The Binding of Isaac: Rebirth - souldescen
General fixes:
-Vengeful Spirit deals a lot more contact damage, before it was dealing much less than intended
-hostile enemies spawned glitch items no longer deal instant damage, so the player gets a small amount of time to get away from them
- Fixed Vanishing Twin being able to turn into Dark Esau
- Fixed Locust of War + Brimstone Bombs being able to damage the player when spawned by Cricket Leg
- Fixed a bug which caused the first two floors of the alternate path to always share the same variant, making it impossible to see both Downpour and Dross in the same run

General modding changes:
- Mods are now stored in a "mods" folder in the same directory as the rest of the game files
- This directory can be easily accessed by right clicking The Binding of Isaac: Rebirth in the Steam library, then clicking on "Properties", "Local Files", and finally "Browse..."
- Mod save data is now stored separately in a "data" folder, meaning that updating or unsubscribing from a mod will no longer cause its save data to be wiped
- The name of the subfolder used to store save data is determined by the "directory" property in metadata.xml
- Added a loading screen that appears when installing or updating mods from Steam Workshop

XML changes:
- Players (players.xml)
- Added the following properties:
- broken: Number of broken hearts this player begins with
- pocketActive: Gives this player the specified starting active item in the pocket item slot
- birthright: The unique description that should be displayed when this character picks up Birthright
- bSkinParent: If present, marks this character as the "tainted" version of the regular character that bears the specified name
- Usually, this should be set to the same name as the character, unless the tainted and regular version of this character bear different names
- If there is no regular character to attach to, this character will not be available in the character selection menu
- hidden: If set to "true", hides this character from the character selection menu
- Custom coop selection graphics can be set for all modded characters by supplying the following animation file (non-tainted characters only):
- "content/Coop Menu.anm2": Must contain one animation per character, each animation must bear the same name as the character it was made for
- Custom menu graphics can be set for tainted characters by supplying the following animation files:
- "content/CharacterMenuAlt.anm2"
- "content/CharacterPortraitsAlt.anm2"
- "content/Death Screen Alt.anm2"
- "content/Coop Menu Alt.anm2"
- "content/CharacterMenu.anm2" and "content/CharacterMenuAlt.anm2" no longer require a "Background" layer as the game now renders the paper background automatically
- Items (items.xml)
- Added the following properties:
- shopprice: Sets a custom shop price for this item
- initcharge: Overrides the initial charge for this item (this can be used for active items that do not start with a full charge)
- chargetype: Can be set one of the following 3 values: normal (recharges on room clear), timed (recharges over time), special (never recharges automatically, cannot be recharged by batteries or item effects)
- passivecache: If set to true on an active item, evaluates the player's stats on pickup like a passive item rather than when using the item
- hidden: If set to true, cannot be obtained in game unless explicitly spawned or given to the player
- persistent: If set to true, temporary effects tied to this item persist between rooms
- quality: Sets the quality of this item (0 to 4, where 0 is the lowest quality and 4 is the highest)
- tags: Adds one or more tags to this item (see items_metadata.xml for reference)

