Jun 27, 2024
Bellwright - pogosan
The second batch of improvements is here to continue what we've started in the June Update! Now fully focusing on quality of life, we've redesigned the Tier 3 Pit to make it function more like a mine, allowing workers to harvest the deposits below the surface. Some of the screens, mechanics, and systems received much-needed overhauls and tweaks, and lots of fixes were introduced based on your reports from our discord, steam forums, and subreddit.

Special thanks to our Preview Branch testers who helped us tremendously by providing feedback needed to make this update possible! If you'd like to try new features and improvements early, head on to our Discord to find out how to participate!



Structures
  • Added ability to specify top-up and priorities for produced items in Campfire, Farms, Smoking, Drying, and Forager Racks.
  • Overhauled Tier 3 Pit. Placing it near ores will allow workers to enter the pit and continue mining deposits long after the nodes above the surface deplete.
  • Added "Requires Workers to be used" warning when placing research desk without having any villagers.
  • Added and fixed missing map icons for buildings.
  • Moved torch in Stockpile so player movement doesn't get blocked by it.
  • Updated descriptions of various buildings to reflect their updated functionalities from previous updates.
  • Fixed visual issues with black boxes stretching beyond beehives in Apiary.
  • Fixed player-built lanterns not lighting when built at night.
Settlement Storage
  • Overhauled stockpile storage screen to fit expanded categories better, added item search.
  • Unified categories on settlement storage, harvesting and trading screens with those used in the stockpile storage screen, allowing to search specifically for weapons, tools, etc.
  • Added Arrow Basket for a simplified storage usable with Staging Ground.
  • Made broken equipment items visible for deliveries and storage filters.
  • Made items become visible in storage when villagers put them in their inventories.
  • Added Quest Items category to stockpile storage filters to distinguish them from knowledge books and miscellaneous items.
  • Improved stockpile storage rules logic to not try to create requests for the entire Max rule.
  • Fixed stockpile storages on old saves that had outdated categories disabled; disabling Equipment before the change wasn't allowing workers to use the storage for specific types like Weapons.
Outpost Deliveries
  • Added error text when no origin settlement was selected for a delivery.
  • Added villager requirement and delivery capacity hints to delivery UI.
  • Updated visuals of delivery UI to match other screens.
  • Added displaying available item count in source and target settlements on delivery list.
  • Added order popup highlighting whether there are enough items available for the next delivery.
  • Added display of the last delivery result, showing the amount of actually delivered items when it's less than requested with details.
Villagers
  • Forbid villagers to eat food from the Research Desk.
  • Added visible reasons why workers can't work certain jobs in villager inspect screen.
  • Made workers only bring necessary fuel for crafting to prevent wasting peat in furnace; may help campfires too
  • Extended stock-up command to allow companions to grab bags and food pouches.
  • Fixed villagers dropping resources on the ground when inspecting while they are carrying stuff to warehouses after dismissing them from companions.
  • Fixed stock-up command making companions take broken equipment.
  • Fixed workers getting stuck in auto-harvesting when they're not allowed to harvest resource nodes.
  • Fixed villagers getting stuck when dropping and picking up items at Lumbermill storage.
Other Quality of Life Improvement
  • Increased time player loot bag is active from 10 minutes to 2 hours.
  • Added new icons for different arrows to distinguish them better.
  • Added Granite to be minable in Mining Hut instead of being locked by Pit.
  • Increased Small Backpack size from 20 to 24 slots.
  • Added new Fertilizer icon, as it was using the same icon as Peat.
  • Added HUD display for practice fights.
  • Added displaying real time instead of game time in some of the menus.
  • Removed Leather and Crude Wool from Tanner's Hut; they were kept there for a time in a transition after adding Tanning Rack.
  • Fixed villagers dropping items when picking up new ones while using Small Backpack with enough slots.
  • Fixed Smelter visual effects being too bright while working.
  • Fixed crash when hovering over a worker slot in Trapper's Hut and Lodge
  • Fixed issues with reclamation party warning display.
Quests
  • Made quest NPCs that drop quest items respawn unless killed by player or companions, and only drop the items then.
  • Fixed villager greetings in Haerndean, so they don't send you back to the Elder once you've spoken to him.
  • Fixed various issues with Pickpocket quest.
  • Fixed crash when hovering over a quest journal entry and scrolling it out of sight.
  • Fixed Golden Scales: Part 2 quest failing when player kills quest NPC that they need to talk to due to NPC hostility.
Bandit Camps
  • Made bandit camp migration only happen towards areas with higher threat.
  • Fixed wrong difficulty icons on some of the bandit camps.
  • Fixed bandits not migrating to some areas outside of any threat area.
  • Fixed rare crash with village hall belonging to invalid settlement.
  • Fixed enemy party locations showing incorrectly on the map.
  • Fixed crash when raid is sent to settlements with no items to steal.
Performance & Visuals
  • Adjusted image tone mapping to improve visual contrast.
  • Optimized weapon textures to improve performance.
Japanese Style Tien Gow - Shellmail
Hello to all who enjoy Tien gow. And here we go.
We are pleased to announce that we have made some additions and changes to the multiplayer beta features of "Japanese Style Tien Gow" and other features.

