Community Announcements - sear
Hello everyone,

Today we have our first post-release patch for Torment: Tides of Numenera. This update focuses primarily on bug fixes and other tweaks and improvements. Those of you experiencing a number of issues, particularly with combat freezes, should find many of those problems reduced or eliminated entirely.

In a future update, we will be releasing additional game content free for all Torment players: a new companion, Oom, and the Voluminous Codex, an expanded encyclopedia covering game world information, lore, and characters. Design and writing is in progress on those, and we'll have more information to share in the coming weeks.

And now, here's the release notes...



Highlights
  • Fixed a large number of freezes that would happen in various states.
  • Numerous performance optimizations.
  • Addendum text should now be appearing on item descriptions. Many dozens of items now have more details depending on your lore skills and other factors!
  • Fixed an issue that was preventing party members from bantering. Party members should now be much more talkative!
  • Updated a number of crisis sequences to rebalance a number of enemies. In some situations, it will make combat proceed more quickly in encounters that were sluggish.
  • Numerous fixes and improvements to movement grid, pathing, and AI. This should prevent issues where the game would hang as combat could get stuck in numerous situations.
  • Several quest and conversation fixes.
  • Inspiring Presence and other looping sound effects have been removed.
Full Release Notes (Spoiler Warning)

Conversations & Quests
  • Fixed issue where conversation with Sorrow does not trigger if Matkina does not participate in Memovira Crisis and castoffs are merged into her.
  • No longer start the Familiar Skies quest if you access the helmet after already having been kicked out of Anchorage.
  • Move to correct objective Covetous Hearts objective if you try to get the Cortex before talking to Dracogen about it
  • Fixed issue where Indigo Tide can be raised repeatedly after telling Theboros to sacrifice himself.
  • Fixed issue where two Shadow Rings can be created.
  • Fixed a bug where Infestation quest could get in an unfinishable if the player left the scene during the crisis and returned later.
  • Fixed bug where finding out about what Maw eats through Magmatic Annulet does not allow attempt to persuade Siowan to offer himself.
  • Inkpot now always tells you about killing Ioxu, regardless of the order you see him or Ioxu after bonding with the Bloom.
  • Show reflection message when Artaglio invades your mind in the Gullet.
  • Fixed bug where Inifere's Reflection used male pronoun when speaking to female Last Castoff.
  • Fixed bug where asking Canadu again about his hammer produced an incorrect response.
  • Fixed a bug in Aligern’s ending slides.
  • Numerous misc. typo fixes.
Gameplay
  • Fixed bug where enemies damaged by Frost Brooch at the beginning of their turn would sometimes lock up game after performing their move.
  • Fixed a bug which could cause dead enemies from trying to patrol.
  • Beads of Neverending Time now limit uses of Haste per crisis.
  • Waits-For-Prey AI better handles being stunned and/or knocked down.
  • Fixed an issue where retries on tasks were erroneously checking companions during crisis.
  • Added Initiative as a possible option for Flex Skill.
  • Numerous fixes to Anechoic Lazaret crisis.
  • Reduced number of Peerless drones during Anechoic Lazaret crisis.
  • Updated Sorrow Fragment AI in several fights to ensure they use their burst attack as designed.
  • Reduced total number of combatants in the Bloom Heart, reduced knockdown effects, and streamlined introduction of spawned enemies.
  • Reduced total number of enemies in Miel Avest, and made Sorrow's aura do noticeable damage but not insta-kill.
  • Reduced total number of enemies in the Memovira’s Fortress crisis, and added non-insta-kill aura to Sorrow.
  • Allowed spawned enemies to have modified initiative values.
  • Added instigation points to several examinables.
  • Fixed camera centering on Last Castoff every time a companion is granted or loses a fettle from an aura.
  • Weapon attack abilities use weapon stats instead of fixed cost stat. Cost tooltip info includes weapon name when this happens.
  • Abilities that have the potential to push/pull no longer can affect user (could cause issues with AI progressing correctly under some conditions).