Lua changes:
- Added a new include() function which acts like a "raw" version of require() and will always load the specified file even if it was loaded before
- Fixed the spelling of EntityPlayer:GetMaxPocketItems() and EntityPlayer:DropPocketItem()
* Previous spellings are still present for backwards compatibility but should no longer be used
- Sprite:SetFrame() can now be called with only an int argument, this will adjust the current frame for the current animation without stopping it
- Vector multiplication is now commutative (number * vector is a valid operation) and supports element-wise vector by vector multiplication
- Color(R, G, B, A, RO, GO, BO) has been updated:
- Only the first three arguments (R, G, B) are required, A defaults to 1 when omitted
- The offset parameters (RO, GO, BO) default to 0 when omitted and are now in the 0-1 range instead of 0-255 for consistency
- Mods that use this feature will need to be updated
- Added constants Vector.Zero, Vector.One and Color.Default for convenience purposes
- Updated Isaac.GetPlayerTypeByName(string Name, boolean Tainted = false)
- If Tainted is omitted or set to false, only matches non-tainted characters
- If Tainted is set to true, only matches tainted characters
- Tear flags are now represented by the BitSet128 data type, this was a necessary change due 64 bits no longer being enough to hold every tear effect in the game
- Most AB+ mods should be backwards compatible, however due to a limitation from Lua, expressions such as "Tear.TearFlags & TearFlags.TEAR_POISON == 0" no longer work correctly
- This can be quickly fixed by either replacing "==" with "<=", replacing 0 with TearFlags.TEAR_NORMAL, or using the convenience functions below
- The following convenience functions have been added:
- void Entity_Tear:AddTearFlags(BitSet128 Flags)
- void Entity_Tear:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Tear:HasTearFlags(BitSet128 Flags)
- void Entity_Bomb:AddTearFlags(BitSet128 Flags)
- void Entity_Bomb:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Bomb:HasTearFlags(BitSet128 Flags)
- void Entity_Laser:AddTearFlags(BitSet128 Flags)
- void Entity_Laser:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Laser:HasTearFlags(BitSet128 Flags)
- void Entity_Knife:AddTearFlags(BitSet128 Flags)
- void Entity_Knife:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Knife:HasTearFlags(BitSet128 Flags)
- Updated EntityProjectile:
- Added:
- void ClearProjectileFlags(int Flags)
- boolean HasProjectileFlags(int Flags)
- MC_PRE_SPAWN_CLEAN_AWARD, MC_PRE_NPC_UPDATE and all MC_PRE_xxx_COLLISION callbacks will now only skip remaining callbacks when returning a non-nil value
- MC_GET_SHADER_PARAMS will now only skip remaining callbacks when returning a table
- Updated arguments passed to MC_USE_CARD (int CardId, EntityPlayer Player, int UseFlags)
- Updated arguments passed to MC_USE_PILL (int PillId, EntityPlayer Player, int UseFlags)
- Updated arguments passed to MC_PRE_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData)
- Updated arguments passed to MC_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData)
- If a table is returned instead of a boolean, the following fields can be set to a non-nil value for extra functionality:
- Discharge: Determines whether the item should be discharged or not after being used
- Remove: Determines whether the item should be removed from the player or not after being used
- ShowAnim: Plays the default use animation if set to true (equivalent to simply returning true in AB+)
- Updated PlayerTypes.ActiveItemDesc
- Added:
- int TimedRechargeCooldown: Number of frames before an item with a timed cooldown can recharge again (used by Spin To Win to pause its recharge after fully discharging it)
- float PartialCharge: How close the item is to gaining another charge (0-1 range, used by 4.5 Volt)
- int VarData: Holds extra information for some active items (such as the number of uses for Jar of Wisps)
- Removed:
- boolean Lock
- Updated EntityPickup:
- Added:
- int OptionsPickupIndex: Any non-zero value causes the item to form an option group with any other item with the same OptionsPickupIndex value.
When an item belonging to an option group is picked up, all other items belonging to the same group disappear.
0 is the default value and means the item doesn't belong to any group.
- Removed:
- boolean TheresOptionsPickup: see above
- Updated GridEntity:
- Added:
- RNG GetRNG()
* The object returned from this function is now a reference rather than a copy
- Sprite GetSprite()
* Same as above
- Removed:
- RNG RNG
- Sprite Sprite
- Updated Sprite:
- Added:
- string GetAnimation()
- string GetOverlayAnimation()
- Updated EntityPlayer:
- Added:
- void ChangePlayerType(PlayerType Type)
- void AddBrokenHearts(int Num)
- int GetBrokenHearts()
- void AddRottenHearts(int Num)
- int GetRottenHearts()
- boolean CanPickRottenHearts()
- void AddSoulCharge(int Num)
- void SetSoulCharge(int Num)
- int GetSoulCharge()
- int GetEffectiveSoulCharge()
- void AddBloodCharge(int Num)
- void SetBloodCharge(int Num)
- int GetBloodCharge()
- int GetEffectiveBloodCharge()
- EntityPlayer GetMainTwin()
- EntityPlayer GetOtherTwin()
- boolean TryHoldEntity(Entity Ent)
- Entity ThrowHeldEntity(Vector Velocity)
- EntityFamiliar AddFriendlyDip(int Subtype, Vector Position)
- EntityFamiliar ThrowFriendlyDip(int Subtype, Vector Position, Vector Target = Vector.Zero)
- EntityFamiliar AddWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false, boolean DontUpdate = false)
- EntityFamiliar AddItemWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false)
- void TriggerBookOfVirtues(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL)
- EntityFamiliar AddSwarmFlyOrbital(Vector Position)
- int GetNumGigaBombs()
- void AddGigaBombs(int Num)
- CollectibleType GetModelingClayEffect()
- void AddCurseMistEffect()
- void RemoveCurseMistEffect()
- boolean HasCurseMistEffect()
- boolean IsCoopGhost()
- EntityFamiliar AddMinisaac(Vector Position, boolean PlayAnim = true)
- void SetPocketActiveItem(CollectibleType Type, ActiveSlot Slot = ActiveSlot.SLOT_POCKET, boolean KeepInPools = false)
- Updated all enums (see enums.lua)
- Many more additions and changes to existing functions, the full list of changes can be found here: https://pastebin.com/748vEEdR
Bless Unleashed - [CM] Rosso
Greetings Adventurers,

