Battlerite Royale - sls_Liz
It’s time for the Community Weekly!

We’ve been super busy with the Battlerite Royale release, but it’s time to get back to your regularly scheduled program!

We’re still discussing if there’s going to be any changes to the Weekly, and how things will move going forward. For now we’ll be mixing the content from both Battlerite and Battlerite Royale and posting them on both the Battlerite Community Forums and the Battlerite Royale Community Forums.



Halloween is coming to Battlerite and Battlerite Royale, with all your favorite Creepy Items making an appearance!



We published our second Roadmap for Battlerite and Battlerite Royale not long ago, and said we would update you all if we had any changes to plans or were able to give more accuracy to when things are coming. The roadmap had been updated! Check out what’s changing here.

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Are you creating awesome Battlerite content? Show us on twitter @Battlerite with hashtag #battleriteart or post it here on Steam!

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Fan Art

We have some amazingly talented artists in the Battlerite community!


First up is the cutest Alysia you’ve ever seen, made by annyongblack.


https://steamcommunity.com/sharedfiles/filedetails/?id=1524054221

Midnight Animal shared their own adorable Blossom - and doesn’t she look lively!


https://steamcommunity.com/sharedfiles/filedetails/?id=1532526227

Finally, long-time community artists Darinushka shows off their beautiful inkwork in this piece of Ashka’s new Adventure outfit.



Find the original here.


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Video Highlights
Our content creators have been busy at work making new videos!

Battlemanly is back, and besides the Battlerite Royale highlights they’ve been doing, they’re still doing highlights for Battlerite Arena!
https://www.youtube.com/watch?v=UI_VmH8umBs
2Lainz is here to give you the most authentic, purest content on how it feels to play Battlerite Royale:
https://www.youtube.com/watch?v=C5uEbdl7qsQ
Teldo gives us a duo with BPL player Mini, showcasing a Battlerite Royale match that’s non-stop action from start to finish:
https://www.youtube.com/watch?v=3c83_4qzT7Q
Joltz decides to show off his Zander play in Battlerite Royale, making the game just look positively easy:
https://www.youtube.com/watch?v=Ggi4qfQ8z-c

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That’s all for the Community Weekly this week! We hope you’re looking forward to everything that’s coming and that you’ve enjoyed everything that’s happened!


Battlerite - sls_Liz
It’s time for the Community Weekly!

We’ve been super busy with the Battlerite Royale release, but it’s time to get back to your regularly scheduled program!

We’re still discussing if there’s going to be any changes to the Weekly, and how things will move going forward. For now we’ll be mixing the content from both Battlerite and Battlerite Royale and posting them on both the Battlerite Community Forums and the Battlerite Royale Community Forums.



Halloween is coming to Battlerite and Battlerite Royale, with all your favorite Creepy Items making an appearance!



We published our second Roadmap for Battlerite and Battlerite Royale not long ago, and said we would update you all if we had any changes to plans or were able to give more accuracy to when things are coming. The roadmap had been updated! Check out what’s changing here.

----------------------------------------------------------------------------------------------------------------

Are you creating awesome Battlerite content? Show us on twitter @Battlerite with hashtag #battleriteart or post it here on Steam!

----------------------------------------------------------------------------------------------------------------
Fan Art

We have some amazingly talented artists in the Battlerite community!


First up is the cutest Alysia you’ve ever seen, made by annyongblack.


https://steamcommunity.com/sharedfiles/filedetails/?id=1524054221

Midnight Animal shared their own adorable Blossom - and doesn’t she look lively!


https://steamcommunity.com/sharedfiles/filedetails/?id=1532526227

Finally, long-time community artists Darinushka shows off their beautiful inkwork in this piece of Ashka’s new Adventure outfit.



Find the original here.


----------------------------------------------------------------------------------------------------------------

Video Highlights
Our content creators have been busy at work making new videos!

