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Update 1.2 is out now for PowerWash Simulator 2 💦 This update includes ⤵️ 🗺️ Free Caldera Chronicles Level - Miniature Village ⌨️ Key Rebinding 🎮 Controller Deadzone Sliders 🪑 Furniture Stacking 🐛 Bug Fixes

78,262 views • 4 months ago •via X (Twitter)

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NEW APP UPDATE! 👑 Update your apps, Kings. Release 2.5.0 is now available in app stores. This update introduces the fully revamped Destiny Attack mechanic, increases game speed, fixes numerous issues/bugs, and continues to optimize & improve the first-time user experience (FTUE). Upcoming releases will focus on further FTUE enhancement for new players, and continue to introduce new features aimed at early retention and stickiness — en route to scale as we strive to become the #1 Luck Battle game in mobile, supercharged by onchain features. NEW FEATURES — 👑 Revamped Destiny Attack: We've refreshed the Destiny Attack with updated animations, lightning effects, and improved audio for more immersive battles. 👑 Destiny Attack Multipliers: Rewards are now multiplied by your Deal Multiplier. 👑 Feature Map Widget: New animated map lets players track city progress and preview upcoming unlocks directly from the play screen. 👑 Customizable End-Of-Level Reward Chests: Complete cities to unlock bonus rewards, now delivered through a sleek new chest system that evolves with the player journey. 👑 Improved Offer Popups (Phase 1): Redesigned sales & limited-time offer popups to feature smoother transitions, cleaner visuals, and a better browsing experience. IMPROVEMENTS — ⚡️ 3-Sword Attack & Destiny Attack sequences can both now be skipped with a tap. ⚡️ City completion rewards are now configurable per city for better scaling (end-of-level rewards will be updated in the near future to better reward deeper game progression). ⚡️ Badge system & Avatar images now load faster. ⚡️ Sales popups now support multiple animation styles in higher resolution. ⚡️ Improved UI responsiveness across attacks, tutorials, and reward screens. ⚡️ Reduced app size to meet further reduce load time. BUG FIXES — 🐛 Fixed a bug where autodeal wasn't working for returning players. 🐛 Fixed a bug where Destiny Attacks were only granting coin rewards for some players. Rewards are now randomized based on the attack type. 🐛 Fixed a bug where the incorrect city was being shown during Destiny Attacks for certain existing players. 🐛 Fixed numerous minor bugs causing crashes for some players. Additionally, multiple different types of live ops have resumed for players. See you in the game, Kings!

King Of Destiny 👑

17,191 views • 1 year ago

GFL2 CN News: Lewis' Patch Update Summary: Banners: - Lewis - Lind (Rerun) - Peri (Rerun) New Story Event: - GFL2 x PNC Collab - Project Neural Convergence > Accept Antonina's secret mission, and eliminate the newly emerged Entropics from the cloud Outfits: - Jiangyu's Outfit [Raindrop Cleaving Blades] > This outfit includes purple-rarity interchangeable accessories, each sold separately or purchased as a set - Lewis' Outfit [Sunscreen Battle] > This outfit includes purple-rarity interchangeable accessories, each sold separately or purchased as a set - Springfield's Outfit [Enjoy the Fragrance] > Unlocked for free from the Prestige system upon reaching a certain level New Systems: - [Prestige System] now available - Added [Hash Leaves] (Furniture Coins) to the [Dispatch Room] for passive gain - Added new [Coordinated Drill] - Added [Daily Assistance Settings] (what is this lol), [Lobby Display Wall], and [Fridge Magnets] to the [Crew Deck] - Added [Special Performance Animation Settings] option Optimizations & Other Additions: - Added [Retry Battle] option to [Gunsmoke Frontline] - Added major story event [Corposant] as Chapters 13, 13.5, and 14 in the [Main Story Campaign] menu - Added Dushevnaya's character event [Halting Station] to the [Past Events] tab. - Added more character interactions in the [Crew Deck], including Lewis and Peritya - Added interactions with Mayling on the [Crew Deck]. - Added new furniture in the [Crew Deck]. Neural Expansion Key Update - Added Peri's Neural Expansion Key, [Underground Merchant's Cunning]; skill description slightly changed from the previous iteration: - Basic attacks now attack twice. - [Hot Investment] now no longer reduce healing efficacy. - For each stack of [Hot Investment], reduces damage taken by all allied units (excluding Peri herself) by 5%. - The passive effects of [Profit Maximization] is changed: When allied units (excluding Peri herself) deal Burn damage, it triggers Peri's Confectance Index gain effect. Covenant Update - Added Covenant to Lewis and Sharkry