Update 1.3.0 Patch Notes

Specification Additions/Changes


Addition of Multi play (Beta) feature and related changes
The "Start Game" on the title screen now displays "Single Play" and "(Beta) Multi play".
When "(Beta) Multi play" is selected, a message will be displayed only once (there will be two pages of messages during the beta period).
After that, the necessary items for Multi play will be displayed.
You can recruit a large number of players by selecting "Create Room", and you can find and join such a room by selecting "Join Room".

●Multi play Features in Detail
  • You can set up to four players and one spectator. (You can also be the spectator and invite four players.)
  • If four real players are not available, you can randomly add NPCs that you have unlocked in single-player mode.
    *Note: You cannot place the same NPC more than once.
  • You can recruit players either publicly or privately (by invitation or passcode verification).
  • You can set the same rules as in single-player mode.
  • You can set a time limit, and tiles will be played randomly when the time runs out.
  • Personal stats, match records, and levels for multiplayer mode are recorded independently of single-player mode.

If you find any problems, please report them to the discussions.
If you experience any problems, we recommend that you quit and restart the game.


Four new BGM tracks added for matches
Four additional BGM tracks will be added to multiplayer matches.
Including the four existing tracks, eight tracks will be randomly played during the matches.


Custom Player Title Added
A feature has been added that allows you to customize your title for display to other players.
While there are very few player titles available in the beta, a feature to increase titles (Title Gacha) will be implemented in the official release.
*This is not an addition to in-game purchases.


Rich Presence Display Added
Support for Steam's Rich Presence system has been added to reflect the state of the game.
It will now show friends detailed information about the current state of the game (e.g. if you are recruiting multiplayer players, if you are playing, etc.).


Multiplayer Notice Added
Multiplayer is a fun way to play with others, but it is also a feature that can cause problems.
Although there is no communication feature implemented in the game itself, we hope you will keep in mind the importance of having fun and check the notices whenever necessary.
Please note that during the beta period, there will also be notifications that this is a beta test, so please check them accordingly.


Levels and experience will be added to personal stats.
The player's current level is now added to the Personal stats section, so the player can check their current level at any time.


Known bugs confirmed at this time
The following are known bugs that have been confirmed by the developer.

  • When a spectator is disconnected and a player is disconnected, communication may not be restored.
  • When a spectator changes a player’s viewpoint, the disconnected player may not be reflected correctly.
  • The avatar icon of the player who disconnected during the previous match may remain in the lobby.

Those are the details of this update.
Although still in beta, this update allows players to play over the network!
You can join from the room list, so it is possible to play with people who are not your friends, but at this time we recommend playing with friends.
From here, we will continue to work out communication issues and implement features for the official launch.
Please let us know if you encounter any problems, or if you have any comments or suggestions about the feature by posting on the discussions.

Also, here is some information for streamers interested in our multiplayer feature.
Castle Box Games has established a set of guidelines that we ask you to read before posting your live stream or video. (We don't think the rules are that different from the rest of the site).