  • Fixed an issue where auras could affect player characters not currently in the party.
  • Removed redundant modifiers with Cypher Sickness fettle.
  • Added item drops to Peliai when killed.
  • Rhin now gains additional abilities late in the game.
  • Fixed issues with Erritis "wants to talk" trigger in the Valley of Dead Heroes.
User Interface
  • Addendums should now be appearing on items. Many dozens of items now have more details depending on your lore skills and other factors!
  • Fixed an issue where players could sometimes use on-ground targeted abilities on top of other characters.
  • Changed the Continue button text in the conversation window to be more in line with other buttons.
  • Make sure triggers that start conversations fire off if no owner is set, but not if owner is set and owner is inactive.
  • Movement lines should start disabled so they don't do stuff during exploration mode.
  • The item gained panel in the conversation window should be disabled unless actually needed.
  • Added some error checking to prevent a null reference when advancing past the Type selection panel in Character Creation.
  • Controller version of the crisis HUD now hides the cursor during player movements, in order to stop tooltips from appearing during this time.
  • Fixed an issue on controllers where pressing the trigger buttons would not always register on older controllers where the triggers weren’t being fully pressed down. This was causing some players to get stuck in specific menus.
  • Controller fixes for certain radial and skill selection menus.
  • Fixed a text overflow issue in the Max Effort display.
  • Added color markup code for Resistance.
  • The in-game UI should be correctly switched back to keyboard/mouse when canceling out of the “Press A” window.
  • The game should no longer be unpaused incorrectly when switching from keyboard to controller mode.
  • Added details of bonuses from Descriptor to character overview panel.
  • Added new version of ConsumeAction script that doesn't trigger tags in conversation text (used to handle special cases where actions are consumed NOT on selecting an option but delayed).
  • Fixed an issue where it was sometimes possible to select Edge pips on the Effort window.
  • Added a null reference check to avoid exploding the Item Details window under certain circumstances.
  • Fixed an issue with reversed controller bumpers on macOS.
  • Fixed an issue with D-Pad navigation in Meres on macOS and Linux.
Sound
  • Reduced the frequency with which companion banter timer is reset. Adjusted banter frequency values. Party members should now talk much more often!
  • Removed looping sound effects from Inspiring Presence.
  • Removed looping sound effects from Galvanic Hammer.
  • Reduced looping sound effects from Innervate.
  • Increased music volume in Fifth Eye.
  • Fixed incorrect or missing music in Old Slave Block, Memovira’s Courtyard, and some late game fathoms.
  • Fixed sound cues for Journal and Character Sheet windows.
  • Improvements to footstep sounds.
Graphics
  • The current resolution should now be added to the resolution dropdown if it is not found in the list of supported resolutions returned by Unity.
  • Fixed Sticha stuttering when stopping after a forced walk.
  • Updated visual effects for Callistege reflection during endgame.
  • Adjusted visual effects of Psychic Battlefield.
  • Improved texture for Piton Driver.
Performance & Stability
  • Scene-specific performance optimizations for a majority of game scenes, particularly throughout Sagus Cliffs.
  • Numerous cleanups and optimizations to movement grid, pathfinding, and AI calculations.
  • Improved performance on several visual effects.
  • Reduction of garbage generation to reduce associated frame drops from garbage collection.
  • Significant reduction of garbage generation during controller movement.
  • Various game cameras are now disabled when fullscreen UI is present. This should improve framerate in Inventory, Character Creation, and other screens.
  • Performance improvements and optimizations to NPC animators.
Miscellaneous
  • Polish localization updates.
  • Updated backer credits with some missing backers who wrote in!
  • Updated Techland credits.
Community Announcements - Argyll


Today we have released a small update to address a number of minor issues. Full changelist below:

