, do not try to use that savefile on the Stable version, it may get corrupted.Backup your savefiles, by going to %appdata%/Godot/app_userdata/MR FARMBOY/game_dataPublic Beta can be accessed by going to your Library → right-click the game → Properties → Betas → Public Beta.v1.0.8 - Public BetaUpkeep ReworksUnpaid Upkeep no longer stops workers from working, instead they become really slow.Paid Upkeep will get them back working faster once they reach their houses.Fixed an issue with the Upkeep Icon where it didn't update properly.Updated the Upkeep Tooltips.Realistic ModeFarmers will maintain behavior, remain in house until they can afford to plant.House ReworksReworked the Priority SystemSet priority for workers in the house. 1 is the highest priority.If you set item priorities, workers will only focus on those items.Otherwise, workers will randomly pick the closest item to work on.You start with 2, up to 6 Priorities can be assigned, as you upgrade your House.Warehouse ReworksAdded Minimum Reserved Amount SystemDefault is None.Workers will not withdraw an item if it's total stored is less than the reserve goal.Advancements TweaksNormal ModeAdded Item Priority and Minimum reserved amount information in the Workers tab.
Depending on your playstyle, it can take anywhere from 4 to 20+ hours to finish the game. But no matter how long it takes you, you can now play it entirely on Steam Deck:Either with the touchscreen only,Or with the virtual cursor if you prefer.And don't worry: you can switch back to your PC anytime, your save will transfer seamlessly via Steam Cloud!
The game will be release and the summoning begins on🗓️ May 31⏰ 11:11 AM PDTThank you all for the support!See you on other side
Hi everyone! ^^We’re excited to introduce a brand-new bundle featuring: Lakeside Bar + Ash & Adam's Existential Treads + 1998: The Toll Keeper Story🎁 Grab all three games together and enjoy a 10% bundle discount!🎯 Don’t forget to follow our developer page to stay updated with the latest news and upcoming projects: https://store.steampowered.com/developer/BITCOVERThank you so much for your continued support ❤️ We hope you enjoy the bundle!
FIXES: - Early Rime-Root tip unlock is fixed finally for real this time - Any related early unlocks have been reverted, so they should re-trigger at the correct time - 'Need for Seed' Achievement unlocks at the correct time - Fixed Village 'Garden' description referencing a character by the wrong name - Steam Overlay now works on the Steam Version Note: The Steam Overlay finally working is a result of changing how the engine is run. From my testing it's been as stable as previous, but if you encounter any issues, please alert me in Discord or on the Steam Forums.
Hello Alchemists!It's been 2 weeks since the launch! I want to thank everyone who has supported my game and appreciate all of you playing it! I've added a small content update to the end of the game so the ending has a little more surprise to it! Also some bug fixes, especially with the foraging strength upgrade. It wasn't properly applying so the last level might have felt more frustrating than it should have been. Sorry for any inconvenience! Feature: New hidden content. Take a look after the last talent and see what's in store... No more in the change log to keep it a surprise!Bug: Fixed a bug with the level up status panel where the old and new income per item was the same.Bug: Fixed a bug where foraging strength talent wasn't being properly applied!Slightly increased the sprite in dialogs so he's bigger.Some more performance improvements with the shop and scene loading that hopefully alleviates some crashes that a few players experienced when transitioning scenes.Let me know what you think!And as always, thanks for all the feedback and bug reports. Keep them coming!If you enjoy the game, please take the time to leave a positive review. It really helps small games like this one and I really appreciate it!Thanks for playing!
It's been a great release so far, tons of players jumping in, conquering galaxies and checking off achievements. Thanks to everyone who's grabbed the game so far, it's been a fun 24h. As always, thanks as well for your reviews and feedback. I read it all, and try to find the best ways I can to incorporate as much of the feedback as possible.This update, as well as a few of the hotfixes yesterday, includes addressing a bunch of feedback received so far.New Camera ControlsCamera controls have been updated with a few new features. I've made significant changes to how the camera was handled internally, which opens the door for a lot of additional improvements. One of which is multiple zoom levels. You can still zoom in and out with the mouse wheel, and the game will seamlessly blend between a few presets (I believe 5 in total). Because of the changes, I can now add more of these if needed though it felt like 5 was a good mix of offering more visibility options without overload.Additionally, I've added some common keyboard controls as options to control camera movement. These aren't currently configurable but there are some duplicates so you can use whatever is more comfortable for you.Controls Summary:A, S, D, W / Arrow Keys - Now controls camera pan, and should key general sensitivity even for all zoom levels (still being tweaked a little)E / Q - Zoom in and out without using the mouse wheelNumeric keys 1 through 5 - shortcuts that bring up the various action menus from the bottom left of the HUDSpace - Instantly zoom back to full mapUX UpdatesUI windows that have back buttons, cancel buttons, or otherwise optional actions can now be closed by clicking out of the window. This should help dismiss windows faster without having to always move to the back button. You can also press the "Esc Key" on your keyboard as a back shortcut for most of these windows as well.Fixed a bug with the UI controls where some keyboard keys were synthesizing mouse clicks (holdover bug from th...