Castle Box Games Digital Game Usage Guidelines
The guidelines are in Japanese only.

We've finally made it this far.
We went from "a game where you can discover a game that is almost unknown in Japan" to "a game where you can play with friends in a game that is almost unknown in Japan".
We will continue to work hard until the game is officially released, but for now, we hope you enjoy the multiplayer feature!
Jun 27, 2024
Doll Impostor - DaViCyYo
  • Update chinese translation
Drive Beyond Horizons - thetimboss
New Features
  • Two New Point of interest: Explore and conquer two exciting new levels added to the game.
  • New Achievements: Unlock new achievements and showcase your skills.
  • UI Information Added: Enhanced user interface with additional information for better gameplay experience.

  • Leaderboard Added: Compete with others and track your progress on the new leaderboard.
  • Night Brightness: Improved night brightness for better visibility.

New Items:
  • Two new steering wheels.


  • One new binocular item.

Bug Fixes
  • Rework Exit System: Improved the system for exiting vehicles and areas.
  • Attach Item to Car Bug Fixed: Items can now be properly attached to the car without issues.
  • Zombie Fuel Cap Removal Bug Fixed: Zombies can no longer remove the fuel cap.
  • Running with Item and Energy Drink Speed Bug Fixed: Fixed the bug allowing players to run with an item in hand at energy drink speed.
  • Switch Seat Break Car Bug Fixed: Switching seats no longer breaks the car.
  • Binocular Overlay Bug Fixed: The binocular overlay now works correctly.
  • Binocular Sensitivity Fixed: Improved sensitivity settings for binoculars.
  • Musgoat Tire Offset Fixed: Corrected the tire offset on the Musgoat.
  • Water Tank Replication Fixed: Water tanks now replicate correctly in multiplayer.
  • Dada Shifter Stretch Fixed: The Dada shifter no longer appears stretched.

Thank you for your continuous support and feedback! Join our Discord server to share your impressions and report any further issues.
https://discord.gg/VZ5PjHwZxx
Jun 27, 2024
Abstract Grind - stratosphereoff
  • Hero no longer runs of the cliff after defeating the final boss
  • Ranged damage of wave 6 boss has been buffed (15 -> 30)
  • Guardian Shields cooldown has been nerfed (4 sec -> 5 sec)
Jun 27, 2024
Street volleyball - Invitation - xenonlu
1. Press the down button to prepare to lift the ball for better accuracy
2. When lifting the ball, you can achieve better accuracy and push the ball to a suitable position for smashing the ball.
3. It's easier to hit the ball downwards.
4. To Polish art.
Jun 27, 2024
Kalpa of Sword - 阿灯灯
亲爱的道友:

为了给您提供更好的游戏体验,我们将进行停服更新维护。维护期间将无法进入游戏,建议所有道友提前退出游戏,待更新完成后重新登录。给您带来不便,我们深表歉意,再次感谢您的支持!更新结束后小师妹将送上停服更新维护补偿~


【更新时间】

2024年6月28日08:00-10:00(UTC+8)


【新增内容】

1. 新增6阶毒属性武器【黄泉引】
a. 主动技能:召唤鬼手将敌人的魂魄抽出,魂魄继承本体最大生命值30%的生命,存在6秒;攻击对魂魄造成的伤害会传递到本体;如果灵魂死亡或者离本体距离过远,那么本体将获得【失魂】效果,减速70%、无法使用技能,持续3秒;若魂魄持续时间到达后消失,则不会对本体施加失魂效果
b. 被动技能:普攻召唤1道恶魂和2道怨魂自动追踪附近敌人进行附魂攻击,造成伤害
c. 该武器将于沧渊领主【黑白判官·无赦】掉落

2. 新增武器6阶武器【祈梦蝶】【星汉】的器灵觉醒任务
3. 新增坐骑筋斗云【瑞彩祥云】
a. 飞行时移动速度+55%
b. 可于6月30日开放的仙途秘卷·六获得

