Survivors! Dying Light has now surpassed 100 000 reviews on Steam \o/
Big thanks for taking the time to share your opinion and feedback with us and other players out there! Keep slaying and grab your Golden Weapon Docket now! Use ‘100k’ at www.dockets.dyinglightgame.com
__________________________________________________________________ Remember that you can wishlist Dying Light 2 here!
Assetto Corsa Competizione: Intercontinental GT Pack DLC - NOW AVAILABLE ON STEAM!
The Intercontinental GT Pack DLC for Assetto Corsa Competizione introduces four iconic international circuits from four different continents:
• Kyalami Grand Prix Circuit (South Africa) • Suzuka Circuit (Japan) • Weathertech ®️ Raceway Laguna Seca (United States) • Mount Panorama Circuit (New South Wales)
Players owning these tracks will extend the GT Series to the Intercontinental GT Challenge by Pirelli, providing a challenging driving experience using an exclusive layout finely reproduced with Laserscan®️ technology, which allows for extreme precision in track reproduction detail.
The Intercontinental GT Pack for Assetto Corsa Competizione also features more than 45 new car liveries, 30 new teams and 50 new drivers in addition to all-new game modes from the real-life Intercontinental GT Challenge powered by Pirelli.
This update also includes the new 1.3 patch which will update the whole game, improving several aspects in order to grant the best game experience to all Assetto Corsa Competizione users.
GENERAL: - Enabled Intercontinental GT Challenge Pack DLC (requires additional purchase). - Adding 4 new tracks, a lot of new entries and relevant season and game modes: Mount Panorama Circuit WeatherTech Raceway Laguna Seca Suzuka Circuit Kyalami Grand Prix Circuit - Added IGTC 2019 entries and liveries. - Added IGTC 2019 championship mode. - Added IGTC race weekend modes (8H, 9H, 10H and 12H race weekend). - Fix to occasional freezes with Fanatec wheels caused by having the Fanatec LED option enabled without using Fanatec hardware. - Shared memory unmapping when quitting the game.
GAMEPLAY: - Fix for incorrect driver stint limits in Custom Race Weekend mode. - Fixed checkered flags seen as real flags in final race sector. - Fixed drive-through penalty for exceeding driver stint and added S&G penalty in case of double violation. - Pitlane logic moved from trigger to surface system for more reliable detection. - Fixed replay driver info memory occupation. - Better recognition of non-overtake highlights during incidents. - Collision enabler has been changed to overlap-based system. Collisions are enabled by mesh and no longer based on distance - fixes rare occasions when cars spawned too close to one another and continued to have no collision after the green light. - New spawn system and track slots sorting: Grid and fast start spawns are built at runtime, pitlane slots are sorted by spline. - Reduced yellow flag threshold for offtrack cars. - Added replay event type dependency in gallery replays (replay version changed). - Reviewed formation lap and start triggers. - Fixed issue with destructible objects in gallery replays.
UI/HUD: - UI integration for DLC. - Fixed MFD pitstop validity with pit window rules to be green already while on the track. Pitstop is now shown valid in the MFD before entering pitlane when all conditions are met. - Navigation: restored damage MFD selection logic to correct one. - MP and Championship car selection boxes now point to the new showroom. - Appearance update to normal/high/max priority race communication messages. - Added more highlighted player-specific communication messages. - Communication panel positioning and minimum message priority exposed as options in the HUD options screen. Previously used center position can be restored via the HUD options. - Added engine map setting display to the clutch bar in the gear widget. - General styling updates to the gear widget. - MFD tyreset condition indicator added in the pit strategy page of the MFD. Brand new sets are marked white, used sets are marked with a black dot for easier selection on the fly. - MFD pit strategy now shows both fuel to add and total fuel calculation. - HUD and real-time widget now use official position from race start to the first split to show more reliable positions at the start and less flickering. - "Randomize" button is now part of the Custom weather group. - Fixed camera cycle inconsistency in replay when the car is in the pits (difference in cycle up vs. down). - Weather forecast widget sensitivity increased. - Added green lights widget with setting to be disabled via HUD options. - Real-time page update in the MFD to account for lapped cars and large gaps that are not relevant for the player. - Extra highlighting for the player row in the real time position widget for easier tracking.
GRAPHICS: - Fixed near plane with F7 free camera (now depends on camera distance from the focused car). - Alternative rendering method for marbles. NOTE: works only when material quality is set to MID (should help when using FXAA). - Additional custom templates for the Porsche 991II GT3 Cup and Lamborghini Huracán Super Trofeo cars. - Improved car visibility system when max opponent visibility setting is used. Cars in pitlane should now be ignored when on track to not steal focus for cars driving in front. Cars in front also have render priority over cars behind the player. - Disabled behind-player-car light cone optimization for opponent cars in chasecam and dashpro views to fix an unwanted pop-in effect. - 3D grass updates on all tracks. - Unique display brightness curves for individual tracks. - Fixed national flags going hectic during the pause menu. - Updated season-independent numberplate/banner layouts for custom cars and custom game modes in all seasons. - Fix for issue with car decals when car visibility limit is used.