Updated Content

  • Updated German 29th Panzer unit to alleviate identification confusion.
    • Officer: khaki jacket, grey pants.
    • Sniper: khaki jacket, khaki pants.
    • All other classes: grey jacket, khaki pants.
    • Updated first person sleeves to khaki.
Fixes
  • Fixed an issue where the US 28th Infantry Division unit was not available on Foy, Bastogne or Reichswald.
  • Fixed Gordon Highlanders unit not being available on Ortona.
  • Add missing camo netting helmets for the Officer, Rifleman & Sniper classes of the US 82nd Airborne unit.
  • Fixed an issue where the US 82nd Airborne unit had the wrong uniform assigned on spawn.
  • Corrected unit art & player profile art for the US 82nd & 101st Airborne units.
  • Tweaked the texture colour for the german snow camouflage & wehrmacht sleeves.
  • Fixed HUD icons dimming when spectating a player who is aiming down sights.

Map Balance & Fixes

Sicily
  • Fixed a destructible wall that was assigned to the wrong faction.
Foy
  • Added missing final Entrenchment spawn.
  • Added a trench along the open field to assist Allies in reaching the first farmhouse objective.
  • Updated navmesh.
Bastogne
  • Smoothed terrain to improve movement throughout the map.
  • Fixed nodraw brush
Saint Lo
  • Fixed a stretched texture.
  • Moved the Axis neutral spawn further back in Frontline.
Community Announcements - hanchan
The second sprint in March, APHELION Pt 2, features an art terrain pipeline, a new port, character progression, and further work on implementing fuel and hunger within the game UI. This sprint also included some changes to the Terror mechanic.

ART

Paul has been working on a terrain pipeline that will allow us to have a library of assets that can be used to create a multitude of different ports and settlements.

Each different piece can be combined to form districts and areas without having to resize and fiddle too much with individual bits in Photoshop (as we did in Sunless Sea!). Also, by building each port with these different layers, we can create more realistic and rich looking environments.







You’ll also notice that docks can be in the centre of ports now!




CONTENT

This sprint included work from James on a new port called Traitor’s Wood: a tangled, fairytale place where a cluster of academics have settled, convinced a legendary king is buried at its centre.

Chris has also delved into how Terror should work in Sunless Skies, and it’s a bit different than Sunless Sea’s Terror mechanics!

In Sunless Skies, your Terror can build from 1-100 while travelling. Each time your locomotive docks at a port, it will return to 0. However, if your Terror reaches 100, then you acquire a Condition level.

Condition levels vary from 1-5 (things will get, um, weird at level 5, but perhaps that’s how you want to play?). Conditions will not be reset at ports, and thus will stay with you unless you can reduce them through certain stories.

Players could experience different narratives when they run into Terror Events. Discontent events will affect your crew, tweaking their morale and possibly sending them into mutiny, while Nightmare events will affect you as the Captain.

DESIGN AND GAMEPLAY

Chris and Liam also spent some time developing character progression in Sunless Skies. This time around we're focusing on well-rounded characters with enticing histories.




We’d also like to open the depth of the choice you make. So, if you decide to select the circle that says you’ve been to prison in the past, a window will open up and let you select one of two options to let us know how you served your time while you were there.

Barry continues to play God, having worked this week on implementing Fuel and Supplies within the game’s UI. He’s been testing a way of displaying how much your survival qualities - terror, supplies and hunger, hull, etc - have increased or decreased. For example, if you're rammed by a Scrive-Spinster, you know immediately how much damage you took from a quick glance up at the hull meter.



Our next sprint will be BIG BANG, and will include some work on combat! (You’ve seen that sentence before, because we counted wrong last time. We were overexcited. BIG BANG is definitely next!)

No FBG podcast this week: we’ll be at EGX Rezzed! We’re chatting about Sunless Skies at 15:00 BST on Friday, and you’ll be able to watch live at twitch.tv/EGX. Due to the Easter holiday, our next FBG podcast will be on the of 28th April on twitch - see you then!