Battlemanly is back, and besides the Battlerite Royale highlights they’ve been doing, they’re still doing highlights for Battlerite Arena!
https://www.youtube.com/watch?v=UI_VmH8umBs
2Lainz is here to give you the most authentic, purest content on how it feels to play Battlerite Royale:
https://www.youtube.com/watch?v=C5uEbdl7qsQ
Teldo gives us a duo with BPL player Mini, showcasing a Battlerite Royale match that’s non-stop action from start to finish:
https://www.youtube.com/watch?v=3c83_4qzT7Q
Joltz decides to show off his Zander play in Battlerite Royale, making the game just look positively easy:
https://www.youtube.com/watch?v=Ggi4qfQ8z-c

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That’s all for the Community Weekly this week! We hope you’re looking forward to everything that’s coming and that you’ve enjoyed everything that’s happened!


Master of Typing - cm.*****
It's time to check your typing skills! Try to win a Gold Keyboard by competing with rivals through all levels of Master of Typing. Prove you are fast enough and get to the top! Use the colored keyboard to improve your skills working with the variety of English texts.
If you find any bugs, please let us know, so we can do our best to fix them as soon as possible. Please don't forget to write a review!
We look forward to your opinions and ideas!

Utility Spectrum Team
War Thunder - TheShaolinMonk


Briefly: A British WW2-era gunboat, designed specifically to combat German S-Boats with the use of overwhelming firepower.

In 1940, the Admiralty issued a set of requirements for a new gunboat design that would incorporate features from both motor torpedo boats and gunboats. The primary task of this new vessel would be to counter the German S-boat threat and to protect the British coastline in areas where larger vessels, such as destroyers, couldn’t operate.

With WW2 already in full swing, the need for this kind of vessel was considered high and an emphasis was put on ease of mass-production, in order to manufacture as many ships as quickly as possible.



However, a noteworthy weakness of the SGB lies within its armour protection. Although the entire ship’s hull is made from steel, armour plating was added only after the ship’s first combat actions proved it to be susceptible to damage, especially with damage to its steam boilers. To address this, armoured plates of 18-19mm thickness were added to the hull in order to reduce the likelihood of critical components getting severely damaged from falling bullets and fragments.

Overall, the SGB is very much a force to be reckoned with on the ocean battlefields and should under no circumstances be underestimated. Its combination of respectable firepower and good mobility will make it a true death-bringer in War Thunder naval battles!

For more information, read the full Dev Blog article on the Official War Thunder Forums!
Stationeers - rocket2guns


We've passed a big milestone! v0.1 to v0.2 this week, given our major engine upgrade. Performance and fixes are the key of this week.

Known Issue with IC's
While not a regular section in our patch notes, we've got a major issue with IC's that is still awaiting a fix. There is an issue with some IC programs that can cause the registers and aliases to get mixed up, which can have unreliable results depending on how your program is structured.
If you are having problems with an IC program, and are unable to wait for a fix - you can resolve these issues by not using aliases and addressing registers directly. We will try get this fixed ASAP in a hotfix.

Engine Upgrade to Unity 2018

This week marks the completion of the first stage of the engine upgrade. Any major bugs caused by the switch should now be resolved, so a big thanks to everyone who was playing on the experimental branch while it was up and reported any bugs. Things should now be more-or-less back to normal, so now is probably a good time to re-iterate our patch process for all the new players who have joined us recently.

Performance and Stuttering Improvements

This weeks update will have a pretty significant postive impact on the game. Many users will now notice substantial framerate improvements as well as reduced stuttering. Unity 2018 will now allow us more options in the coming weeks for additional optimization and stuttering improvements as well.

Game Branches Explained

Stable/Main Branch
This is the branch everyone is on by default. This is only ever updated manually, and any update on this branch will be accompanied by either a Consolidated Patch Notes post like this one. If an urgent bug shows up in the ~24 hours following a patch, we'll just update the patch note post with the details. If the fix takes longer than that we'll make a separate Hotfix Patch Notes announcement.