We will be undergoing server maintenance to improve service quality.
Please refer to the details below, and we apologize for the inconvenience.


■ Server Maintenance
- Schedule: May 15th 02:00 - 03:30 03:20 (CEST) / May 14th 17:00 - 18:30 18:20 (PDT)
- Affected Regions: All regions
- Details: Server stability & updates

※ Notes
- Connections to the game will be terminated as soon as maintenance begins, and players will not be able to connect to the game during maintenance.
- Maintenance may change, be extended or end early according to the situation.

Thank you.
Lost Eidolons - ODS Pat


Greetings, tacticians!

For those of you who missed last week's dev update livestream for the month of May, we've edited a cut version of it onto YouTube, chaptered off for your viewing convenience! The Q&A section we recapped in a previous update, but this video also includes all the content we covered including:
  • Four types of cutscenes in Lost Eidolons (cinematic, static, 2D animated illustration, in-combat)
  • New skill animations
  • Camp walk/run/sprint animations
  • New armor/clothing designs
  • Face designs

As a reminder, you can always have your question featured in our town hall updates by asking them in the #town_hall channel on our Discord server. We welcome all questions about the project and studio, so don't be shy!

ARK: Survival Evolved - ARK: Survival Evolved
The Genesis II reveals continue following the Canoe, Noglin, and the Minigun. This week we take at a few items that were hot topics during the original reveal in our charity stream.




Full Resolution Wallpaper

Gone are the days of remembering to bring every arrow type for the hunt. Including a unique explosive arrow, the Federation issue TEK bow materializes any arrow instantly and uses electromagnetism to shoot them at blinding velocities.




Full Resolution Wallpaper

Be careful when you're taking in the beauty of the landscapes and fauna around you. Some things like the Carniflora want to take you in and get a closer look too!




Full Resolution Wallpaper

Stryders can be found patrolling the colony ship with a variety of components offering defense, offense, and utility. Just make sure your hacking skills are up to par before trying to claim one of these giant mechanical marvels.


Exo-mek
Egg Incubator
Maewing
Federation Crop Plot
Shadowmane
Shadowmane (Widescreen)
Loadout Mannequin
Canoe
Noglin
Minigun




An ARK: EVOLUTION EVENT is active from now through May 17th, with
  •  2X Breeding (mating interval, egg hatch speed, imprint, and maturation)
  •  2X Taming
  •  2X Harvesting
  •  2X XP
  •  1.5 Hexagon Bonus




Creator: The AxeMan
Do you agree with The AxeMan's ranking of ARK's carnivores? Hop in and check out!
https://www.youtube.com/watch?v=X5Uj-D3MhvI

Creator: Raasclark
On a similar note, do you agree with Raasclark's community-ranked DLC countdowns? Let us know!
https://www.youtube.com/watch?v=rrW4veULVx0



