:New Features Added a feature that displays "New" on the tutorial in the start menu when there are unread tutorials.
:Bug Fixes Fixed an issue where pressing the "Auto ON/OFF" button during scenario playback would skip the scenario. Various other issues have been fixed to improve the overall gaming experience.
- Taking Grapeshot no longer disables cannon charging on other side of the ship - Fixed issue of players being skipped during card selection - Ship initialization process configured to fix issue of not being able to move or act upon round start
I haven’t purchased the Godzilla Premium Pass but I still see it!
Multiple Flight Passes may be available at the same time however, only one may be active at a time. The Godzilla Premium Pass will be unavailable soon and the Flight Pass will end. If you don’t want to miss out on the rewards, grab it before it's gone! Remember Premium Passes do not expire!
How do I select the pass I want to focus on?
Each Flight Pass will have an “Activate” button available. Activate the Flight Pass that you want to earn Flight Points towards during gameplay.
I haven’t finished the Godzilla Flight Pass yet but I bought the Premium Pass. Where does it go?
Premium Passes can be viewed and reactivated through the Archive tab in the Flight Pass Section.
What about the Godzilla Claw Machine?
The Godzilla Claw Machine timeline will match the Godzilla Flight Pass.
Hey everybody! here are the patch notes for v1.03!
- Added in Steam Overlay functionality - Added Steam Achievements (3!) - Added the alternate "Jacket" costume - Adjusted behaviors for Pan Pan and the android AIs - minor bug fixes, optimizations, and improvements.
Sorry this patch took a while! I needed to learn how to sculpt, retopologize, and improve my understanding of substance painter in order to make sure that the new costume looked good. The other costume (bikini) will come a bit later!
You can put the costume on or change back to your security uniform at the lockers placed in the back area right at the start of the game.
When I complete the bikini costume to satisfaction I will also try to add both costumes to the inventory UI so they can be selected at any time instead of needing to run back to the lockers to change. Unfortunately the method in which I made the cutscenes was not quite forward thinking enough to allow for the costume changes to effect them.
So, with some of the limitations of this game in mind, I've also decide that in order to make Pan Pan part 2 an even better game I will be starting from (mostly) scratch and it will be a separate sequel instead of paid dlc here on steam. I have mostly written the narrative and knocked out the design document over the holidays. I think Pan Pan 2 will add a lot of ideas and gameplay that you will all really love, so please look forward to it!
Thank you all for your continued support! I hope this patch adds another reason for you all to play the game again, or finally pick it up if you haven't yet!
Navigating The Labyrinth - Jason from Dragon Dropper
This update includes various fixes made to the first two games (yay shared codebase!) in addition to many content additions. Much of this is late-game content not available in the demo since it only contains the first six zones, but there's still a bunch to report.
There's a lot to do before the full release, which is a little over three months away.
Added some quests in the town of Pherae and Catacombs areas. It is now possible for a quest to permanently change a map's contents.
Re-paved the streets of Pherae and improved the look of a few statues.
Reworked the layout of the Catacombs zone. There are still a few adjustments to be made in future updates.
Added new mini-map graphics for the City of Zakros.
Updated the game intro backgrounds.
More music added. The soundtrack is about 50% done.
Undead and golems are no longer affected by the Sleep spell. In addition, some monsters with natural resistances will have a chance to save vs. sleep. Most monsters still fall asleep easily.
Warriors now gain a permanent +1 to strength and slightly more hitpoints per level (+1 extra HP every 2 levels on average).
Warriors will now have 15% faster natural base hitpoint regen (fewer steps per hitpoint healed) and monks will have a 7% faster base hitpoint regen.
Wizards will now have 2.5% faster natural mana regen (fewer steps per point of mana regained).
Fixed an issue where loading a game with the music turned off but sound effects on would also cause sound effects to be disabled.
Fixed an issue with the sky that could cause clouds/stars to fail to render.
The Rangers In The South - DPA. Capitan Salchicha de Pollo
-Fixed an issue with the mouse not being able to aim. -Fixed the divine coins exploit. -Fixed the dodge exploit. -Fixed RMB triggering objects. -Fixed some holes in the thousand steppes. -Fixed a bridge that required jumping to get across -Fixed a bug with controller allowing you to interact with NPC while leveling up
Hello friends, I would like to announce the story of Monolith, you who played the game know that there is a universe behind it that is still being explored, through The Tale of Monolith you will understand the story, while you know the story, enjoy playing and survive the games
Automation - The Car Company Tycoon Game - Killrob
Since being back in office after the holidays, we've worked on getting a whole lot more fixes and general polish out to you for the open alpha! The following is the change log for the third patch of the opt-in open alpha, and with a little more than a week of development behind it, it is rather chunky:
General
Added various bonnet fixtures
Added folder button for engine exports
Retrofitted new fuel selection to old engines in old databases and imports
Improved displayed data on side stats for cars and engines
Fixed various reliability effects to no longer be affected by quality directly, like stresses and knock
Fixed fixtures moving on car load, connected to hoist position
Fixed various car importing issues
Fixed soundtrack 2019 song never playing in game
Fixed test track best time to not trigger on first pass of the start line
Fixed falsely labeled grm_mercy body door count
Car Designer
Added one new car body model "Jackal" with 58 variants
Removed chassis type vs engine position restrictions
Updated ladder mid chassis tins with correct wheel morphs
Fixed engine placement change not auto-selecting alternate drivetype
Fixed suspension choices not being limited by chassis
Fixed torsion beam not locking out RWD
Fixed WES standard display in detailed stats
Engine Designer
Changed unlock year of methanol fuel to be available from the start
Changed valve float warning to appear at 10% reliability loss, not 1%
Changed turbo pressure graph to show relative pressure not absolute
Buffed thermal efficiency of early roots superchargers by 4%
Re-enabled compact manifold for roots and screw superchargers
Fixed manifold / header resonances to be based on corrected massflow
Fixed fuel evaporation not properly cooling intake charge for octane requirements
Fixed dyno throttle control to have correct step size and range
Fixed missing inline OHV dynamic logo
Fixed floating superchargers on V60 engines
Fixed a LOD issue with certain intakes
UI Fixes
Fixed undo function issues when using the gizmo circle
Fixed 2 and 3 keys inconsistently setting 2D/3D fixture state
Fixed comparison demographic being unable to be deselected on trim side stats bar
Fixed UI layering issues new engine/car creation
Multiplayer
General improvements to multiplayer stability
Fixed scenario timeline breaking in specific circumstances
Fixed issue where host could start playing the game before other players
Made scenarios use demographic nomalized desirability instead of competitiveness
BeamNG Exporter
Improved supercharger sounds
Fixed issues with fuel economy and engine thermals
Fixed issue with brand not being exported, causing issues in e.g. drag racing events
Probably fixed engines sometimes exporting as invisible
Probably fixed weird triangles coming out of some engines
From here on you can pretty much expect about a weekly cadence to the patches until we start implementing some of the bigger features missing in the alpha.