Havendock - krzmaster
Hey Settlers!

This is YYZ. I am happy to announce that Havendock now has a publisher, Different Tales! After having several chats with them, I believe they have the game's interest at heart and working with them means we can build a better game for you all!



A few words from our new publisher:

Hey everyone, this is Different Tales, a veteran studio and new dev-friendly publishing label that supports extraordinary games and their communities – that’s you all. :)

We fell in love with Havendock right away, spent hours with it, and honestly it’s incredible how much YYZ has accomplished as a solo creator. We’re joining the project to help in those areas where it is most difficult to work alone, supporting the game’s development and helping build up this amazing community. It’s time to gear up for Early Access early next year!

We’re amazingly happy and excited for this journey. See you all around!



https://store.steampowered.com/app/2020710/Havendock/
Dec 28, 2022
The Billion Clicker - PaulArt
Changed "Buy max" button logic. Now it works correctly

Added new German localization made by community (Lukas Walker)
Twilight Wars - unreal_mau5
Comrades,

Our discussion today will focus on two more categories of opponents that you will encounter in Twilight Wars.



The Amigos are headhunters for the Hat Union's Central Branch. Their current employers, the Colombian-Venezuelan hack cartel, use them to hunt down enemies with their pumped-up cannons and trademark solidity.

Base Attack

Live Target Shooting - rifle shot at a target enemy



Special Ability

Let's make some noise?

Grenade launcher shot at all enemies. Ignites for 3 turns








A Killer Cyborg is Macrohard's "pocket army", equipped with the most advanced implants available at the current level of technology. They become living weapons and are constantly improved.

Protocol — Attack

Machine gun shooting at a target enemy




Protocol — Defence

Increases the armor of all allies by 5 points.





Stay up to date on Twilight Wars news by following Twilight Wars social media:











Twilight Wars: Declassified - unreal_mau5
Comrades,

Our discussion today will focus on two more categories of opponents that you will encounter in Twilight Wars.



The Amigos are headhunters for the Hat Union's Central Branch. Their current employers, the Colombian-Venezuelan hack cartel, use them to hunt down enemies with their pumped-up cannons and trademark solidity.

Base Attack

Live Target Shooting - rifle shot at a target enemy



Special Ability

Let's make some noise?

Grenade launcher shot at all enemies. Ignites for 3 turns








A Killer Cyborg is Macrohard's "pocket army", equipped with the most advanced implants available at the current level of technology. They become living weapons and are constantly improved.

Protocol — Attack

Machine gun shooting at a target enemy




Protocol — Defence

Increases the armor of all allies by 5 points.





Stay up to date on Twilight Wars news by following Twilight Wars social media:










Community Announcements - TinyTomato
Optimisations
1. Adjusted Hongye's default perspective
2. Interface optimisations for when riding to Hongye
3. Added new prompt for Christmas trees stating tutorial stages must be completed before collection.
Bug Fixes
1. Fixed an issue where opening and closing SFX for market playing out even when there were no markets built.
2. Background music in some instances won't overlap anymore.
3. High-grade adviser residences can be destroyed by fire, plague and crime as intended now.
Ultimate Fishing® Simulator - Raintek
Hello everyone,
today we would like to come up with important news. As the Ultimate Fishing Simulator community grow over the years, the game also did grow up in content but always in the same quality, to not kill performance. But technology didn't sleep and moved forward for the last few years.

We are planning to switch to one of the newest versions of the Unity engine to be able to bring a fresh breath of air to this game.

But what will happen with players who bought games and have 32-bit systems?
You will be still able to play the game but you won't get any more updates or DLCs. The special build will be available for 32-bit users, which will be available to activate under the "BETA" tab in-game settings.

When?
Q1 2023. Probably end of January.

Regards,
Rafal
Combat Arms: Reloaded - GM_9s

Rangers!!

We appreciate your patience with this maintenance. We are glad to inform you that the server is up!

Rewards for this maintenance are the following:
🔸200% EXP & GP Boost for 2022.12.28 Maintenance for the rest of the day.
🔸Functional Metal 100 pcs
🔸Nightmare Respawn Token 15 Pcs (1 day)
⚠️•NOTE: MA Compensation can only be obtained on the day of MA

Thank you!!
===================================
Please follow us on:
Discord: https://discord.gg/combatarms
Website: https://combatarms-r.valofe.com
VFUN: http://vfun.valofe.com/home
Forums: https://forums.valofe.com/forum/combat-arms-reloaded
Facebook : https://www.facebook.com/valofe.combatarms.reloaded
Battle Realms: Zen Edition - KoMiKoZa At Work
We are still sorting out some screen resolution issues related to 2560x1080 and alike. Sorry for the inconvenience.
Thanks to everyone for reporting! In this little update we've tried to sort out most of the reports.
Changelog:

  • Fixed wrongly set training time for Mauler in Wolf Quarry (reduced from 25 to 20 ticks).
  • Demoness will regenerate HP up to 100%.