Kickstarter backers will also have received their backer surveys today. Fill yours in, so we can gather numbers and start making your rewards!
Community Announcements - Tequilabyte Studio
Hello, sumo fans!

We are pleased to announce that after 4 years of development our game Sumoman is released!

Thank you for being with us.
We are very appreciate it.

Best regards,
Sumomn team.
Community Announcements - Smiteworks
Get 20% off or even more if you Complete the Set for the D&D Bundle.

http://store.steampowered.com/app/498890

http://store.steampowered.com/app/507040

Community Announcements - steems


Poseidon Visual Update


  • Updated Base Model and Base Card Art for Poseidon
  • Updated Kraken Model
  • Updated Recolor, Mastery, and London Conspiracy eSports Skin and Card Art


The Earthshaker Poseidon



London Conspiracy Poseidon



Poseidon Mastery Skins



Star Lancer Anhur



Star Tamer Bastet



Star Eater Khepri



Star Strike Neith



Star Scribe Thoth



Bastet Mastery Skins

Celestial Voyage Event

Discover the world of ancient Hieroglyphs as you join your favorite Egyptian gods on a Celestial Voyage! Along your journey you will unlock secrets, solve challenging puzzles, and earn celestial-themed rewards. The one secret we can tell you now – there are many rewards for all who wish to traverse the stars.

There will be 12 Quests for you to embark on , each giving you a Hieroglyph that can be used to unlock Bonus Rewards. To claim each Bonus Reward, purchase one of the event skins to get a Craft Token. When the Craft Tokens are combined with the correct Hieroglyphs (in the correct order), the Celestial Portal will activate and bring forward your reward. Make sure to read the hints provided to figure out the correct sequence!


Direct Purchase Skins
  • Star Lancer Anhur (Exclusive)
  • Star Tamer Bastet (Exclusive)
  • Star Eater Khepri (Exclusive)
  • Star Strike Neith (Exclusive)
Celestial Voyage Collection Bonus
  • Star Scribe Thoth (Limited)
Bonus Rewards
  • Loading Frame (Limited)
  • Background Loading Scren (Limited) - New Feature!
  • Pedestal (Limited)
  • Music Theme (Limited)

Click HERE to read the full Patch Notes!
Community Announcements - Community Manager (Nicole V)
A hotfix for this issue has been released. Please restart your game to make sure you have the latest version!

Fixed issues with building piece placement including stalls
Community Announcements - Warface
Soldiers!

Albeit military career is predominantly a choice of men, you cannot overlook the ladies brave enough to step up to this challenge. They may be fewer in numbers but don’t you dare presume for a moment they are any less fierce or deadly!



And so without any further ado – female nano-suits will make an appearance in the game soon! Not only are they practical, they are stunningly beautiful – the
Kevlar pads and enhancing exo-skeleton pieces are completed in stylish matte black, custom-made for the perfect fit; it’s difficult to decide whether it’s awe- or fear-inspiring. Perhaps both?

Please bear in mind that changing the character from male to female will not alter your stats or hitbox. These skins are purely cosmetic and do not grant any advantages.

The exact release date will be announced separately.
8:52am
Community Announcements - redblackspade


In this update three save-slots are added into the game. ATTENTION – if you started the game before this update you will find all your saves in the thirst save-slot. Feel free to load the game from it – text “Game Complete 0%” will change after you load any stage.

Another important add-on –new difficulty level – Phobia. It was created for those players, who came here for the music, atmosphere and the plot. You will be able to destroy obstacles around you three times per level. This creates much more ways to beat the stage!



Report me about any bugs – and I will fix it as soon as I can!
Community Announcements - melaine.brou

This update for Civilization VI, available now for PC players and coming soon for Mac and Linux, includes a number of balance changes, AI adjustments, multiplayer changes, and bug fixes.

