Featured Items
Games
Software Demos Recommended News
Browse games and software that have posted recent major updates.
Ascend: Hand of Kul July 12th, 2014
Hello Caos, the time has come again for another update!



Patch Notes:
  • HUGE Ascension Overhaul:
    • Players will no longer need to “legacy” items in order to save them! All items will be saved upon Ascension.
    • Legacy pillars now offer unique Legacy Rewards. Players can only choose one item per Ascension, so choose wisely!
    • Emblem reward messaging has been added to the Ascension process in order to better communicate what the player has unlocked.
  • Legacy Pillars have been added to the end of every alignment dungeon.
  • The 3 most expensive Souls Packs have had costs reduced by 20%.
  • Brand new weekly challenges starting next week.
  • Fixed issue with chests not always providing a loot option.
  • Fixed issue where chests were not resetting properly.
  • Fixed issue with the Ascension Leaderboard messaging always preferring Light Alignment stats.
  • Players can now access the Endless Dungeon from the Main Menu!

These are some pretty big changes! If you have any questions, please let us know!.
A huge thanks to all of our players who have been a huge support, and have given us some great feedback!

28 Rate up
King Arthur's Gold July 12th, 2014
Pretty big build - lots of small changes accumulating over time. We would have liked to have made this as several separate builds but each week the build server had something else wrong with it. However, the more troublesome nodes have been moved to more stable hardware and things have gone along smoothly this week.

  • Shop Changes
    Largely a community sourced change, shops now have a nicer button layout, show damage (using the frames that were previously unused), and are generally a little more polished. Notably, quarters now allows sleeping in a bed inside the structure for free, time based healing.
  • Tunnel Changes
    Tunnels are now able to be used by both teams - this means that you need to build a vault around any tunnels inside your base to prevent getting invaded through them. This change should make tunnels a more strategically important building for both teams, and help prevent cheesy flag rushes.
  • Voting Changes
    Players can now abstain from votes they don't want to have a say in (to get rid of the box), and admins can now cancel the vote if they have the right seclev set.
  • Boat Changes
    Boats have been reworked a little - dinghies and longboats are faster now, warboats do less ramming damage to blocks, and longboats do more (especially with multiple rowers). This should help with the boat's utility in game, we'll see if we need to take more measures in this direction after the build has been in circulation for a while.
  • Map Changes Many CTF maps should be less prone to stalemates or extreme early rushes, and a few maps have been retired completely.
  • Coin Tweaks
    There's fairly dramatically increased coin income from damaging siege weapons and enemy vehicles - this especially applies to archers as an alternative revenue stream from frontline support.
  • New Example Mod - M16
    A simple example mod by MM (sprites by me) adding an M16 to the archer in TDM.
  • Fixes and Misc Changes

    • No more getting into crates
      As fun as it might be for you, we're quite tired of complaints about players effectively wasting a team slot by spending the entire game asking their team to carry them into battle. The code is still in there, just commented out for those who want this in modded servers.
    • Fixed minimap sometimes getting "stuck" off.
    • Fixed m_seed defaulting to wrong value - old servers will have to manually change this though (/rcon /m_seed 0, or set it in autoconfig)
    • Static blobs with attachments falling.
      You know how flags sometimes "weirdly" fall through the ground? This should fix that.
    • "Quick Double Slashing" bug fixed.
      If you've ever been surprised by a double slash that "probably shouldn't have happened" but not been quite sure what was causing it, this fix might help there.
    • Spikes give kills
      Builders can now see their kills (or lack thereof) from placed spike traps.
    • See changelog for the rest!
[added] abstaining from votes
[fixed] wierd downward-floating desync for static blobs with attachments
[fixed] knight "quick-double-slash" bug
[added] rayne chicken head (fear the chicken)
[fixed] potential overflow issue with the minimap not showing
[fixed] issue with wood vehicle damages getting passed on for projectiles
[modified] coin income from building workshops (less) and hitting siege (more)
[removed] getting into crates
[fixed] using halls as tunnel as enemy
[modified] removed tunnel travel team limitation
[fixed] broken code in defaultbuilding relying on overlap functions that was breaking for quarters (now uses AABBs)
[added] dinghies cost 100w and 25c (spam mitigation)
[modified] mazey head (5th time now, hopefully last. looks less like a tumour)
[modified] new german official server IP
[fixed] sleeping head frames for people with unique heads
[modified] community fix: spikes give the builder kills (thanks Skinney)
[modified] community fix: ctf shop buttons are laid out horizontally (thanks Skinney)
[fixed] community fix: ctf shops use appropriate damage frames (thanks Skinney)
[modified] community fix: quarters allows free sleeping with a time-cost to heal (thanks Skinney)
[modified] community fix: ctf flags collide with blob blocks where appropriate (thanks Skinney)
[modified] builder cant put wood backwall on stone backwall
[modified] updates to newtortuga - mid more resilient, less redundant base stuff, more room for tunneling under mid
[modified] addressed a few concerns with EjMap (stalling, horizontal movement)
[modified] feedback on JTG Aqueduct and BoulderLake taken into account (less gimmicks, more terrain polish, etc)
[modified] moved flags out of terrain on fellere map
[modified] dinghy and longboat faster
[modified] can't get into carried dinghy
[modified] longboat better at ramming tiles
[modified] mine doesn't take fall dmg
[modified] mine has knockback on hit
[modified] mine has double hp for slightly longer "defuse"
[fixed] sound scrollbars up button not working
[added] new mod example M16 as extra class action for archer
[modified] steps on the sound sliders
[fixed] crash when trying to perform "reload" command on local server
[added] new seclev "vote_cancel"
Have Fun!
Geti/Max
24 Rate up
StarForge July 11th, 2014
Week @ Code}{atch -- "Beta Edition v0.8"