4. 活动中心新增活动
a. 6月28日~7月7日 八荒神通·枯株速讨
b. 6月28日~7月7日 暑期灵旅·山海狩猎
c. 6月28日~7月7日 百变灵士·破薪之旅
d. 6月28日~7月4日 仙羚三猎·四阶破阵
e. 7月1日~7月7日 宗门大比拼


【优化内容】

1. 【定玄玉鉴】的拥有数量调整为灵石及仙玉处显示,且将不再占用背包及仓库的物品存放空间
2. 优化灵士【阿允】本命法宝【彩门千幻】的文本描述及不同元素技能释放的音效
3. 暂时关闭【沧渊】[跨服]地图的玩法入口


【问题修复】

1. 修复全屏模式切换为窗口模式时,聊天框文本会重叠的问题
2. 修复武器【祈梦蝶】技能释放的蝴蝶特效尺寸小于实际逻辑判定范围的问题
3. 修复武器【苍龙破云斧】普通攻击击杀单位会触发2层器灵效果的问题
4. 修复灵士【蛟蛟】泡泡消失后短时间依旧可以被拾取到的问题
5. 修复队伍改名失败后没有提示,会直接关闭界面的问题
6. 修复不同服务器队伍名重复有可能会导致的无法正常创建队伍的问题
7. 修复部分已知问题
Football Manager 2024 - Jimmy Wong

Studio Director, Miles Jacobson, details our approach and progress so far, towards the next era of FM.

The reaction to the two development blogs we released last year showed how much you appreciated greater transparency from the studio.

Finding the right level of transparency is really important to us. Many of you have been with us on this journey for 30 years—others have joined along the way - and you are our biggest ambassadors. That’s why we share information with you when it’s available, and explain our decisions so you can understand the processes that go into making Football Manager. This is especially relevant with Football Manager 25 marking a new beginning in many respects.


Visit the Football Manager Website to find out more about the latest development of Football Manager 25.
Jun 27, 2024
Stock:Retail investors - 666
Firstly, I don't particularly like doing previews; I prefer to release content once it's completed.
So.... I'm unable to update to a new version this week, let me explain why.

Industry Prosperity Value
The industry will have a prosperity value attribute, with 100 being the baseline. Values above 100 will boost industry profits and market capacity, while values below 100 will do the opposite.

Prosperity Rate
Every quarter consists of thirty days, and each day a coin is tossed to determine the prosperity value for that day. The accumulation over thirty days will be settled on the 30th day.

Company Profit
Company profit = Users * Product price * Profit margin - Company maintenance cost

Company Users
Users are the most important asset for a company. Every quarter, a portion of the company's users will churn, which is related to the industry's "stickiness."
The churned segment will be contested by competitors within the same industry.

Company Valuation
Company valuation has been revamped, varying slightly across different industries. Superior companies will have higher valuations.

I've made changes to the core logic of the game, and these days I’ve been debugging these functions.
These significant modifications are not compatible with the current script, so I need to revise the script as well.
This is why I can't release a new version this week; I need to revise the script, and it's a substantial amount of work.

Regarding the Flaws of the New Interface
The new trading interface may not have as complete functionality as the old one, and it may not be as reliable, also containing some bugs.
I apologize for the issues and will continue to optimize the interface.

Regarding Experience Optimization
This is also in the plan; I need time to solve these issues one by one. I hope for your understanding and patience.
Victoria 3 - Pelly_PDX
Hello Victorians!

We have just released a hotfix for 1.7, Checksum b087, which has a number of improvements, bugfixes and balance changes based on feedback/bug reports from players. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful) .

