No Fair Play - Self MADev
Widescreen users were unable to reach all parts of the main menu. Now the camera rotates when the cursor is at the edge of the screen in this case. During the match, the menu size is adjusted.

Thanks to benatheo for the report.
Sep 21, 2023
Space Mechanic Simulator - Atomic Jelly

Hello Space Mechanics!
Patch 1.1.2 introduces several important fixes to diagnostic missions. Work on update 1.2 introducing rover missions on the surface of Mars and the Moon are in full speed. Thank you for all your reports and suggestions.

Full patch notes:
  • fixed issue causing mission list in HUB to work incorrectly
  • fixed issue causing missions at PT-FUTURE satellite (near Moon) to work incorrectly
  • fixed issue causing resource list in HUB to keep showing yellow highlight on plastic
  • added markers with satellite and base names




Join our community on Discord!


Have fun,
Atomic Jelly
Sep 21, 2023
WARNO - [EUG] Gal Marcel Bigeard
Hello commanders!

We hope you are enjoying the fruits of our latest WARNO labor, a patch that addressed some of the most recent community feedback and player comments.

Of course, we would have loved to give you a bit more visibility of the hotfixes coming out of the Eugen kitchen, but as development and coding speeds along, things moved quicker than this weekly DevBlog could cover.

Regardless, with the latest patch out in the wild, let’s return to some other important WARNO matters at hand. As teased in our Roadmap, today is the day we’ll get to dive deep into the two new divisions coming to our World War III battle simulator! These new divisions will be added to the Pre-Order pack, free for all participants in the Early Access.

Strap in because this DevBlog will be a chunky one!

Introducing two new division

All right, plenty of speculation has been going the rounds, but unfortunately (or fortunately for us), this time you sleuths didn’t catch on to the divisions being tinkered with in the workshop.

Let’s welcome to the stage the U.S. 24th Infantry Division (Mechanized) and the Soviet 27-ya Gv. Motostrelk. Div. (or in English, the 27th Guards Motor Rifle Division).



Both new divisions use a mix of existing units, new variants, and some fresh units held in reserve for the upcoming Army General campaign. They will also feature their own slot cost and availability per category. We aim to make these divisions distinct in their playstyle (more on that below).



So, without further ado, let’s check out what both NATO’s 24th Infantry Division and Warsaw Pact’s 27th Guards Motor Rifle Division have to offer.

U.S. 24th Infantry Division (Mechanized)

Unlike most of the other American divisions featured in WARNO, the 24th Infantry Division (Mechanized) wasn’t stationed in West Germany but across the pond in the good ‘ol United States. Earmarked for duty in Europe in case of war, the formation itself wasn’t a REFORGER division either (Return of FORces to GERmany), meaning it didn’t have any pre-positioned equipment waiting for it in the Federal Republic of Germany. Instead, this division would travel with all their materiel on ships, and this would have taken a few weeks.



For budgetary reasons, the 24th Infantry Division wasn’t kept at full strength. It only featured two regular infantry and tank brigades instead of the usual three. This means that the formation was kept at 60% strength. In case of war deployment, it would have been reinforced by an additional National Guard brigade, the 48th Mech. Infantry Brigade, Georgia National Guard.

A real-life example

A short intermission, but in real life, when the 24th Infantry Division and the 1st Cavalry Division (another reinforcement formation with a National Guard brigade) deployed for Desert Storm in Iraq in 1991, both divisional commands decided to not take their part-time soldiers with them. They considered them unfit for duty.



However, in our timeline to war, the Georgia National Guard will join the 24th Guards Infantry Division in their duty in West Germany. All the National Guard units will receive the Reservist trait and no veterancy. This not only concerns infantry squads and weapon teams, but also vehicles, including Abrams tanks, Bradley IFV, and the M109 self-propelled howitzer. To bolster the National Guard’s morale (or perhaps keep them in line), an entire military police battalion will be attached to the division, featuring larger new Command and “combat” MP squads.



U.S. 24th Infantry Division (Mechanized) in-game

What makes the 24th Infantry Division stand apart from its closest comparison, the in-game 8th Infantry Division (Mechanized)? The 24th ID’s infantry has been reorganized around the Bradley IFV (National Guard detachment included). Likewise, the division had already transitioned in its entirety from the M60 Patton to the M1 Abrams and was one of the few formations to use the M1IP Abrams during the Gulf War (but not the M1A1). This makes the 24th Infantry Division sort of “missing link” between the 8th Infantry Division (Mechanized) and the 3rd Armored Division.