Howdy,

We've got the latest major update coming to you all live in time for the weekend! In this update, we give you all the much sought after smelter and refinery! Yes, now you don't have to hunt for your ingots (though that's still an occurance)! This is pretty fantastic news, as it also allows one to combine basic ores into advanced ores to be later smelted into the higher tier ingots required for the best equipment.

Check out the Refinery here:


The refinery helps players craft the more advanced ore in the game that cannot be mined, but must be combined in order to be obtained.

And next up, we have the Smelter:



This is the actual item used to convert ores into ingots

We're also bringing you more in the way of base defense, with the introduction of the inexpensive and fast-acting minigun turret, allowing players to secure rare deposits for their faction quickly. We're also introducing the much more powerful, elevated laser turret in order to create the feeling of a well-entrenched position.

The Minigun Turret

The minigun turret standing sentry at an outpost

And here we have the Laser Tower:

The Laser Tower fending off an attack on a mountainside.

With all these new defenses, you're probably wondering two things "How do I power them all?" and conversely "How do I shut them down in a confrontation?"

To answer the first question, we've added a new high-end power generator known as the Fusion Generator. It's radius is quite massive, and has the capability of powering several objects far away from it. And secondly, we've equipped players with a brand new grenade type, known as the EMP grenade. The EMP grenade specializes in shutting down turrets and other powered objects.

Check out this look at the Fusion Generator:




As was previewed on our facebook page (https://www.facebook.com/StarForgeGame?ref=hl) we're introducing a new monster into the game! A custom creation of our own called the Jelly Puff! This species is reminiscent of spiders back on Earth, but with the ability to float like a jelly, and puff up and explode like a puffer fish. They're pretty deadly in close-quarters, so be careful when wandering about the crashed ships. They seem to be attracted to the radiation, so the stronger the emissions, the more likely you'll run into one of these guys.

An imposing close-up of the Jelly Puff:

Note: Not nearly as friendly as its name would imply

We've also spent a considerable amount of effort on fixing up the framerate issues related to creature spawning. There should also be dramatically less creatures and NPCs spawning, along with increased spawn timers as well, aiding the fix. We've also tidied up vehicle related issues as well, and made improvements to cave and tunnel generation.

Two more front-end changes that we've added to the game include a new weapon (omigosh!) and adding functionality to the paint-gun. Players are now able to paint themselves and each other, including their armor sets with the paintgun. There also is a hue-slider within the in-game settings menu, where one can dynamically change their hue.

The new weapon we've got is the double-barrelled shotgun! The players can now fire two intense rounds of buckshot fury into the faces of their greatest nemesis before reloading this beast.


Righteous Battlecry Optional (And Recommended!)


We're really excited to release this update, as we feel it ties up 0.7.5 quite nicely, and brings the progression of the development into an excellent launchpad for things to come.