@GMFoxyArt - Inktober


DraukaRalh - Mourning Rider


@Schneekauzi - ARK Survivor Notebook


Dead Nitr0th3Edg3l0rd - Anomalocaris Dossier


@_Rosefinch - Fully Inked


@MEIPARK75263284 - Gasbags and Nikes




Kai#3241


Chaotic#7548


@ARKLove9


Catch up with you next week, survivors!
Studio Wildcard

Twitter: twitter.com/survivetheark
Discord: discord.com/invite/playark
Reddit: reddit.com/r/playark
Instagram: instagram.com/survivetheark
Twitch: twitch.tv/survivetheark
Steam: steamcommunity.com/app/346110
Youtube: youtube.com/survivetheark
Facebook: facebook.com/survivetheark
May 14, 2021
BloodRayne: Terminal Cut - Ziggurat | Alex
Today we’ve released patch 1.04 for BloodRayne: Terminal Cut. In this update:
  • Textures on mutates and other models have been restored to how they originally appeared in the console release of BloodRayne.
  • Japanese is now included as a playable language with fully voiced audio.
  • Improvements have been made to the rendering of reflections on water.
  • Miscellaneous bug fixes have been made.
Steam Trading Cards have also been added to the game.
May 14, 2021
BloodRayne 2: Terminal Cut - Ziggurat | Alex
Today we’ve released patch 1.03 for BloodRayne 2: Terminal Cut. In this update:
  • Music and ambient tracks missing from the original release of BloodRayne 2: Terminal Cut are now included in the game.
  • The Twisted Park fight with Ephemera has been rebalanced to more closely match the difficulty of the original console release of BloodRayne 2 (rocks are now easier to destroy).
  • Images in the unlockable Slideshows of the Extras menu now display at a higher resolution and with improved scaling.
  • An issue where English lines of dialog would occasionally play when playing the game in Russian has been fixed (note: you must set the language of the game to Russian in the Steam client for cutscenes to play in Russian).
  • Miscellaneous bug fixes have been made.
Steam Trading Cards have also been added to the game.
May 14, 2021
Nox Terrorem: Lost Souls - FoxesGaming
Hey everyone,

Jake here with some unfortunate news. At present we are still awaiting the approval from Steam to release. I'm not sure how much longer we need to wait, and our fingers are still crossed for a release occurring today, but that gets less likely with every passing hour.

We are very sorry that we may not be able to release today, and we ask for your patience and understanding as we try to figure things out and get this game to all of you. We've discussed some backup dates for release and we'll get that information out when/if it's needed. Until then, thank you all for sticking around, it means so much.

For now, if you'd like to listen to the soundtrack, here's a link for that: https://distrokid.com/hyperfollow/jakemenear/nox-terrorem-lost-souls-original-game-soundtrack

I'm sorry I don't have better news. Thank you all.
~Jake
Ragnarok Online - CM Mayari

May 17th, 2:00PM - 6:00PM PDT


  • Low: Uzhas / Live Peach Tree
  • Mid: Purple Venatu / Fanat
  • High: Incarnation of Morroc / Blue Lichtern


  • Updated Kachua:
      Guaranteed:
    • 3x [Not for sale] Shiny Physical DEF Scroll
    • 1 Random Item:
    • Advanced Refining Certificate Envelope
    • Essence of Powerful Soul
    • Engineer Cap [1]
    • Ignis Cap [1]
    • Rosary Necklace
    • Poring Capsule
    • Refining Certificate Envelope
    • Bearer's Shadow Armor
    • Bearer's Shadow Shoes
    • Bearer's Shadow Shield
    • Bearer's Shadow Weapon
    • Bearer's Shadow Earring
    • Bearer's Shadow Pendant
    • Class Shadow Cube
    • Shadow Enhancement Box
    • 2x HE Battle Manual
    • 2x Bloody Branch
    • Yggdrasilberry Box
    • Alchemist Box
  • The following Costumes have been added to the Enchanter:
    • Costume pRO 10th Cap
    • Costume Skull Cap
    • Costume National Flag Hat
    • Costume White Baby Demom Hat
    • Costume Halloween Hat
    • Costume Triangle Roof Hat
    • Costume Little Devil's Horn
    • Costume Dark Age
    • Costume Ribbon Black
    • Costume Drooping Gray Kitty
    • Costume Classic Ribbon
    • Costume Angel Mini Silk Hat
    • Costume Gigantic Water Cap
    • Costume Antler
    • Costume Parade Hat
    • Costume Christmas Tree Hat
    • Costume Soldier Hat
    • Costume Scooter Hat
    • Costume Choir Hat
    • Costume Drooping Argiope
    • Costume Chain Puppet
    • Costume Rune Circlet
    • Costume Mitra
    • Costume Driver Band
    • Costume Driver Band (Yellow)
    • Costume Shadow Handicraft
    • Costume Maestro Song's Hat
    • Costume Midas Whisper
    • Costume Magic Stone Hat
    • Costume Blazing Soul
    • Costume Wind Whisper
    • Costume Dying Swan
    • Costume Casket of Protection
    • Costume Bone Circlet
    • Costume Camouflage Bunny Hood
    • Costume Golden Exclamation
    • Costume Silver Exclamation
    • Costume Golden Question
    • Costume Silver Question
    • Costume Cold Protection Hat
    • Costume Aura Quartz Crown
    • Costume Lunatic Hat
    • Costume Blue Beanie
    • Costume Elder Crown
    • Costume Eclipse Knit Hat
    • Costume Galanthus Guard
    • Costume saLUsalo Hat
    • Costume Bomb Hat
    • Costume Dragon Turtle Hat
    • Costume Bullock Helm
    • Costume General Helmet
    • Costume Dragon Skull
    • Costume Lightning Speed
    • Costume Double Horn Helm
  • Kachua Ore Boxes go on sale!