Beta Branch
This is where the magic happens! The build on the beta branch comes directly from our working source at the studio. If something has been committed, it'll be in the next beta branch build. An automated build happens every weekday at roughly 8AM NZST, but if we're fixing something live as we discuss it with people in Discord or in response to a Steam Community post we'll likely push an update right away. Sometimes there could be multiple updates on this branch in one day, luckily the way Steam batches changes they're pretty small.

When the beta branch does get updated, you'll see the public patch notes in the #beta-changelog channel on Discord. Some patches may not contain any public change notes though, so don't be surprised if you see a blank one! It probably just had some boring change or the addition of some new art/sounds that haven't been implemented yet.

Build States for more structures

We've slowly been increasing the "build states" for various structures in the game, to add more depth and complexity. In a sense, this helps with physical security as well in the future - removing some devices completely would require tools which you could restrict access too.

Additionally a new resource, plastic sheets, has replaced Steel and Iron sheets in some cases. These are produced from Silicon Ingots. This should ease dependency on Steel in some cases, particulary for walls. But it's going to make finding Silicon quite important.

Other balancing is occuring as well, changing the reagent quantities to create things and also how many sheets are consumed in the build state process.

Hotfix 0.2.1763.8120
  • Fixed issue causing terrain to become corrupted if you left one world and created another without relaunching the game due to terrain chunk pooling (added to reduce garbage collection) not being cleared properly when you leave a world.
  • Fixed world saves would sometimes get to a point where you could no longer place doors. This was caused by Cursor objects never correctly calculating their center position (only occurred once registered). This meant that when we fixed another bug regarding placement, this old one was exposed. This meant a final check was always occurring against one grid square in the world.
  • Improvement chunk pooling manager for garbage collection.
  • Fixed problem with dragging objects not displaying their icon properly.
  • Fixed unable to deconstruct damaged pieces. This was because the new extended tooltip was failing for destroyed structures that were not correctly registering themselves as destroyed. Credit: Su-pa-Kitsune.
  • Fixed Canisters exploding from being overpressurised had been accidentally disabled. It has been re-enabled.
  • Fixed CircuitHousing's IsValidIndex function bounds check was incorrect. [Credit: Risu]
  • Fixed Index lookup in IC's always returning 0 for aliases. [Credit: Risu]
  • Added Stationpedia, an in-game help system. Default key to access is F1 (in game only). Framework has been added along with some data, note this is subject to significant change and does not contain all the information that is planned.
  • Fixed null reference caused by player brain not being created in time for terrain generation to use it for positioning.
  • Fixed null reference caused by failure to create global atmosphere on client in time to begin atmospheric processing. Credit: TakoMT via Steam Forums.

Hotfix 0.2.1758.8095
  • Fixed NRE when stop server on dedicated server
  • Fixed NRE on dedicated server
  • Fixed Password server could become stuck in the top right of the screen when trying to drag it.
  • Fixed ladder blueprint shows incorrect bounds.
  • Fixed cannot connect to password protected servers. Now password window correctly passes in values, and allows connection to server. Issue was caused by a failed input box conversion between old unity version and new, which also didn't generate any errors.

Hotfix 0.2.1748.8080
  • Fixed Control Chairs unable to fire engines. A Control Chair connected to engines should now be able to fire up engines again when driven. Clients will not be able to see the engine particles for the moment.
  • Fixed Tutorial not able to complete due to Autolathe not having materials.
  • Fixed Jetpack in tutorial did not start with stabilization turned on.
  • Improvement garbage collection with terrain generation.
  • Fixed could access buttons on simple manufacturing machines while still building them.

