Added and updated many help texts for various behavior instructions
Show tooltips on icons inlined in text (for example in the codex or in the tutorial)
Removed alien foundation
Robot basic tech tree (tier 1) techs reduced research time and ingredients
Increased enemy Mortako spawn rate at higher difficulty
Updated tooltips for custom map settings
Allow dragging of behavior parameters from the name text and not only from the small box background area below it
Abort behavior components on units changing ownership due to Hacking Tool component (fixes issues with behavior editor on hacked units not working and multiplayer potentially going out of sync)
Fix loading a save, which had a mod corrupt the map settings table, overwrite the frontend (main menu) state
Ignore frontend (main menu) state if it was overwritten by a non-frontend state (avoid not being able to load the main menu)
https://store.steampowered.com/news/app/1450900/view/542245629679632694
You're not the only living thing to put down roots in Kinlaig. With the Highlands Fishing expansion, we also introduce another root crop: onions. Starting November 4th, we provide you with specialized machines and new production chains to cultivate and process this vegetable.
Catch up on other Previews!
Cultivating Onions
Cultivate, cut, clean, and continue…
After planting them between March and April, fertilizing and removing those pesky weeds like usual, onions require you to cut off the haulms before you collect them in August or September.
For this crop, Dutch brand Holaras comes into play with two simultaneously attached tools: With the Holaras UMR 330-FC, you cut off the heads and produce a centered swath.
With the Holaras UR 205, attached in the rear, the onions get cleaned more thoroughly after they're dug out by its front-attached companion.
It also compacts the soil a bit, so the onions don't get mixed up with the soil again. By default, the swaths are centered by the belt of the tool, but you can also choose right- or left-aligned swaths.
To collect them, you have two options: the GRIMME Varitron 470 or Ropa Keiler 2 RK22. Both are available with the configuration specialized on this particular vegetable crop. Just like in reality, a potato harvester like the Ropa Keiler 2 can be modified to pick up onions.
After that, deliver them to the Holaras AS 25 on your farm, an onion topper specially designed for trimming onions. Thanks to the special shapes of its blades and their high speed, the strong airflow sucks the onion tails between bars of a vibrating screen, after which they are cut off.
Neatly cut and packaged, the onions are now put in boxes, so you can process them further at various production points…
Processing Onions
Salty, Soupy & Fried
Transport your onions to the next designation. Do you want to produce onion salt or onion soup? Fried onions are also an option. Deliver them to the corresponding factory for processing!
You could also just sell them, if it's too much of a hassle for you and you want to get back onto the fields. No judgment. But also no bonus profit for you!
Learn more in our upcoming preview about productions, constructions & decorations. We still have a few previews scheduled upon release. Stay tuned!
Ready to Fish?
With Highlands Fishing, you can also start bigger, more professional fishing operations. A fish breeding facility, offshore aqua farms, feed production and boats for transport let you set up a new line of business in addition to agriculture, animal husbandry, and forestry.
Pre-order now for a 10% discount - or get the Year 1 Season Pass which includes the expansion and three packs! Highlands Fishing releases on November 4th for PC & consoles.
👉 Year 1 Season Pass 👈
New Packs & Expansion
Get new content for Farming Simulator 25 and save up to 25% compared to purchasing the new content separately! Check out below what's included in the Season Pass.
The Year 1 Season Pass includes 3 content packs & 1 expansion to extend to your game as soon as the additional content releases.
Unity Security Vulnerability Fix
Hi, Gamers!
RolldBox Games development team Today with all the Team involved is there! 👋
The final and desired moment has arrived!!! We are able to launch today October, 23rd the Early Access Masks of the Void:Origins
Thank you all so much for being part of this journey, and to you who still want to enjoy the game. Without your support, feedback and help, this would not have been possible!
In Masks of the Void, players dive into a world on the brink of annihilation, where telekinesis is your ultimate weapon. Bend the battlefield to your will, hurl enemies and objects alike, and craft devastating combos as the environment itself becomes your greatest tool.
This is the first-ever rogue-lite where the world reacts dynamically to your every action. Your decisions reshape the environment, your power, and your destiny. Every run offers a new challenge, every battle a new way to master chaos.
You play as Iret, a girl granted extraordinary telekinetic powers and burdened with the mission to stop the monstrous Neverending Night from devouring her world.
Will you empower yourself, your allies, or the world around you?
In this fast-paced, choice-driven adventure, your strength and decisions define how your story unfolds.
The challenge awaits: Are you strong enough to defeat the Void?
In case you have questions or feedback, feel free to let me know! :)
Don’t forget to {LINK REMOVED} . Let us know what you’d like us to talk about next from there!
See you in the Void!