  • Spring Flower Event continues! (Ends May 20th)
    • Talk to Arles (prontera 167 291) to get started!

  • Experience a new adventure with the Skill Balance Update!
    • You can get a stat reset from Sam Status in Payon (186, 109)

  • Our Homeward Bound Event has been extended (Ending date is to be determined)!
    • Enjoy a bonus +50% EXP and +25% Drops as you stay indoors and keep safe!

  • Big prizes are listed in Bold.
    • Kafra Blossom Card (1) / Old Purple Box (1-10) - 1,000,000z
    • Beelzebub Wing Box (1) / Yggdrasil Berry (1-4) - 1,000,000z
    • HD Oridecon 100 Box (1) / Oridecon (1-20) - 2,000,000
    • Temporal Crystal (20) / Yggdrasil Seed (1-2) - 200,000z
    • Coagulated Spell (2) / Blue Herb (1-60) - 70,000z
    • HD Elunium 100 Box (1) / Elunium (1-30) - 2,000,000
    • Cursed Fragment (1) / Witch Starsand (1-20) - 60,000z
    • HE Bubblegum (2) / Alcohol (1-15) - 350,000
    • Blacksmith Blessing (1) / Yggdrasil Seed (1-2) - 175,000z
    • HE Battle Manual (2) / Strawberry (1-30) - 100,000z


New World
  • Naga
  • Cornus
  • Luciola Vespa
  • Pinguicula
  • Dark Pinguicula
  • Tendrilrion
  • Little Fatum
  • Angra Mantis
  • Miming
  • Pom Spide
  • Parus
  • Centipede
  • Tatacho
  • Bradium Golem
  • Nepenthes
  • Dolomedes
  • Uni-horn Scaraba
  • Uni-horn Scaraba Egg
  • Horn Scaraba
  • Horn Scaraba Egg
  • Antler Scaraba
  • Antler Scaraba Egg
  • Rake Horn Scaraba
  • Rake Horn Scaraba Egg
  • Scaraba Queen
  • Hardrock Mammoth
  • Gold Uni-horn Scaraba
  • Gold Uni-horn Scaraba Egg
  • Gold Horn Scaraba
  • Gold Horn Scaraba Egg
  • Gold Antler Scaraba
  • Gold Antler Scaraba Egg
  • Gold Rake Horn Scaraba
  • Gold Rake Horn Scaraba Egg
  • Gold Scaraba Queen


  • Our Egg Painting Contest is over! Winners have been announced and we'll be working on distributing rewards this week!
  • Our Crazy Uproar!! livestream is on hiatus! Please read here for more info.
  • Did you know?
    • The use of grf edits such as "grayworld" is prohibited
    • We do not recruit players to be GMs
May 14, 2021
Wobbledogs - Tom
Game Adjustments:
  • The UI flow for dog pupation has been slightly adjusted. In the past, when you clicked on the cocoon thought-bubble above a dog, it would instantly pupate them. This was great if that's what you wanted to do, but it was easy to accidentally click on, often resulting in unwanted pupation. To try and address this issue without completely revamping the UI flow (which would be confusing for existing players), clicking this thought bubble now opens up a list of self-commands just like clicking on a dog directly. When a dog can pupate, they will now have a self-command to do so. The command should hopefully stick out to everyone as it has its own special cocoon icon attached to it. The tutorial text has also been updated to reflect this change.