PHYSICS: - All cars BOP assignments for IGTC circuits. - All cars have now safe, aggressive and wet presets for new IGTC circuits. - Audi R8 LMS EVO new Spa aggressive preset. - Bentley 2018 new Spa aggressive setup. - Honda NSX GT3 (old) new Silverstone aggressive preset. - Honda NSX GT3 EVO rev limiter tweaks. - Lexus RC F GT3 all presets modified brake balance. - Slipstream optimization in CPU performance with many AI cars. - Chassis flex optimization in CPU performance with many AI cars. - Slipstream simulation fine tuning. Leading car now gains less speed, while following car gains more. - Tyre model fine tuning. Pressure sensitivity and influence on flex and slip angle/ratio. - Wet tyre wear and grip adjustments. - Slick tyres now drain less water on wet track. - Porsche 991II GT3-R performance tweaks on sprint circuits. - Optimizations to AI CPU occupancy. - Fixed brake wear after loading a saved game. - Fixed occasional bug with broken suspensions when pitting after loading a saved game. - Fix for MoTeC not saving if username had special characters. - MoTeC now exports in 200hz frequency for suspension travel, wheel speed, dampers and relative math channels. - MoTeC new channels export on/off when suspension travel touches bumpstops. - Improved engine response at low revs and manual clutch release scenarios for easier starts. Also improves driveability for "starting over grass after a spin" scenarios. - Less sensitive launch control activation. Now needs almost 100% accelerator to engage. Improves slow launches with clutch without engaging always.
AUDIO: - Improved "Green flag" message timing at the race start. - New crew chief/spotter messages.
MULTIPLAYER: - All tracks in base content now have 50 slots for private MP. - Server formation trigger is set 500m earlier when full-lap formation is used. - Cars are now always positioned in 45 degrees in FP and Q sessions. - Player car is now locked until green flag + 20 seconds when teleported from the grid or formation lap. - Added IGTC tracks to server configuration: kyalami_2019, mount_panorama_2019, suzuka_2019, laguna_seca_2019. NOTE: non-DLC owners can also set up servers with DLC tracks. - Formation lap type is now configurable via settings.json: New system (default), old system (with limiter), free (for private servers) - New Formation lap type for Multiplayer, including position tracking widget - to be used in official and CP servers and optional in private MP servers. Guidelines: - In "Single file" phase, player must follow the target widget, it should be relaxed enough to allow for warming up tyres and brakes. Being out of target by significant margins results in teleport to pits. - In "Double file" phase, players should find their target position as soon as possible and hold speed and side once there. - In "Pre-green" phase (when the speed delta appears), players must lock their speed to the delta. Speeding or moving out of lateral and longitudinal position during the pre-green phase grants a penalty based on severity. The system works on a protect-the-innocent basis, the player can ignore what other cars are doing around them, the important thing to pay attention to is their own position and speed. Collisions are disabled during the formation lap and regained once any overlap is ended. - New dynamic fast formation spawns for MP. - Server and client penalties now correctly accumulate. - Server post-race time penalties are now applied on top of mid-race penalties. - Pitlane speeding in non-race sessions no longer disqualifies the player, only teleports the client back to the pits. - Fixed missing lap countdown for Race Control penalties. - Temporarily disabled server settings: "isRaceLocked" (active by default) and event rules "driverStintTimeSec" and "maxTotalDrivingTime". - Updated server admin handbook to provisional version 6a.
RATINGS: - Added new track medals for DLC owners. - TR rating now scales dependent on DLC ownership. - SA Trust generation adjustments. - CP servers will run DLC tracks in a parallel schedule. - CP servers will adaptively select DLC tracks on unknown track days when a large majority of registrations owns the DLC.
Separatist movements rose to power in different parts of the world and control major resources now. Use this opportunity to seize these regions and utilize them to forge a mighty global Empire!
Victory on this map is not achieved by simple conquest, in order to win you have to secure 13 of 25 Control Points scattered across the world map. Only one player will win the huge gold reward in the end, so use your wits and plan your strategy wisely to have a chance in this demanding event!
Event Details:
Dominion world map with 97 players
All provinces conquerable
Hold 13 of 25 Control Points for 4 ingame days to win
Winner receives 50,000 Goldmark
No coalitions
Starts-when-full
random country selection
AI & human player peace period of 12 real-life hours
2x speed
fixed runtime: 28 real-life days
During the sign-up period the event maps can be found at the top of the games list. Join these event map to participate. We wish you good luck and much fun!