The following changes have been made to the game compared to 1.7.0:


Patchnotes​
Improvements​
  • Added mandate generation from Unrecognized countries to all Identities
  • Earning Recognition Journal Entry is now unlocked by Colonization rather than Civilizing Mission and only requires 50 relations with a Great Power to complete
  • It is now possible to 'upgrade' an Investment Rights pact to a Mutual Investment Agreement, if the other part agrees to it
  • Conquering a split state now applies the 'Recently Liberated' rather than 'Recently Conquered' modifier, as the latter ended up giving tax penalties to a state you already owned, which could be devastating for tiny nations
  • Ranches no longer consume grain as a default good, but only if more advanced PMs are activated
  • Regime Change Diplomatic Play can no longer be used against your own subjects since Law Imposition can be used for it instead
  • Collectivized building levels, or buildings with levels that are undergoing collectivization, can no longer be nationalized
  • Cuirassiers no longer consume iron, but use more small arms instead
  • Sovereign Empire statues now provides a 25% Decree Cost discount to the state it is constructed in instead of applying it to the whole country
  • The Boer States now start with National Militia and with their independence guaranteed by Britain

AI​
  • The autonomous investment AI now keeps track of how much investment has gone into foreign/domestic states and biases future investment towards domestic states if an excessive amount has gone towards foreign investment, to ensure investment isn't all going overseas
  • Fixed an issue where civil war countries and native uprisings would not recruit commanders for their armies due to incorrectly set AI tags for their formations
  • Rebellious and Defiant subjects will no longer actively aid their overlord in diplomatic plays outside of what they consider necessary to defend their own territory
  • Loyal subjects now mobilize a higher fraction of their troops to aid their overlords in diplomatic plays
  • The AI is now able to reassign armies/navies that are traveling, preventing suboptimal naval invasions due to the best fleets not being 'available'
  • The AI is now able to launch simultaneous naval invasions, but will generally avoid using all of its armies/fleets at once for this

Balance​
  • Manor Houses no longer require infrastructure, as this caused major issues for highly populous countries with a lot of subsistence agriculture
  • Reduced investment weights for Manor Houses on all non-agricultural buildings, as their tendency to invest into factories in countries like Japan would lead to an odd aristocrat-led industrialization
  • Reduced the rate at which generic random events appear to compensate for increased overall event spawn rate due to prior bug fixes
  • Reduced effect of Asceticism (Devout) trait from -50%/-100% to -15%/-30% reduction on radicals from changes to standard of living (sorry)
  • Reduced effect of Secular Shrine Theory (Devout) trait from +20%/+40% to +15%/+30% conversion
  • Reduced effect of Da Wat (Devout) trait from +50%/+100% to +20%/+40% conversion
  • Reduced effect of Propagandists (Intelligentsia) trait from +25%/+50% to +15%/+30% migration attraction
  • Decrees now have a minimum cost of 10% of its base cost, to prevent modifier stacking for free Decrees
  • Imperious now provides a 20% rather than 25% Decree Cost discount
  • Cruel trait now provides a 5% Authority boost rather than a Decree Cost discount

Interface​
  • Map markers will now indicate where your foreign construction is happening
  • Demand Force Nationalization wargoal will now display how many building levels and what fraction of GDP would be nationalized
  • Fixed some issues with the 'failing to hire' tooltip for buildings where it would sometimes lack a reason for failing to hire and/or contain unnecessary whitespaces
  • Added Bloc Leader interaction icon to differentiate it from Bloc Member actions
  • Cursor will no longer flicker between the game cursor and operating system cursor while moving the mouse in the loading screen
  • Removed duplicated Leverage Resistance description in tooltip
  • Fixed long overlapping texts to not overlap anymore in the Trade States Diplomatic Action popup
  • Max number of setbacks modifier will now be displayed as a whole value instead of a confusing percentage value

Modding​
  • Fixed a bug where modders using a create_country effect in global history files would lead to blocs being disbanded during initialization
  • Added mandate generation by rank modifiers for unrecognized major, unrecognized regional, unrecognized and insignificant powers
  • Added new generic Power Bloc invite acceptance modifier
  • Made Power Bloc invite acceptance by rank modifiers support arbitrary ranks defined in script
  • Cost calculation for Decrees is now done on a per-state rather than per-country basis, permitting for differing costs dependent on the state the Decree is applied in
  • decree_cost link now operates in state scope rather than country scope