Thanks so much for supporting us this far, I hope you guys enjoy playing the new update!

From everyone here at Code}{atch, have a good weekend!



Sincerely,

--Will



PATCHNOTES:

- Fixed an issue where too many enemies spawned in multiplayer games and negatively affected performance
- Reduced the total number of enemy and NPC spawns dramatically and increased the time between spawns
- The dual barrelled shotgun is now available
- The EMP grenade is now available
- The Fusion Power Generator is now available
- The Jelly Puff is now populating the crashed ship
- The Minigun Turret and Laser Tower are now available
- The Smelter and Refinery are now available to craft ingots
- There is a chance the mid section of the ship will be discoverable instead of the back end
- A variety of vehicle related issues have been addressed
- Made improvements to cave and tunnel spawning
- Players are now able to paint each other with the paint gun

- Voice Chat now enabled in-game, allowing players to talk to anyone within a 75 meter radius. Push 'V' to enable.



***DISCLAIMER***

PREVIOUS SAVE GAMES WILL NO LONGER FUNCTION WITH THIS UPDATE

- See more at: http://starforge.typepad.com/starforge/2014/07/week-codeatch-beta-edition-v08-.html#sthash.DKxcnaTQ.dpuf
26 Rate up
Tabletop Simulator July 11th, 2014
We've been teasing this update for a while and it took much longer than we thought it would, but it is finally here! Since this is a larger update, 1.9 morphed into 2.0.

The entire UI has been overhauled using a brand new UI system that allows us to deliver a much more functional, visually pleasing, and performant system. We also have added tons of great new features like Hotseat, Mouse Over Actions, and more!



New Minimal UI:
  • Clean minimalistic theme with the use of images for easy visual navigation
  • Reduced screen clutter to keep the interface out of the way of the player and focused on the game
  • Much better resolution independence, supporting massive 4k resolution and all the way down to sub 720p
  • Overhauled spawn system with drag & drop spawning, and 3d object preview
  • Much better UI performance, even while using higher resolution assets
  • New player color selection, that shows you where on the table you will be sitting
  • Use of drop down menus to nest information until you need it
  • Logical 'X' close button instead of the previous inconsistent close layout
Hotseat Mode Added:
  • Hotseat mode will allow you to play a game with up to 7 other people on the same computer
  • Information is hidden just like if you were playing on separate computers with an easy to use turn system



Improvements:
  • Loading in custom content now has a progress indicator giving a percentage completed
  • You can now specify the name of the game mode in Host Options
  • Hosts can now change their color from white
  • King crown icon next to the host's name
  • Harder to accidentally right click an object when trying to use the camera by adding delay check
  • Scrolling the UI no longer zooms the game in and out
  • Camera responsiveness has been improved

Mouse Over Actions:
    We want to have a consistent control scheme to the game so that you can now interact with objects either by hold them or by mousing over them. (Keyboard keys only to avoid accidental commands, due to mouse keys being duplicate)
  • Mouse over + 'Flip'
  • Mouse over + 'Rotate'
  • Mouse over + 'Scale'
  • Mouse over + 'Cut', 'Copy', 'Paste'
  • Mouse over actions works on multiple objects if you have them highlighted with the marquee



Bug Fixes:
  • Fixed not being able to move objects if you join a server after the objects have been spawned
  • Fixed poker chip highlighting bug where they turn white
  • Custom models no longer fly all over the place when they are first loaded in
  • Fixed camera distance on color selection for certain tables
  • Backgammon board triangle order has been fixed
  • Board optimization on physics calculations
  • Card Hand holders code optimization
  • Can now have more than one singleplayer running on the same computer
  • Fixed toggle zoom issue on glass table
To Do:
  • Browser and Chat still need to be done in the new UI system
  • RAM Optimization
  • Stability improvement
  • Third Game Mode
  • More Steam Integration
  • and much more!

We wanted to take the time to thank all of you for supporting us! Word of mouth is how we have managed to get this far and it's all thanks to you guys.

If you want to get the latest news on development feel free to follow us on Twitter

We recently added a Wiki to our website, help us flesh it out with some more content!
27 Rate up
Marauder July 11th, 2014
HUGE discount on Marauder this weekend!
Don't hesitate to join Ahmed on his quest through post-apocalyptic Russia!
You have time till Monday only!

25 Rate up