The division itself only receives the AH-1A Cobra as helicopter support, but the Florida National Guard will reinforced the division with an attack helicopter unit containing AH-64A APACHE.



The 24th Infantry Division can call on strong air support, including a new variant of the F-15C air superiority fighter with AIM-7 Sparrow missiles, as well as the brand-new F-15E Strike Eagle with a tremendous LGB loadout! These very capable aircraft are supported by F-4 Phantoms (including Wild Weasel SEAD variants) and F-111 tactical bombers.


The National Guard in-game

As explained above, all new National Guard units will feature the Reservist trait and be veterancy locked. These new vehicle units are:

  • NAT. GUARD M1 ABRAMS.
  • NAT. GUARD M109A2.
  • N.G. M151A2 I-TOW.
  • N.G. M2 BRADLEY IFV.
  • NAT. GUARD AH-64A APACHE.


Most of the above vehicles will get a new camouflage scheme based on the paint job used by the actual 48th Mech. Infantry, Georgia National Guard during a training exercise in the Mojave desert in 1991.

New National Guard infantry units, be it recon, leader, or weapon teams including MANPAD, also deploy with Reservist trait and veterancy locked:

  • N.G. FIRE TEAM LDR.
  • N.G. FIRE TEAM (DRAGON).
  • N.G. FIRE TEAM (LAW).
  • NAT. GUARD SCOUTS.
  • NAT. GUARD M60 7,62mm.
  • NAT. GUARD STINGER.


National Guard units were usually at the bottom of the priority list for replacements, so they would go to war with older equipment. This includes M16A1 assault rifles (with smaller magazines, hence lower RoF), M60 squad machine-gun (same here), Dragon 1 ATGMs, I-TOW, M14 battle rifle, Stinger A, etc.

Other new units

The 24th Infantry Division will also feature a bunch of new units, including:

  • M548 armored supply carrier.
  • MP LEADER. A large infantry squad with Leader, Security, and Military Police traits, fielding a mix of M16 and M14. Lacks AT.
  • MILITARY POLICE. Likewise, a large fire support infantry squad with Military Police trait, armed with M16 and M14, plus two M60 machine guns. No AT.
  • F-15C [AA2]. As mentioned before. Armed with 4x AIM-7M Sparrow and 4x AIM-9M missiles.
  • F-15E STRIKE EAGLE. This state-of-the-art plane comes with 4x GBU-10 and 4x AIM-9M missiles.


U.S. 24th Infantry Division (Mechanized) in short

One of the 24th Infantry Division’s key features is that about a third of its strength is made up of National Guard units. This makes the division to closest to a “reserve” division as found with our other nations in WARNO.

For instance, you’ll get to choose between regular Fire Teams with the M2A1 Bradley or the less experienced, but cheaper, Nat. Guardsmen fielding older small arms in M2 Bradley (both of the latter units featuring the Reservist trait).

The U.S. 24th Infantry Division (Mechanized) will feature a mix of quality and quantity. Ample access to Infantry and Tank, but less promising in the AA and ART tab compared to the 8th Infantry Division. Air, however, will prove to be more than capable.



Soviet 27-ya Gv. Motostrelk. Div.

NATO had its turn, now onwards to the Warsaw Pact, specifically the Soviet 27-ya Gv. Motostrelk. Div. or in plain English, the 27th Guards Motor Rifle Division.

Together with the in-game 39th and the 79th Guards Tank Division, the 57th Guards Motor Rifle Division, the 27th was part of the Soviet 8th Guards Army. This strategic formation would be the one to strike first in any Warsaw Pact offensive through the Fulda Gap.



Although this happened during Perestroika and the subsequent reduction of forces, the 27th Guards Motor Rifle Division was scheduled to be reorganized by the end of the Cold War. The formation was designated a testbed for the “Division ‘90” concept. This was a Soviet prototype Order of Battle, including an adapted Table of Organisation & Equipment. It would serve as a model for all Soviet divisions going into the next decade. Of course, this never came pass; in our history, however, things took a different path, and the transition to a “new style” 27th Guards Motor Rifle Division did take place.