The Harbor balance change, included in this patch, will bring the strength of the various districts in line with each other. In addition, there are now added nuances to the warmonger penalties so they only hit with their full strength if you are truly wresting valuable cities from your opponents.
A complete list of changes in the Spring 2017 Update is below:

[BALANCE CHANGES]

• Harbors now give a major adjacency bonus with the City Center, +1 Food to all Coast tiles when the Lighthouse is built, and +2 Gold to all Coast tiles when the Seaport is built.
• Australia now gets +1 for Charming/+3 for Breathtaking on the four affected districts (had been +2/+4) to compensate for the Harbor boost above
• Royal Navy Dockyard now always provides +1 Trade Route capacity, even if the city already has a Commercial Hub. This makes it more useful, even when England builds it on its home continent.
• Added “Future Civic” to the end of the Civics Tree, a repeatable Civic to research and add to the player score.
• Bomber units are now more effective against cities.
• Swordsman are now reduced to 36 combat strength.
• Damages now remain on City and Encampments when a city is traded.
• Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP.
• Adjusted Warmonger penalties for Diplomatic status:
o When applying a warmonger diplomatic penalty for EITHER declaring war or capturing a city, reduce that penalty if you are enemies with the target of that warmongering as follows:
-20% warmongering if this is against a player you have denounced
-40% warmongering if this is against a player you are at war with
o NOTE: This is not used in situations where you are fighting a Joint War against the target power or when Sumeria joins as ally in war (in both those cases the penalty is still zero).
o EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%.
• Adjusted Warmonger penalties for City Population:
o When applying a warmonger diplomatic penalty for capturing a city, reduce that penalty if the city is smaller than the average city in the game as follows:
If the city’s population after conquest is below the average population of all the cities in the game, reduce the warmonger penalty by the percentage that city’s population is below the average.
o EXAMPLE: Persepolis is conquered and its population after conquest is 6. But the average size of a city in the game is 8. So this city is 2 / 8 = 25% below the size of the average city in the game. Therefore the warmonger penalty is reduced by 25%.


[AI TUNING]

• Improved coordination for multiple attacking units.
• Ranged units better understand how to capture civilian units.
• AI should now generally accept embassies when neutral, and reject when unfriendly.
• When asking an AI to equalize a deal that has elements on both sides of the deal, it will consider a gold-only change before looking at other possibilities.
• Increased AI’s desire to repair pillaged Districts and Buildings.
• Minor civs will no longer go after policies that give them extra influence they can never use.
• Made it easier to meet the positive side of the environmentalist agenda
• AI will now build multiple Neighborhoods.

[BUG FIXES]

• The Great Works tooltip in the deal now shows extended information.
• Melee units can no longer attack embarked units.
• Pillaged improvements no longer provide Pantheon bonuses.
• Fixed double-counting of Appeal from Improvements.
• Fixed broken gossip message about Seaside Resorts that made them always mention a "lost city".
• John Curtin is now referred to as “Prime Minister” and not “President” in the Outback Tycoon scenario.
• Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.
• The World Tracker now keeps its open/closed state between turns.
• Additional bug fixes.

[MULTIPLAYER]

• Updating Global Thermonuclear War scenario's Proxy War victory condition to support team play.
• Expanded internet games list to show results from additional regions
• Games list was frequently not showing all available games due to UI bug.

[MISC]

• Added more civs to the True Start Location Earth map.
• Separated war/peace notifications into major civs vs. city-state.
• Added additional information to Defeat/Victory screens, so players will be clearer on why they have lost the game.
• Added "special ability" stars to techs and civics that unlock new functionality.
• Added invasion warnings to Poland scenario
• Added new Capabilities data base table to disable select game systems for scenarios and mods.
• ARX functionality updates for scenarios.
• Added text labels differentiating Official and Community content in the Lobby screen.