Version 0.2.1746.8073
  • Added some more error messages for the IC chip, mostly that will throw during runtime
  • Added basic telemetry variables to Control Chair and Hardsuit. Now reports PositionX, PositionY, PositionZ (worldspace positions), VelocityRelativeX, VelocityRelativeY, VelocityRelativeZ (relative velocity to forward), and VelocityMagnitude.
  • Added first pass of satellite dish for communicating with AI ships for missions and trading. Currently just placable, not functioning. Included support for complex multigrid blocks with different smallgrid dimensions.
  • Added first pass of Shuttle Landing Pad. Currently just placable but does not do anything.
  • Added build states for Tool Manufactory.
  • Added build states for Autolathe.
  • Added build states to Electronics Printer.
  • Added build states to Security Printer.
  • Added build states to Security Printer.
  • Added build states to Hydraulic Pipe Bender.
  • Added Logic Hash Generator. Buildable off the Logic Memory Item as a variant, when using a screwdriver on the button you get a combo that contains all dynamic things in the game. When you select it, that object will show as the current hash. This can then be used by anything that needs to use Hashes, such as the Circuitboard (Hash Display), IC's, Logic units, and Logic Motherboards. The output is recorded on the "setting", which is read only.
  • Added UPNPEnabled option to Multiplayer options screen, so you can now disable UPNP if you don't want it or if it's causing problems.

  • Updated wording on UPNP note on the Multiplayer settings page to clarify that both the setting AND UPNP on your router had to be enabled to make it work.
  • Removed "launch" mode from Jetpack for now.

  • Fixed buttons could not be used on Autolathe (experimental/beta only).
  • Fixed game unable to run if workshop folder does not exist for stationeers. Normally, a workshop folder would be created - but if this didn't occur the game would not be able to be run. Now the folder will be created and even if it can't the game will still run. Credit: Zaneo, DirtyRat, and 4o (via discord).
  • Fixed Slot Quantity text was not always aligned correctly in Unity 2018.
  • Fixed lighting problem caused by the planet lighting layermask being reset after 2018 update to include everything
  • Fixed human material specular settings
  • Fixed Dual Registration objects were never running the large grid validation code.
  • Fixed bounding box not supporting grid mode. Fallback had been using bounds, but this provided poor visual indication of blocking off grid areas for multi-grid large grid objects (such as the stairs, and the future landing pad). Now Grid mode for bounds now supports large grid correctly.
  • First pass on clouds (turned off by default as they are causing significant frame time increases)
  • Fixed Some tablet cartridge text not displaying correctly due to fonts missing after the Unity 2018 Migration.
  • Fixed Multiplayer and Misc settings pages not properly resetting to defaults when the button was clicked.
  • Fixed error spam when attempting to scroll the menu patch note box due to disabled components.
  • Fixed bug that prevented setting TooltipOpacity.
  • Fixed a bug that allowed an unpowered arc furnace and logic trickery to create duplicate ingots.
  • Fixed a bug where devices sometimes couldn't be accessed by the IC (credit to Risu)
  • Fixed incorrect error message when joining with incorrect version. Now displays Version Mismatch rather than Player Count Exceeded when joining via IP to a server with a different version.
  • Fixed bug in which structures which required items in off hand wouldn't use the correct amount.
  • Fixed a bug in which writing an incorrect value to DaylightSensor's Mode would brick the device
  • Fixed unable to use worldspace UI in the new unity 2018 version.
  • Fixed bug that was preventing IC using float constants.
  • Fixed bug in which IC errors that occurred at run time wouldn't be reported.
  • Fixed bug where exporting code to the IC chip didn't reset stack pointer to base of stack.
  • Fixed multiplayer game bug in which client wasn't able to put IC in housing (the credit for finding the problem goes to Kevin!)
  • Fixed Jetpack stuck with on sounds from clients. Now jetpacks will be turned completely off on load, until the root cause of the issue can be found.
  • Fixed Mouse not locking to screen in Unity 2018 version.
Touhou Big Big Battle - 小雨
12号晚上的包发的比较急有几个恶性BUG
基本修了

修复了小兵死不掉的BUG
修复了小兵标签胡写的BUG
修复了单机模式那块UI炸了的BUG
修复了升级那块看起来能升级实际升不了的BUG


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原更新


史诗级优化
★解决了单机玩到后期游戏降速的问题
★修掉了游戏卡顿可能导致镜头一顿一顿的弱智问题


重要问题
★解决了一个导致很少数玩家玩家卡在loading进不去游戏的问题
★解决了一个隐藏分的BUG导致部分玩家匹配速度过慢的问题
★解决了一个老玩家忘记清分导致匹配可能过慢的问题