”Division ‘90”

The “Division ‘90” concept implied a reduction in divisional strength, with one out of three infantry regiments being disbanded. This would mean minus three infantry and one tank battalions compared to a than a standard motor rifle division. But a single independent motorized infantry battalion equipped with BTR-80 wheeled APCs would replace one of the removed infantry battalions. So, the total reduction would be two infantry and one tank battalion. We will represent this in WARNO with the availability of slots in each category and their costs.



Reducing the manpower meant that 27th Guards Motor Rifle Division could get rid of most of its obsolete equipment, concentrating its soldiers on the most efficient pieces of materiel. This includes state-of-the-art new weapon systems available or given for testing, or the latest improved variants of existing ones.

Soviet 27-ya Gv. Motostrelk. Div. in-game

Several new units will find their way into the division in WARNO. This includes:



  • 2S3M1 Akatsiya. The same self-propelled howitzer but with the ability to fire Santimetr CLPG (Cannon Launched Guided Projectile). This capability results in a corrected shot with pinpoint accuracy. The division keeps the same number 2S3 as any other Soviet division, but half will be the new 2S3M1 variant.
  • 2S29 Nona-SVK. The same 120mm gun-mortar as the 2S9 Nona, but mounted on a faster (and more fragile) BTR-80 chassis.
  • 2A36 Giantsint-B. This is the new 152mm howitzer entering service in the Soviet Army in the late ‘80s. Although restricted to dedicated artillery divisions or brigades, the 27th Guards Motor Rifle Division got to replace its older divisional D-20 howitzers with these newer pieces.
  • 2A45 Sprut. A 125mm tank gun used as a towed anti-tank gun, replacing the MT-12 Rapira 100mm. Let’s say that not all new equipment is always better. In this case, the new gun was unable to shoot ATGM rounds, plagued with bad aiming sights, and featured limited range. The 2A45 Sprut does have the ability to fire the T-80U’s DU rounds. This means that this gun can still be a (very) nasty surprise for anybody getting too close for too long!
  • Konkurs-M. Although no archive clearly states that the 27th Guards Motor Rifle Division welcomed the improved Konkurs-M within our timeframe, this upgraded variant was tested at the time and was to be adopted soon after 1989, despite the fall of the Soviet Union. The new ATGM variant shares the same stats but improved accuracy and a significant increase in penetration.
  • BRDM-2 Konkurs-M. The dedicated ATGM carrier is like its predecessor but fires the improved Konkurs-M as described above.
  • MT-LB Strela-10M3. The same vehicle as its predecessor, but with a missile that is more accurate, more powerful, and with extended range.
  • Tor. The 27th Guards Motor Rifle Division was one of the first divisions to receive this brand-new SAM. The Tor would replace the Osa SAM vehicle, improving on it in many ways: more missiles, higher accuracy, greater anti-helicopter range, and more resilience because of its tracked chassis.And we create a special FX (visual and sound) to feature its specific vertical missile launch.



The 27th Guards Motor Rifle Division also features a bunch of other changes, new weapons, unit variants, and more.

  • A general change to the infantry weapons fielded in the division means that disposable RPGs replace the old RPG-7. All the formation’s infantry will be armed with either the small RPG-18 or RPG-22 (for Engineers, Scouts, and Leaders) or the more powerful RPG-26 and heavy RPG-27 (BMP and BTR infantry).
  • Although the division features some BMP-1, most of the 27th Guards Motor Rifle Division IFVs are BMP-2 and variants. Some dedicated “assault” versions have been included: the BMP-2AG with an AGS-17 grenade launcher and the BMP-2D, up-armored but lacking its amphibious ability. The Mot. Razvedka will also have access to the new Razv. BMP-2.
  • There will be BMP-2K and BTR-80K Command variants.
  • Finally, we have attached a new aircraft to the division. This plane would only gain fame a decade later, in real life, but had already gone through testing and been approved for service in 1989. A dozen models had been built by this time. After the fall of the Soviet Union, and the fact that the factory building the aircraft was located in Georgia, delayed the production by a decade. This plane is the T-8M, later renamed the Su-25T. This reshaped variant of the Su-25 was dedicated to anti-tank warfare, carrying 16 Vikhr AGMs (firing them in pairs ingame) as well as two AA self-defense missiles.
  • Some of the new equipment found in the ranks of the 27th Guards Motor Rifle Division were only cosmetic, with the division’s soldiers entirely dressed in the new TTsko camouflage uniforms. All infantry and crew-served units will feature these new redesigned models.
  • Note that all the above “same vehicle as predecessor” will feature the new three-tone camouflage paint job to set them apart from other units in the same series.