Ceia

44,969 views • 10 months ago

Just wrapped up Hardwood Empire 3.2. A lot of the most asked for features / improvements you guys have been pushing for are in this one. Live Interactive Court: Biggest visual upgrade we've made. Gamecast now has a full live court built into the sim with dynamic home court branding, center logos, arena styling, and live shot mapping. You can actually see where shots happen in real time instead of just reading text. Dynamic Crowds: Arenas feel alive now. Crowds scale based on prestige, so blue blood home games feel packed while smaller gyms feel smaller. Neutral site games can have split crowds depending on who's playing, and fans react live during big moments. Usage Control System: Still the normal 1st / 2nd / 3rd option setup, but now there's also full usage sliders if you want total control over offensive shot distribution. One guy taking over or a completely balanced system, totally up to you. Plugs directly into the actual sim. Music: Added in-game soundtracks for a more immersive experience, with more music coming next update. Gameplay / Sim Improvements: Big realism pass. Late game logic is much smarter, offensive systems behave more realistically, and I spent a lot of time tuning sim rates so scoring, assists, rebounds, pace, and advanced metrics better match modern college basketball. Also tuned long-term dynasty balance so smaller / mid-major schools can still have real breakthrough runs without turning into permanent national powers every save. Other Fixes + QOL: New Player IQ attribute. Working haptics on iOS + Android. Transfer portal affordability indicators. Career / retirement history fixes. International recruit fixes. Schedule + MTE fixes. UI polish. And more. Everything in this update is completely free. No God Mode purchase needed. 3.1 got submitted before I was even home from school, so 3.2 had way more time for polish and bug fixes, and the update after this will probably be way more bug-focused since the game has a ton of features now and making everything as polished and stable as possible is the priority. Most of these features will also be toggleable, so if you want the more classic Hardwood Empire experience you're more than welcome to play that way too. Seriously appreciate all the support, this community has grown way faster than I ever expected. Submitting to iOS + Android as soon as this post hits 500 likes ❤️