  • I've added a slight lockout timer to sneezing. Dogs that sneezed a lot in the past will still do so now, but they should no longer chain-sneeze to quite the same degree.

New Content:
  • Younger dogs will now enter a teething period during which they'll get a score boost towards behaviors that involve biting or grabbing things. The score boost isn't massive, so hopefully this doesn't result in chaos, but I'll be keeping an eye on it just in case. During this teething period, there's a slight chance that dogs will leave behind a baby tooth. These teeth are, of course, edible and come with a new flora.

Audio:
  • SFX for opening/closing the dog storage screen.

Bug Fixes:
  • The pipe entrance suction sound loops were sometimes getting stuck playing even after an object left the entrance. I audited this flow, made some adjustments, and I believe this issue should now be fixed.

  • You could mess up the camera view if you entered a dog den, entered build mode, and then pressed play. The camera will now respond to this correctly.

  • The camera would often recenter on the starting pen after exiting build or placement mode. It should now correctly refocus on the pen you were last looking at, as long as that pen is still around.

  • You could previously click on a dog's cocoon thought bubble while inside of placement mode. The bubble now hides itself in this situation.

  • If you switched active dogs while the actions window was up, you'd still be controlling the dog you opened it for, but the UI would indicate that the command affected the newly selected dog. Even fixing this bug, the expected behavior was a bit confusing, so now this popup closes itself when you switch active dogs.

  • Certain behaviors, like choking, were marked as non-interruptible. This stopped the player from canceling them by petting or scolding the dog while they were running that behavior, but did not stop the player from interrupting these behaviors by commanding the dog to do something else. I've fixed this issue and thus you can no longer command a dog to stop choking.
May 14, 2021
Osiris: New Dawn - FromFenixFire
Change List
  • Added - New tutorial missions that also maintain story immersion
  • Added - Recipe in Forge to meltdown Scrap Metal into Aluminum
  • Added - Recipe in Printer to weave makeshift cloth bundles into ClothBundles with more AlienFiber
  • Added - Charred Alien Bits recipe to the furnace for early game meat food
  • Added - Support for text narration to missions
  • Added - UI Polish Pass on in Game GUI
  • Added - UI Polish pass on Main Menu
  • Changed - Moved diamond chisel recipe location in workbench menu to improve visibility
  • Changed - Moved pickaxe and conduit bender into forge high precision upgrade, reducing visibility
  • Changed - Updated Dull Survival Knife description
  • Changed - Optimized gameplay sounds
  • Changed - Further improved slope traversal
  • Changed - Minor UI Polish in Main Menu
  • Changed - Levels adjustments on fruit icons
  • Changed - Optimized all UI icons
  • Changed - Added map zoom hotkey info to explore mission dialogue
  • Fixed - Multiple issues causing players to disconnect with 3+ players
  • Fixed - Issue preventing legacy avatars from properly migrating, causing infinite retrieving spinner
  • Fixed - Reworked UI scaling handling to properly support all common aspect ratios
  • Fixed - Improved first-person melee detection when inside of enemy colliders
  • Fixed - Crude Pipe can now be used as a weapon
  • Fixed - Removed logs to help memory leak and performance hit during longer play sessions
  • Fixed - Spawning under the map when exiting the crashed pod
  • Fixed - Frame spikes when creatures spawn
  • Fixed - Creature zones now spawn for remote players
  • Fixed - Propellant Tank now properly disappears when dropped on the ground
  • Fixed - The player is no longer thrown into the air when exiting the crashed pod
  • Fixed - Removed Highlighter from Silver minerals
  • Fixed - redicle display when tool is not equipped
  • Fixed - Mission UI entries to properly display cancel button
  • Fixed - Collect rocks tutorial mission no longer completes after harvesting only 1 rock
  • Fixed - Mission objectives now display item display names instead of their item types
...