新模式
★加入了合作模式

现在可以通过匹配或者组队,双人合作一起对抗一个强力AI。
两个队友会轮流出兵,AI则会每一波都出。
需要用你们的合作配合来击溃他。

组卡界面
★技能说明
以后可以正确的在组卡界面看到数值正确的两种兵种升级的介绍了(这版本大概只有中文对了)
★兵种标签(完成度75%)
重做了这个系统
现在可以悬停在标签上来显示每个标签的详细意思。
有天生技能的兵种现在会有比较详细的介绍来告诉你他天生技能相关的数值。
还缺少一些展示相关的东西


BUG
★修复了蕾米会变成雕像的问题
★修复了妹红会仰卧起坐的问题
★修复了有时在时停或冻结状态下,动画还在播的问题
★修复了琪露诺的减速下,攻击动作没有减速的问题

游戏性
★现在主角死后可以调整阵型了


卡牌升级系统(没完全做完,只完成了数值提升部分)
★小兵卡牌随等级提升属性的系统回来了
★大幅下调了升级卡片所需的卡片数量
★也下调了战斗获得的金钱数

新的系统大概是这样,
随着卡牌的升级,

lv1.解锁兵种
lv2.解锁该角色战斗中第二个技能的升级
lv3.提升3%的攻击力和血量
lv4.提升3%的攻击力和血量
lv5.提升3%的攻击力和血量
lv6.提升3%的攻击力和血量
lv7.解锁一个该角色的Q版玩家头像
lv8.解锁一个该角色的立绘版玩家头像
lv9.解锁一个该角色的游戏内可以使用的动态表情
lv10.解锁功能让你可以自由编辑该角色在游戏中的对话气泡

我们希望能让玩家有一种可以通过努力不断的培养自己的部队,自己喜欢角色的感觉,如果没有这个玩家会很缺乏不断的玩的动力。
但是因为这游戏兵种设计的难度很大,复杂的技能机制,两种升级的平衡。我们没法很快的做出足够多的兵种来给玩家收集。
所以感觉有一定的数值养成还是有必要的。

但是因为这游戏是个很重视竞技性的东西,双方数值不平衡会很难受。
我们还是希望能尽量控制这个数值的差距保持在很小的范围。
所以现在的养成系统会改成,玩家只需要快速的把卡升到6级,
后边数值就一样了。
如果你希望专注于排位赛的话,尽量把卡升到6级再带入战斗。
如果只是练习,匹配2v2,人机的话,还算没那么大的影响。
The Qaedon Wars - The Story Begins - ian.pook
Hi Folks.

The last post in this series covers option 5 on the 'New Campaign' menu which deals with 'Recovery Rates'.

A unit 'recovers' when it is idle. If the unit does not move or act in a turn and it ends the turn not adjacent to any enemies, it will regain a percentage of lost Hit Points. In the case of a Spellcaster it will also regain spent Mana Points.

The screenshot shows how you can vary these percentages.



(Click to download)

There is a set of sliders for both the player and the AI. So if you want to ramp up the difficulty, set the AI troops/structures/spellcasters to recover quicker than your own units.

Happy Recovering!
Ian & Jann
Wild Terra Online - guniball


Changed rewards in Bronze, Iron and Steel chests.
Chests and keys can be collected from corpses, treasures, godsends, or purchased in the in-game store.

In the game there are three types of chests, each of which can be opened only with the appropriate key. The cost of the chests is different, however, the value of the reward in terms of gold remains the same. The reward and the chances of obtaining it in the chests are different and are proportional to it’s value.

The rare reward in the chests will change after a certain period of time (several weeks). Have time to receive unique rewards of this rotation!

Bronze chest:
Guaranteed reward: Premium Scrolls, Potions.
Additional reward: Scrolls of Warp, Scrolls of characteristics, High-level food, Vanguard Cyan Cloak.