Hardwood Empire

50,601 views • 2 months ago

[New Xbox Controller Review] #ad Special thanks to Qrdgame_offcial for supplying me with a review unit of their Ferrox M5 Xbox & PC Controller QRD Ferrox M5 The QRD Ferrox M5 is a Wireless Xbox One–style gamepad with a transparent design. Since it targets Xbox One natively, it works automatically on PC and Xbox Series S/X. The included 2.4Ghz USB Dongle also supports Switch and Android with the right adapter (USB C), but I was not able to test those in time for this review. A Wireless Xbox Controller The QRD FERROX M5 comes in a familiar Xbox layout with Hall Effect joysticks, RGB rings around the sticks, and a magnetic & detachable clear shell that shows the internals. The controller feels very similar to a standard Xbox pad in terms of shape and size, but it’s slightly lighter at compared to the usual Xbox controller weight. The lighter weight makes it easier to hold for longer sessions without hand fatigue. The D-Pad is surprisingly good at dialing special moves feels as solid and responsive as the official Xbox controller, and that’s impressive at a lower price point. I spent a few days trying out the Mortal Kombat Legacy Kollection exclusively using this controller and I did not notice any difference at all. Capabilities From what I’ve tested, the controller performs extremely well for action games, fighting games, and shooters. The Hall Effect joysticks offer smooth movement and precise control with no drift issues. The D-Pad uses micro switches, so every input is tactile and accurate. The back triggers support an adaptive “trigger stop” mode, which shortens the travel distance for faster reaction time in FPS games or quicker blocks in Fighting Games. You also get 4 back macro buttons, turbo mode, and adjustable joystick sensitivity with deadzone options. Vibration strength and RGB lighting modes are also customizable. What can it do The FERROX M5 includes an 800mAh battery that lasts around 8 hours of gameplay. It only uses the 2.4Ghz wireless connection, not Bluetooth, so it always requires the included USB Dongle. The good thing is once you sync it with your Xbox or PC, you don’t need to sync it again—it carries over between both devices automatically. The 2.4G connection is stable and low latency, and the controller has a 3.5mm headphone jack for audio and mic support. It also features a quick calibration system to keep sticks and triggers accurate over time. The overall grip and shape feel close to the official Xbox controller, comfortable for long gaming sessions, and the transparent shell gives it a distinct look. Areas of improvement I initially had trouble charging the controller while playing because connecting it to the Xbox via USB would disable all inputs, making it unusable in wired mode. But luckily QRD Support helped and provided me with an updat - I had to connect it to a PC, download the firmware tool from QRD’s website, and update the controller manually. After installing the new firmware, the controller can now charge while being used normally on Xbox, so the issue is fully resolved. The Xbox button also behaves differently on Xbox, where the single press acts like hold and the hold acts like single press; this issue doesn’t appear on PC. Syncing with the dongle took a few attempts on both Xbox and PC, but once paired, it never needed syncing again. The wireless mode is strictly 2.4G with no Bluetooth support, so it cannot connect without the dongle, though the benefit is that one pairing works across both Xbox and PC. Final Summary ✅ Hall Effect Joystick ✅ Lights in the dark ✅ Good D-Pad for input dialing ✅ Light Controller ❌ First sync can be annoying on PC ❌ No bluetooth for phone usage - Dongle is necessary ❌ Needs an update for the Xbox Wired issues which require a PC The Controller is available on Amazon for $59.99, and will be part of the Black Friday Deals on their official website for even more discount! Amazon Link Website Link

thethiny 🐰🍉

16,864 views • 7 months ago

Beta Blocker 3.6 is here and it introduces a BIG new feature. Here's everything that's new: 🖥️ UI Overhaul. The entire interface has been cleaned up to feel more premium, modern, and less boxed-in. 📐 Better Window Scaling. Wider windows now properly use the available space instead of stretching awkwardly or leaving everything floating in the center. 🎨 Live Preview. The Style tab now includes a real-time preview, so you can see exactly what your block will look like before you enable it. ⚙️ Cleaner Detection Settings. Detection settings have been reorganised and simplified so everything is easier to understand. 🧭 Reworked Help & Settings Layout. Important options are now easier to find with a cleaner settings and help structure. now for the big one… 🔄 REVERSE CENSOR REWORK This is the biggest part of the update. Reverse Censor has been completely rebuilt. Instead of blocking detected areas, it now applies your block across the screen while leaving detected parts visible. This also adds: ✨ New Reverse Censor settings tab 🌀 Blur or mosaic modes 🎚️ Strength controls 🖥️ Full monitor selection support ⚡ Live setting updates while blocking is active BUG FIXES & POLISH 🛠️ Fixed Reverse Censor sizing issues on second monitors, including Windows scaling modes like 125% 🖥️ Improved multi-monitor behaviour for effects and Popup Storm 🧹 Cleaned up the Help tab 🎯 Fixed Auto-Detect changing results after switching tabs 📷 Improved camera handling in virtual camera mode 🎮 Reduced cursor flicker while Beta Blocker is active for a smoother gaming experience 🖤 & lots more smaller QoL improvements throughout the app. sfw

Isla

281,693 views • 1 month ago

📢 Manyufun Degas 2.0 Upgrade is now live. We are excited to announce that (the Pumpfun of Ethereum) has successfully rolled out the Degas 2.0 Upgrade, marking a significant step forward in innovation and platform growth. Just like Ethereum’s tradition of naming its upgrades, we’ve given this release a name that reflects its power and significance. Key Highlights: ➡️Gasless Deployment on Ethereum This positions us as the first free-to-deploy launchpad on a gas-based chain. Creators can launch their tokens without incurring deployment fees.* ➡️Automated Liquidity Lock (75 years) All tokens created on Manyufun have their liquidity pools automatically locked for 75 years, with verification links available directly on Dextools.* ➡️ Custom Token Descriptions Creators can now add descriptions to their tokens, making them more informative and engaging. ➡️ Performance Improvements This release includes multiple bug fixes and performance optimizations to ensure a smoother experience. *Gasless deployments do not apply when using creator buys. *Dextools link availability may be subject to short cache delays. $MANYU Looking Ahead: We are committed to continuous innovation and will keep rolling out new updates to strengthen Manyufun as the premier $ETH launchpad. With top-tier developers on board, our mission is to deliver seamless and progressive enhancements that empower creators and communities alike. 🔗 Explore the upgrade:

Manyu Community

139,696 views • 9 months ago

Look ma new Codex Updates! 0.119.0 and 0.120.0 are here. And with it, a HUGE number of quality of life updates and bug fixes! > Hooks now render in a dedicated live area above the composer. They only persist when they have output, so your terminal stays clean. If you're running PreToolUse or PostToolUse hooks, this is a huge readability win. > Hooks are now available again on Windows > CTRL+O copies the last agent output. Small but clutch when you're pulling a code block into another file or chat. > New statusline option: context usage as a graphical bar instead of a percentage. Easier to glance at mid-session when you're trying to gauge how much runway you have left. > Zellij support is here with no scrollback bugs. If you've been stuck on tmux just because Codex was broken in Zellij, you're free now (shout out Felipe Coury 🦀) > Memory extensions just landed. The consolidation agent can now discover plugin folders under memories_extensions/ and read their instructions.md to learn how to interpret new memory sources. Drop a folder in, give it guidance, and the agent picks it up automatically during summarization. No core code changes needed. This is the first real extension point for Codex's memory system, and it opens the door for third-party memory plugins. > Did you know, you can /rename a thread? But what's really cool about that is, after you rename it, you can resume it with the same name, no more UUIDs. codex resume mynewapp or directly from the TUI: /resume mynewapp > Multi agents v2 got an update to tool descriptions More reliable multi agent environments and inter agent communication > You can now enable TUI notifications whether Codex is in focus or not. Modify this in your config: [tui] notification_condition = "always" > MAJOR overhaul to Codex MCP functionality: 1. Codex Tool Search now works with custom MCP servers, so tools can be searched and deferred instead of all being exposed up front. 2. Custom MCP servers can now trigger elicitations, meaning they can stop and ask for user approval or input mid-flow. 3. MCP tool results now preserve richer metadata, which improves app/UI handoff behavior. 4. Codex can now read MCP resources directly, letting apps return resource URIs that the client can actually open. 5. File params for Codex Apps are smoother: local file paths can be uploaded and remapped automatically. 6. Plugin cache refresh and fallback sync behavior are more reliable, especially for custom and curated plugins. > Composer and chat behavior smoother overall, resize bugs remain though. > Realtime v2 got several significant improvements as well. > You're still reading? What a legend. 🫶 npm i -g @openai/codex to update