  • Implemented a bunch of fixes for some of the Campaign levels.

  • Made Gather Points from Peasant Huts apply to Wells.

  • Fixed double- clicking on mini-map that previously didn't allow units to run when "units walk by default" setting was checked.

  • Fixed double- clicking making units run when ALT was held while "units walk by default" setting was off (default behavior).

  • Buildings that can't be built due to tech limitations (campaign) won't show up on peasant building menu.

  • Reduced offset for building corners to avoid pathing issues when units avoid buildings.

  • Made the game consider "attack ready" animations as "Idle" for some units so they can still recover hp/stamina when entering those animation states.

  • Improved building placement and starting points in the Wolf Swamp mission (Campaign) to avoid excessive AI relocation.

  • Added additional Raider as a starting unit for the "Shinja and Necromancer" mission (Campaign).

  • Fixed a bug that caused horses to excessively loop rear up animations when on Stand Ground.

  • Removed FPS related game warnings, and increased time threshold for the network ones.

  • Made missile units engaging buildings on Stand Ground apply the same logic they use when engaging units, so they can reposition properly without stacking.

  • Game will now reset AI profile properly when player changes difficulty in Settings and when reloading a save game. Previously this led to AI playing better than it should have on difficulty settings like Normal or Easy.
Dec 28, 2022
Plumpy Uprising - Damarus
Happy Holidays,
Over the past month we’ve been putting a lot of polish into existing systems and content, along with modifying one of our most problematic towers.

UI Updates
We cleaned up a bunch of outdated UI this month!

We added tower information to the elder select screen which was previously missing as we didn’t have unique elder towers during the first implementation.


The loading screen now has artwork.


Additionally we improved the layout of the settings page, and made the main menu scale better with different screen sizes (note: this was trickier than normal as we are using an image as a texture on a plane vs. a normal UI asset, to get a certain blur effect). We’re finally getting to those things that have been lower priority until now, which is a good feeling.

New Visual Effects
A number of new VFX have made it into the game, including tower buffs, stun, and various Plumpy auras.


New Float Tower
NOTE: Final art pending….

Our teleport tower has been an issue for a long time. Due to how it was designed, it was very polarizing in its usefulness. In some situations it seemed useless and unexciting. In others, it was very overpowered. Massaging the stats of the tower never quite fixed this problem.

We’ve changed it! Instead of teleporting a Plumpy back, it will not float a Plumpy in the current tile for a duration. This works really well as it still serves the same purpose (Plumpy crowd control), but opens up a handful of new ways to balance it.




Happy New Year
We’ll post again in the new year - expect another update near the end of January. Also come talk to us on discord.
Sector's Edge - Vercidium
Hey all, minor update here with a few bug fixes and a new version of the Cold Harbour map from TotallyPorff.

The main issue that was fixed was invisible/ghost players - you may have noticed sometimes you suddenly died and the game said you killed yourself. This bug happened when two players joined at the same time, causing the other player to sometimes not load.




Next Steps
I've been writing a few articles on raytraced audio, as well as experimenting with moving voxel objects. Here's a sneak peek:









There's still a lot to learn and figure out, but it will be super cool to have moving and interactive trains, cranes, spaceships, meteors, machinery and more. I think it would make the game feel more alive!

Changelog
Fixes
- Fixed ghost players - a networking issue caused players to sometimes not know other players exist
- Fixed smoothing between client and server entity positions
- Ambient sounds no longer continue to play after disconnecting
- Underscoring and main menu music no longer overlap after disconnecting
- Improved accuracy of directional water ambience
- Fixed spawn camera rotation on Crashed Freighter
- Melee Soltrium can now be customised correctly
- Fixed various issues with spectating when progressing to the next round
- Fixed spawn/zone overlap in Aegis Oasis
- Weapon skins can no longer be bought for melee/utilities
- Fixed conflict between Midi and Digger skins (both will now be equippable if bought in the past)
- Errors are now shown when the MapPreviewCameras field is missing for custom maps
- Players no longer get stuck in limbo when joining a server during the victory screen

Changes
- Cold Harbour v3.0

Balancing
- Increased spawn invincibility time from 1 to 2 seconds to account for ping + time it takes for the camera to pan down
...