Fixed head-start upgrades not working as expected (now the head start spawns will be spawned in the beginning of the run during a 5s period) Added 40 minute idle timer to owned businesses credit generation which resets on any click in the upgrade menu or a new tier reached when in run (this feature was balanced to be an addition to the active gameplay) Improved simplified chinese translation consistency Thank you everyone for playing! Keep the reviews and the feedback coming, I am here to fix and improve the experience.
Display / FullscreenAdjusted Windows graphics API so the game prefers Direct3D 11 over Direct3D 12. This addresses reports where fullscreen looked much darker than windowed mode on some PCs. Thanks to pmcelreavy for spotting this issue on their PC, that was a huge help in pinning this down. - Logan
Gameplay changes - Empty space on the map is now... empty. So you can see the asteroid tiles better. - Server stability improvements in preparation for new server launch - Reworked dominance scaling for raids and attacks - Refined combat mechanics a bit more to ensure fair losses based on fleet sizes - Reworked raids to resolve over more combat rounds with a higher percentage of losses - Cleaned up advance time screen a bit Bug fixes - Fixed a bug causing soft locks on some screens when paused - Fixed a bug where the building queue would get stuck with incoming raid loot or transfers - Fixed a bug where advance time wouldn't advance the build queue
Hello little aphids! Your guide is here with the team's new game *Meow My Crop!*This is a casual idle game with online multiplayer, featuring cute cats and fun crop-stealing gameplay. It will be officially released for FREE at 9:00 PM tonight!💅 Feline Fashion: Over 600+ skins to unlock! Log in now to claim your High-Quality Exclusive Outfit. Plus, daily free gift redemptions for the first 7 days!🎵 Immersive Vibes: 30+ original tracks and soothing white noise to keep you company while you work or study.💻 Play Your Way: Fully compatible with WIN + MAC. We support Keyboard/Mouse, Controllers, Drawing Tablets, and even MIDI Keyboards to boost your crop growth!🤝 Cat-Cloud Party: Join up to 25 players! Will you be an honest farmer or a sneaky crop thief? Use real-time Status Bubbles to show your friends exactly how you're feeling!🎁 Want More? Check out our DLCs:「Supporter Pack」- Exclusive High-Quality Skin Set*1:Includes the orange-rarity "Snow Leopard Cat" (Body) + blue-rarity "Sunglasses" (Expression) + green-rarity "Tycoon" (Hat) + blue-rarity "Gold Chain" (Clothes) + blue-rarity "Big Shoes" (Chair) + orange-rarity "Money Gun" (Fertilizer).- Interactive Throwing Items:Includes poop, fireworks, and hearts. These items can be obtained randomly when harvesting fruits. They can be used on yourself or your friends.「Original Soundtrack」Get all 30+ tracks instantly, with all future music updates included for free.Enter the code bugtopia in-game to claim a special gift prepared just for you! Let's meet again in Meow My Crop!
Gameplay Changes Automatic construction queues now available: press \ from infrastructure menu to manage construction queuesYou can now cancel construction orders, move them around, and make construction order presets to use across save filesMajor change: Planned constructions do not consume resources until their construction beginsVeils now gain 1 shard for every 100 resources destroyed or stolen in combat Single player bots have got a difficulty enhancement, awaiting community feedback for full results Added a building capacity slot indicator to the left sidebar Radar now consumes one building slot Full colonies now have 20 building slots Building screens have been cleaned up so pressing Enter opens a consistent action view instead of auto building All buildings now include a Demolish option Outposts can now always demolish buildings, even without a Spire Ship training in the sidebar no longer has the redundant quantity column Added a Cargo Routes toggle for choosing between raw resource values and percentage based resource amounts Raid routes linked to a preset now automatically reflect future changes made to that preset Raid route lists now show which raid preset is being used Replaced the Faction Name column with Colony Name on the cargo route overview screen Added asciimoji shortcuts to multiplayer chat, such as (cry), (derp), (dunno) and (fight) Added further stability to reduce the multiplayer server snapshot pressure Raid intercepts will now continue on if the attacking fleet has a higher surviving fleet power than the intercepting fleet after intercept combat Bug Fixes Audited all sub menus so tabbing between colonies now consistently refreshes the active colony values Fixed Cargo Routes and Raid Routes not updating correctly when switching colonies with Tab Fixed a bug where a queued level of a building can jump the building level back up after it is destroyed via siege Destroying a building level via siege will now also cancel any queued building levels ...