The most valuable rare reward (it’s can only be obtained from this chest! Can not be obtained in any other way):
White horse armored with leather armor (speed 100)

Iron chest:
Guaranteed reward: Premium Scrolls, Potions.
Additional reward: Scrolls of Warp, Scrolls of characteristics, High-level food, Vanguard Orange Cloak.

The most valuable rare reward (it’s can only be obtained from this chest! Can not be obtained in any other way):
Black viscount's horse (speed 100)

Steel chest:
Guaranteed reward: Premium Scrolls, Potions.
Additional reward: Scrolls of Warp, Scrolls of characteristics, High-level food, Vanguard Red Cloak.

The most valuable rare reward (it’s can only be obtained from this chest! Can not be obtained in any other way):
White knight's horse with blue blanket (speed 100)
Insurgence - Chains of Renegade - Platonic Game Studio
Sharing Insurgence RPG Merchandise. We will open Pre Order soon, but for Indonesan only via Tokopedia E-Commerce website.



DVD Game ( Including Game, Mp3's OST of the Game and Digital PDF of The Artbook )



Hardcover 96 Pages Artbook with High-Quality Art Paper, Printed on HP Indigo Digital Press.





This is, for now, We still have Art Cards for Pre Order Bonus. ( and Probably Sticker & Keychains too )

And of course, Deluxe Package Retail Box Made with Plywood MDF box and Hard Paper coated with High-Quality paper and Suede / Bludru cloth that still not finished on the Printing shop. so We'll just gonna show this for now.
After the Collapse - Anarkis Gaming


Version 0.4.1

This is our first official patch for the game. It's pretty complete and should lead to a massively better experience for all of you. Many thanks to nox, who helped squashing those bugs.

Patch notes are below

Changelog

Additions
  • Prioritized cooking and farming jobs
  • Repair Zone - Automatically send "repair" orders for damaged items within the zone
  • Stock info to multiple info panels and the factorie's recipe menu
  • Expeditions can be canceled for free if some of the survivors are still on the map
  • Survivors will pickup food from the ground when hungry.
  • Temporary "happy to be alive" trait (lasts 72h) given to new settlers to make things a bit easier when starting a game
  • Add All / Remove All (categories) buttons to individual storage menus
  • "Repair damaged military helmet" job to Armor Maintenance table
  • Traders' vehicles are now armed and dangerous

Changes
  • Replaced raw value by % in water collector menu, added status text
  • Altered needs' levels for cautious/critical.
  • Reduced risk of overeating/overdrinking.
  • rain collectior and water well's job type changed to Farming (from Hauling)
  • Factory put production in last user inventory if possible.
  • Standard event manager will throw good and bad events in a more balanced way
  • Coal -> Charcoal
  • Gun Bullets -> pistol ammo
  • MP5 uses pistol ammo now

Fixes
  • Raze order not giving back all of the expected materials
  • Graphical issue with ak47, assault and smg sprites
  • Deleted farms not dropping inventory if any
  • Conflict between fallow farms and new prioritization of orders.
  • Missing RPG sprite.
  • Survivors could steal weapons from traders
  • Survivors (on break) admiring an object from the other side of a wall
  • Unable to pickup plants while the fields are fallow.
  • Patients not playing the sleep animation in hospital beds
  • Made sure the same settlers wouldn't eat all the food instead of going to sleep.
  • Combat mode conflict with expeditions
  • Factories, under some circumstances, wouldn't switch to the next queued task
  • Sleeping bag typo
  • Hostile NPC, under some rare circumstances, could attack survivors who left the map on an expedition
  • Power failure event was breaking power generators by setting their storage capacity to 0 (instead of their current storage)
  • Starting storage's content might get eaten by savegames
  • Issues with multisprite items
  • People could click on rain collector and generators' progress bars.
  • Dynamic sound effects not affected by volume slider
  • Rare crash caused by drop down menus.
  • Potential crash if the player covers a dumpzone or a trading zone with path blocking items

Notes

For people running the game on extremely large (4K) or small screen resolutions having some issues with the way menus are rendered: we're still working on ironing out these issues. A dedicated patch should follow during the week.
...