am.will

738,887 views • 3 months ago

2025.07.01 bi-weekly update here’s what we’ve built, shipped, and trained this past week: TRADING CAPABILITIES + agent-based txn execution engine now supports Meteora (DBC, DLMM, DYN, DAMM), Raydium (CLMM, AMM, CPMM), and Orca 🌊 (CLLM, VP, CPMM). we're now compatible with nearly every major liquidity layer on Solana. + DCA and limit orders now available to use through our agentic/natural language interface. + execution is faster, leaner, more reliable; optimized based on real closed beta usage. AGENT SWARM + A2A (agent-to-agent) finalized; based on Google's new open framework. it enables dynamic coordination between agents, deeper reasoning, better memory, and more human-like flow. + TraceGraph (diagram/chain-of-thought-like) UI is now deployed. users now see how Aya (and others) think and collaborate together. visualizes multi-agent logic paths. text UI also upgraded. sharper, smoother, faster. + Bravo (macro news oracle) live. it connects real-world macro events and news to Solana. powered by our in-house scrapers + NewsAPI, built from scratch. integrations with blocmates. coming soon. + Solvion, our Solana-native domain expert, is now active. trained on a custom-built, 70B parameter dataset of the full Solana ecosystem. auto-updated. devs, tokenomics, projects, whitepapers, technical information, know-hows... it knows everything. + Echo (our social media and sentiment analyst agent) getting integrated with Sentient natural language interface + Rivalz Network. + you can now start individual conversations with agents. e.g. ask Echo anything about social trends, or hit up Solvion for technicals. UX/UI + we’re now mobile responsive; fully optimized across devices. + deployed TraceGraph (diagram UI for agent cognition). + NLI improvements: sleeker prompt-response flow, improved text visualization, better latency, better rendering. + agents feel more alive, dynamic, and explainable PREDICTIONS weekly update from our head quant: + we now do weekly fine-tuning to adapt to market shifts. switched from F1-score optimization to pure precision; cutting noise, and maximizing conviction. we now discard the worst-performing model in the ensemble. only the top 2 vote. accuracy last 6 weeks = 82% directional. the ensemble logic is fully restructured. next: RNN + RL-based dynamic thresholding in progress (live this month). + partnered with Allora for the the SOL/USDT prediction stack, combining our hype score with their confidence-aware forecasting. + also cooking something with Sahara AI 🔆 (????)... OTHER + PnL cards integrated. track profit per trade, share it on X, get free XCC + Referral system is complete and rolling out to early users very soon (top referrers will dominate first layer of our multi-level tree and enjoy first-movers advantage). + working on a dynamic onboarding tutorial for first-time users. + backend latency improvements across endpoints. especially on token explorer + prediction refresh + docs are live ( TEAM + onboarded amy and Mike | heymike.sol 🎒🪽 — elite Solana engineers working on gRPCs, RPCs, instruction decoding, and data pipelines. their focus: making xFractal the only real-time NLP engine for Solana alpha extraction. + brought on ultra , Skely, HALKO and Gabriel Haines as strategic advisors and contributors, helping us scale narrative modeling, data ops, and GTM. QUICK STATS (REMINDER: this is a closed, invite-only beta — not optimized for adoption yet) + 400+ early beta testoors + 9,000+ natural language prompts + 500+ on-chain txs executed via our agent-based engine + we’re not scaling users yet, we’re optimizing agents, validating edge, and consolidating PMF. + open beta coming soon. engine’s warming up. let’s keep moving. (p.s. toly 🇺🇸 check this out)

xFractal

42,668 views • 1 year ago

I know Rivian and Wassym Bensaid can fix this. I know it takes time, but it’s time. There is no other software out there like Rivian. They have made their own way in the vehicle software world. But, we have to stop calling out fixes when things aren’t fixed. I love this company. And everything they stand for. But it’s really time for it to be pulled together. I have offered to help in any way possible with getting software bugs fixed, noticed, etc., and here we are. I still stand fully committed to helping them. But below is a video of just a few things that still haven’t been fixed yet. Yes, I know, it takes time, yes, it’s easier said than done. I get it. Here is a list of bugs and SW issues still around: Tilt mirrors, still getting stuck in the downward position regularly, or they don’t tilt at all. This has been noted as “Fixed,” but it’s not. This was released in SW 2025.06 -3/11/25 with a dedicated fix in 2025.10. Auto seat climate icon: this is supposed to change the DISPLAYED heated or ventilation seat based on outside temperature, but it’s NEVER worked since it was introduced in SW 2024.47 12/18/24. This is still one that needs addressing or just give us true Auto seat climate where it runs based on the climate system. Apple Music: this one is a tricky one, but it still exists. My library doesn’t load, sometimes not at all, it doesn’t remember my last track, or it takes a long time to get music playing. Apple and Android don’t always play nice together, but it still needs improvement and optimizing. Fog lights: are hit or miss now. Sometimes they work, sometimes they don’t. This happened more frequently after a software update in Feb. Incoming phone call ringer volume: my phone is always on vibrate; however, when I do receive a phone call, the entire car rings at volume 9000. 😬 like why? A subtle chime or whatever they want to use is fine. But turn the volume down…… PLEASE. LOL there is no way no one has experienced this. Driver +: it’s sometimes too aggressive with where it “THINKS” it is in the lane vs where it ACTUALLY is. This needs fine-tuning. It will try to push me over in the lane as if I drifted out of the lane when I’m dead center. However, being Gen 1, I think this might be what it is. Mobile app: can we get a fix for the laggy scrolling within the app? This was introduced with mobile app 3.0. Version 3.1.0 is out and it’s still laggy scrolling. Multi-vehicle support: this needs to come IMMEDIATELY; the experience when you own more than one R1 is less than stellar. Way too many times I get in the opposite R1 and forget to swap to that car and get the dreaded “ key not detected” to then have to pull out my phone, open the app, and swap to that R1. We really need the app to be able to handle more than one authentication for driving and profile swapping at a time. It’s time. With R2 less than a year away, we need this now so the “bugs” can be squashed by time R2 gets here, which will be many people’s second Rivian. Overall system stability: you guys have come so far, but there is still more work to do. The HVAC control screen has GREATLY improved. Now we need that throughout the entire experience. That level of snappy, crisp feel. Again, I’m fully confident they can do this. I’m willing to help in any way I can. I just want the best experience possible for every Rivian owner. I’m willing to work hand-in-hand with Rivian on finding SW bugs and reporting and testing them fully on my vehicle. Wassym Bensaid, feel free to contact me to discuss further and continue the great work! RivianTrackr Tom Suburbs Tom Rivian RivianRoamer Chad Moran Hunter Noel Chris Hilbert RivianUpdates Rivian Darkout Fans Darren Fisher Mike Kantorski Zach