Bugfixes​
  • Fixed a crash related to CollectOwnAndAlliedLandHQs
  • Fixed a bug where it was possible to make a diplomatic demand against a country you were already at war with
  • The "Land of the Rising Sun" event for Persia now gives a claim on the correct Georgia (hint: not the one north of Florida)
  • Fixed inverted values in Earning Recognition Journal Entry causing you to gain progress for low GDP/SoL and vice versa
  • Fixed a bug where leaders of Military Treaty Power Blocs would not pay maneuvers for adding wargoals in diplomatic plays where they were a main participant
  • Fixed a bug where formations with no commanders could not be mobilized due to incorrect 'all commanders are busy' error
  • Fixed bug where cohesion for ideological union was inexplicably trending towards 0
  • "Enemy of my Enemy" lobby event can no longer target your own country as the enemy in question, however amusing that might sound
  • The Pamir Delimitation will no longer carry over script variables from previous attempts
  • It is no longer possible to capture a state in less than 2 battles, as this could result in issues such naval invasions that were impossible to consolidate due to creating multiple fronts
  • Fixed bug that made Pacifists only spawn in the Armed Forces rather than the other way around
  • Fixed a bug where the -30 relations penalty with Power Bloc leaders for creating a Power Bloc was applied during history initialization, causing the Great Powers to have erroneously low relations with each other at game start
  • Political Lobbies will no longer form targeting Revolutionary countries until they actually win the revolution, to avoid highly temporary lobbies forming and then disbanding
  • Replaced the Power Bloc Statue throughput with a level scaling effect under the "Prestige Only" game rule to prevent it from granting the prestige while they are still in the construction queue
  • Fixed an AI issue that could lead to incorrectly removing conscript units, leading to negative amount of conscripts in an army
  • Fixed a bug when manor house levels weren't removed when subsistence farms were removed
  • Fixed a bug where the "Add to Primary" button would show up on an Overlord's Wargoals for the Subject
  • Resolved issue where Communism and Populism progress bars didn't properly retreat due to laws
  • Fixed an issue when 100% worker-owned buildings can still be nationalized if the building is level 1
  • Fixed an issue where exiling/inviting agitators would never create lobbies in their home countries
  • Fixed a bug where a victorious revolution could end up with a political lobby targeting itself
  • The East Indies' End event can no longer fire multiple times per game
  • The Tibet Expedition will now properly cancel if at war with Tibet
  • The "Can't Touch This" achievement can now be gained even if a country has (non-nationalizable) gold fields or subsistence farms
  • Fixed an out-of-sync related to markets
  • Fixed the amount of compensation in the notification when nationalizing foreign assets
  • Replaced the University and Art Academy's "Increased Exchange" (unlocked by the Freedom of Movement Principle) Production Method's country modifier with a state modifier as originally intended. The former led to way higher migration attraction as it was stacking all states' effects where it was active.
  • General Brusilov no longer requires owning the American state of Georgia to spawn
  • Fixed a bug where accept/decline effects of reverse pact actions such as Request Knowledge Sharing and Request Support Regime were not correctly shown in tooltips
  • The emergency hunger relief modifier from the Famine event chain is now applied only to states affected by famine
  • Pink faces will no longer be submitted alongside several Diplomatic Action proposals
  • Pink face and NULL_STATE will no longer briefly appear briefly after a building has finished construction in Foreign Queues
  • Fixed Power Bloc formation tutorial to prevent player moving forward despite not having completed a necessary step
  • The British aid button for Persia will no longer state that it adds the "Russian Military Mission" modifier
  • Fixed some instances of missing loc in Tibet Expedition tooltips (English only, other languages will be translated for 1.7.2)
  • Fixed missing localization for key catalyst_revolution_successful
  • Moved Saint Basil's Cathedral back to Moscow (from Mazovia)
  • Added missing text for Building Relationships map mode (English only, will be translated for 1.7.2)
  • Fixed a description error in the Dominion concept that stated that they wouldn't need to join their overlords (English only, will be translated for 1.7.2)
  • Fixed error spam in the "Britain Demands Withdrawal from Herat" event
  • Event ig_revolutions.8 will no longer display [ROOT.GetCountry.GetRuler.GetTitle] instead of the ruler's actual title


Previous Patchnotes
1.7
...