Extremist movements around the globe rose up and conquered vital industrial centers and strategic points in their countries. Use this opportunity to “free” these regions and utilize them to achieve your own Supremacy!
Victory on this map is not achieved by simple conquest, in order to win you have to secure 13 of 25 Control Points scattered across the world map. Only one player will win the huge gold reward in the end, so use your wits and plan your strategy wisely to have a chance in this demanding event!
Event Details:
Dominion world map with 99 players
All provinces conquerable
Hold 13 of 25 Control Points for 4 ingame days to win
Winner receives 50,000 Gold
No coalitions
Starts-when-full
random country selection
AI & human player peace period of 12 real-life hours
2x speed
fixed runtime of 28 real life days after the game started (if not won earlier)
During the sign-up period the event maps can be found at the top of the games list. Join these event maps to participate. We wish you good luck and much fun!
With a new campaign, new ships, and munition types, Ghost Fleet Offensive will continue Battlestar Galactica Deadlock's Season 2.
Take initiative and bring the fight to the toasters in the new Ghost Fleet Offensive campaign, where you will be striking from the shadows and hitting hard behind enemy lines.
The DLC will be accompanied by a free update called Fleet Admiral Update, downloadable for free by all the owners of Battlestar Galactica Deadlock.
Ghost Fleet Offensive and the Fleet Admiral Update are due out on PC on February 25th, and it will be released on Xbox One and PlayStation 4 a few weeks later.
New Campaign
Ghost Fleet Offensive is a brand new 10-mission story campaign. Relive the infamous Ghost Fleet Offensive, strike behind enemy lines and turn the tide of the war for the Twelve Colonies.
New ships
Colonial Orion - Recon Frigate A light frigate equipped with an experimental suite of ECM jamming and stealth technologies. Able to protect itself from hostile DRADIS sensors, the Orion can lay in wait, maneuver for the perfect torpedo angle, and then speed away while its stealth battery recharges.
Colonial Defender - Support Specialist A support ship of Gemenese origin, the Defender is a mobile marine detachment platform. The Raptors from the Defender can both bolster the marine defense of friendly ships that have been boarded, and provide technical support to boost the strength of ally subsystems. Based on the ship design and used with permission of Todd Boyce.
Cylon Medusa - Central Command A technologically advanced command ship lined with point defense cannons, and capable of overclocking the subsystems of multiple ships with its advanced transmission arrays. The Medusa pushes the capabilities of Cylon technology to its very limits.
New Cylon Munitions
Cylon Cluster Nukes - A devastating multi-missile system capable of striking six individual targets with high yield nuclear warheads. Cylon Virus Mines - A short-range ECM field generator that both hacks the subsystems of hostile ships, and compromises enemy squadrons.
New Free Update
Ghost Fleet Offensive will be accompanied by a new free update, called the Fleet Admiral Update.
The Fleet Admiral Update contains a plethora of new features and improvements, including: - Fleet Admiralty Difficulty - For the ultimate challenge against Cylon Command. - Updated officer profiles - All new artwork for your flagship officers . - UI enhancements - More QoL improvements to the UI, including additional information tooltips, double-click to select all ships of the same type, more squadron groups, and more. - Cinematics Browser - Replay any intro or outro cinematic you’ve unlocked. - Select flagship - Select the ship in any campaign fleet you want as flagship, to get the most of your officer bonuses. - New Loading Screens - Five new gorgeous loading screens. - And more...
Hello to all hentai lovers! Achievements and leaderboard added to the game. What is the essence of the leaderboard, there will be a separate level that opens, after passing through the 7th level of a regular game, maximum speed, maximum complexity and concentration. You have only 3 error rights, 4th will be the last.
February will be very creative for us! We will prepare new attractive locations not only in the open air - on the lake, in the mountains, or on the beach, but also in such unusual indoor places as Uranium Mine!
Our goal is to finish the user interface and player and game settings.
We will also work on Level Manager that will allow us to control levels from the inspector window.
We will create more packages with decorations, keep on the optimization, and update the documentation of the project.
All the time we're coming up with new twisted and challenging tasks and locations so stay tuned!
We know you have a lot of questions about Out There: Oceans of Time. Which is understandable since we're going from a 2D game to a full 3D universe and a lot of new features. We've putted together useful FAQ in the Steam forum. Feel free to ask anything in the thread and we'll update along.
We know you have a lot of questions about Out There: Oceans of Time. Which is understandable since we're going from a 2D game to a full 3D universe and a lot of new features. We've putted together useful FAQ in the Steam forum. Feel free to ask anything in the thread and we'll update along.