Tyrone Holland🚀🧑🏽‍💻

34,878 views • 1 year ago

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 views • 2 years ago

** Mega Parodius Update ** The team have been busy over last couple of weeks , implementing more of the games engine. WIP since last update : White Bell power up ( this is the text attack ) Blue Bell power up ( full screen explosion ) Catboss & animating Trees Updated Lazers to work on the BGB layer ( Plane A updated to 64x64 tilemap ) . Pyron has been doing excellent work on Blue bell Explosion, Whitebell power up text gfx - the slogans are great !! Arcade quality tree animations have been added. Feeding me a lot of videos so we can replicate the arcade port more accurately. Vector Orbitex has updated the music to mark IV for stage 1 making it smaller yet again , he's also added the Orchestra Hit in , potentially more samples can be added back in now also as the song now is a miniscule 57 kb. I keep telling him its 2025 - not 1990 for rom sizes haha , a professional is always a professional though !! The Blue Bell power up uses the static large sprite class I made for SOTA where it supports unlimited amount of sprites per object and detects all the reverses / flips & uses the same tile pointers where it can and crunches it down into single sprite object. We use up to 40 sprites in the Explosion but only 147 tiles needed in vram thanks to clever use of mirroring. The Catboss is easily the hardest enemy in the level for a few reasons - we also had to free up Plane A so the boss could shift upwards onscreen, so lazer effects were shifted to Plane B. The bit that caused me the most issues was when he sits in the water line between the two islands. He is quite wide and also has overlapping palettes and animating parts , to do it solely with sprites would have lead to severe dropout at times. At the waterline we have to simulate 3 background planes and sprites at that point and we only have 2 background planes. Luckily the MD sprite engine is very flexible and we were able to recreate the arcade look at this point with some sprite trickery, the water-line is now sprites . So we use Plane A + sprites to recreate him and use a lot of plane animation to reduce the amount of sprites needed. For example the face, the tail the propeller are all plane A animations . I analysed the SNES/PCE versions and we use less sprites than those versions for him so that will help reduce the chance of sprite dropout when attacking. The Catboss is only about 1/2 done , all damage states, the onboard penguin factory, bullets from Cannons yet to added etc. He wraps around at the end of the vid as theres no destruction routine in for him yet . No extra enemies in at this stage , tackling the hard parts first etc. We took the arcade GFX for the Trees that sway around under the Catboss, all the animations are in. There were some DMA bandwidth issues originally I had to sort out as the Catboss has several animating parts + swaying Trees was leading to overload so after some load balancing it all is playing nicely !! We still have loads of stuff to add , collisions are not in - normal enemy waves etc but yeah a lot of future issues were sorting out just getting this far. So the team is very happy with the progress !! #SGDK #Parodius #SegaGenesis #SegaMegadrive #indiegame

Shannon Birt

19,241 views • 9 months ago