We have fixed an issue about the \[Chen-Yuan] tutorial. If you encounter this issue, please control your character and walk to the right side, and choose to skip the tutorial.
The landmines and Void Skull/Spirit Skull/Ghost Skull (from Slaughterhouse) that you deploy will now be saved. They won't go away until they explode or run out of charges.
The Laser sight sold by Hans is now much cheaper to make it more available for starting player
The Dirty Shovel's swing speed is increased to make it a little easier to use.
Auto-Aim control scheme is now the default to make initial experience more consistent. Also updated the tutorial to explain better the difference between control schemes.
Hello everyone,
We’ve just released our first Train Sim World 6 route, All Aboard Studios’ WCML: Birmingham-Crewe route, and we hope that you’re enjoying some of the detailed scenery and gameplay options for the team’s first TSW release.
We are aware of feedback from our communities experiencing some issues, and we wanted to take some time to run through how we’ll be addressing them, workarounds you can use in the meantime to be able to enjoy the route, and next steps for when you can expect improvements.
As a note, all versions of the add-on are up to date as we’re expecting, so please make sure you’ve checked your download queue for any updates since launch – we’ve only pushed additional builds on PlayStation so far, around 11:00 BST on Oct 21st.
Performance Issues and Blurry Textures (Console)The team have prepared some optimisations, which will come in a priority hotfix for the route, aiming to release next week. More details below.
Workaround: For Xbox players experiencing crashes at Crewe, we recommend that you play in HD rather than 4k mode (you can adjust this in your console’s settings) – you can also remove the Class 150 layer and the LSL static layer to help with memory, as we believe these might be causing some of the issues.
Out of memory crashes heading into CreweWe are aiming to resolve this in the Birmingham-Crewe hotfix (details below).
Lack of access to Voyager layersWe are aiming to resolve this in the Birmingham-Crewe hotfix (details below).
Class 350 tutorial crashes (Consoles)The team are currently investigating this.
Destination boards showing Wolverhampton as the destinationThe team are currently investigating this.
Timetables incorrect or showing no timesThe team are currently investigating this.
Audio missing on Introduction/Training modules, and subtitles not being translatedThe team are currently investigating this.
Class 390 cab facing the wrong wayThe team are currently investigating this.
Some issues with objectives not completing as expectedThe team are currently investigating this.
Nvidia GeForce NOW – Unavailable to download Birmingham-CreweThe team are currently investigating this.
Please check out our Birmingham Crewe launch article, where we listed some of the known issues that the team are also working on (Announcements, ‘Contingency Measures’ and ‘Unit Exchange’ scenarios).
Micro patch to improve crashing at Crewe, reduce texture blurriness, layering issues and implement Train Faults. This patch should be arriving next week for all platforms, with consoles (Xbox S/X and PS5) coming first, and PC (Steam / Epic Games) platforms being folded into the TSW6 Core Update #3 patch later during the week.
Changelog for Birmingham Crewe Hotfix
Added Train Faults
Improved optimisation at Crewe to reduce crashes and minimise texture blurring
This improvement may also help reduce crashes for scenarios starting in Crewe, but our teams are still reviewing
Fixed issues with ex-LM liveries causing texture blurring on consoles
Fixed an issue where layer requirements were incorrectly set (preventing some players using those layers – notably for the Class 220)
Removed floating scenery on the approach to Stafford from Birmingham
This patch will contain core fixes for TSW6 that our teams have been working on since our last update.
As a note, it’s too late for us in the certification process to include further fixes for Birmingham Crewe on this update; these will be included in the following TSW6 Core Update #4 patch. See our highlights for this update below:
Highlights from TSW6 Core Update #3
Core - PS4 players can import profiles from TSW5 as expected.
Riviera Line - Added missing coaches to Formation Designer and reduced frequency of 150/220 diesel engine faults.
Morristown Line - Fixed an issue causing announcements to stop playing
Leipzig Dresden – Fixes to 442 passenger lighting, assets loading in the distance, paint can collectables and 294 wiper faults.
Manchester Airport Commuter - Added Train Faults and improvements to route scenery, including lighting, OHLE wires and additional barriers/ticket machines.
Full details of the changes will be shared alongside the update next week.
Our next scheduled core update, which will contain further core improvements from feedback following TSW6’s release, and a wider range of improvements for the Birmingham-Crewe route.
Please note: Dates and timings above are aspirational and any changes will be communicated across our spaces in advance.
We hope this clarity helps you understand the timeline of when you can expect improvements, and our goals for how we ensure the content is the best experience possible.
We have been working with the All Aboard Studios team to resolve as many of the above quickly, collecting your feedback and folding these into our plan above - we thank you for your patience and understanding, and we hope you continue to enjoy the route whilst we bring you these updates.