[ADDITONAL CONTENT]

• In Game
o Fixed issues in the Additional Content menu with mods that contained very long strings.
o The "ImportFiles" modding action now works as a Frontend action.
o The "UpdateIcons" action now supports SQL files in addition to XML files.
o Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
o Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
o The localization database is now written out to the cache folder.
• Development Tools
o The SDK launcher will now close after the user has clicked on an application to launch.
o ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
o Added SQL syntax coloring to ModBuddy.


Persia and Macedon Civilization & Scenario Pack
Get ready to rule the classical world with two new civs for Civilization VI!
Persia, led by Cyrus, is perfect for players who want to build a rich empire, and who aren’t afraid to launch a sudden, unexpected military strike. Macedon, led by Alexander the Great, is a powerhouse conquering civ, with special units and abilities that let Macedon bring the world under its control from early in the game. The DLC pack also includes two new Wonders, and a new Scenario: The Conquests of Alexander. Can you conquer the known world before your time runs out?

The Persia and Macedon Civilization & Scenario Pack is available now for PC players and coming soon for Mac and Linux. Anyone who purchased the Digital Deluxe Edition of Civilization VI will receive this DLC pack automatically.

o Persia
- Civ Unique Ability: +1 Trade Route capacity when Political Philosophy developed. Receive +2 Gold and +1 Culture for routes between your own cities. Roads in your territory enhance movement as if one level more advanced.
- Cyrus Unique Ability: +2 Movement for the first 10 turns after declaring a Surprise War. No penalties to yields in occupied cities. Declaring a Surprise War only counts as a Formal War for the purpose of warmongering and war weariness.
- Immortal: Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
- Pairidaeza: Improvement. Unlocked at State Workforce. Cannot be built adjacent to another Pairidaeza. Provides +2 Gold +1 Culture; +1 Gold for each adjacent City Center and Commercial Hub; +1 Culture for each adjacent Theater and Holy Site. +2 Appeal. +1 Culture at Rapid Deployment. Culture into Tourism at Flight.

WATCH: Civilization VI - First Look: Persia
https://www.youtube.com/watch?v=UIhkrcFIVow&t=3s
o Macedon
- Civ Unique Ability: Receive boosts upon city conquest: a Eureka for each Encampment or Campus in the conquered city and an Inspiration for each Holy Site or Theater Square.
- Alexander Unique Ability: ”To the World’s End.” Cities do not incur war weariness. All military units heal completely when this player captures a city with a world wonder.
- Hetairoi: Macedonian unique heavy cavalry unit that replaces the Horseman. Additional +5 Combat Strength when adjacent to a Great General. +5 Great General points when killing an enemy unit. Starts with 1 free Promotion.
- Hypaspist: Macedonian unique melee unit that replaces the Swordsman. +5 Combat Strength when besieging districts. 50% Additional Support Bonus.
- Basilikoi Paides: Replaces the Barracks and unlocked at Iron Working. +25%XP per combat for Melee/Ranged/Anti-Cav class units/Hetairoi; +1 GPP (Great General). 1 specialist slot (Commander). +1 Housing. +1 Production; +25% of Units Production Cost Turns into Science when the Unit is completed.

WATCH: Civilization VI - First Look: Macedon
https://www.youtube.com/watch?v=hUUMqYSHG2k&t=5s

o Apadana Wonder
- +2 Envoy each time you build a wonder including this one in this city. Awards two Great Work slots.

o Mausoleum at Halicarnassus
- All Great Admirals can use their retirement bonus twice. All Great Engineers have +1 Charge. Awards a free Great Admiral.

o ‘Conquests of Alexander’ Scenario
- In this timed single-player scenario, you must rush to expand your empire to truly earn the title of "Alexander the Great." This scenario emphasizes combat, territorial expansion, and calculated use of the Great Generals who will fight by your side. To win, conquer every city on the map within a number of turns determined by your difficulty level. Don’t lose your Great General Alexander the Great, or you will lose immediately!

http://store.steampowered.com/app/289070
Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

         
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