Soviet 27-ya Gv. Motostrelk. Div. in summary

As you can see, the 27th Guards Motor Rifle Division will have access to some of the latest hardware to be deployed in the Soviet Army. The division’s major strengths will be its strong infantry and potent artillery. Armor is basic, with all the tanks being the T-80BV variant.



In terms of slot availability and cost, INF features powerful new variants and armored vehicles, but with category slot availability, although better than the 79th Guards Tank Division, below the 39th Guard Motorized Infantry. ART will have plenty of slots. AA will likewise have good availability and very powerful medium SAM units, especially useful against helicopters. However, long-range heavy SAMs are lacking, and no cheap short-range AA, except for MANPADs.
REC, TANK, LOG. AIR are pretty standard, and the HELO is rather basic.

WARNO Armory

Before leaving you, we wanted to spotlight another community-made website that is very useful for unit and weapon comparison purposes, patch notes, division analysis, and more!

WARNO-Armory (https://warno-armory.com/) is developed by a passionate WARNO fan by the name of Reaktor 4. Starting as a basic tool, it has grown steadily over the last year, intending to help new and veteran players better understand the game.



Providing insight into WARNO is done through several major features.

Patch History
Players can view every iteration of WARNO since v85396 Suchet. You can even compare units across different patches to see how they changed.



Unit List
A comprehensive list of units is included in the WARNO-Armory, which you can filter by nation, division, role, or name. Unreleased units or units available only in scenarios can also be viewed. Hidden and calculated stats can be checked as well.



Stat Ranks
Furthermore, every stat in WARNO-Armory is ranked and compared to other weapons and units of its type.



In case you want to know more, WARNO-Armory provides a host of information. Just hover over something for more details.

Deck AnalyzerTM
Apply the cumulative knowledge of some of the best WARNO players to help you make a better deck. Deck Analyzer shows a breakdown of your division’s deck capabilities while also telling if you overstuffed your build with too many high-cost units.



WARNO-Armory is still under active development, so expect things to change and improve. If you’d like to support the site, consider joining our Discord at https://discord.gg/qtEupF69Ct.

Until next week

We love to hear and read your constructive and knowledgeable commentary and feedback! The positive comments made by many of you, across all our channels in recent weeks, towards the game and our development team, have helped us make a better WARNO. Thanks! Keep it calm, cool, collected, commanders!

You can always join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

As always, see you on the battlefield, commander.

Listenbourg - Psyko
I'm exited to announce the first release. I hope you'll enjoy and give me a lot of feed back.
I'm want to build this VR experience as a shared journey.
The Last Oricru - Final Cut - michael.petr
Dear players,

We're excited to share The Last Oricru - Final Cut, an update to the game that will transform your multiplayer experience, refine combat mechanics and introduce new features to enhance your journey through the mysterious world of Wardenia. The Last Oricru - Final Cut is here, and it's loaded with improvements that reflect your invaluable feedback. Let's delve into the details:



1. Multiplayer Enhancements: Forge Your Alliances
In response to your feedback we've made massive strides in improving the multiplayer experience. Say goodbye to netcode issues and desync problems that once plagued your battles. Now, playing with your friends is smoother than ever before. Additionally, client players will no longer miss out on any content, fully enjoying the game's rich features.



2. Combat Evolution: Empower Your Playstyle
Embracing a casual-oriented approach, we've taken steps to make combat less punishing and more enjoyable for our broad player base. Parry timings have been made more forgiving, counterattacks are more intuitive, and monster attacks have been slowed down for better readability. Manage your stamina with ease and embrace a new level of combat fluidity.



3. Boss Battles Perfected: Face the Challenge Together
Our mighty bosses AIDA and M.O.T.H.E.R. have received attention as well. AIDA's multiplayer experience is now on par with the design, and M.O.T.H.E.R.'s fight has been enhanced for a more engaging flow. Ranged attacks from M.O.T.H.E.R. have been adjusted to create a more balanced encounter. Team up with your allies and conquer these challenging foes like never before!



4. Navigate with Confidence: Auto Navigation and Tutorials
Embarking on your journey just got easier with auto navigation, guiding you through the initial levels of the game. Coupled with enhanced tutorials spread across the first two levels, you'll have a better grasp of game mechanics, including parrying and essence recovery. Now, you're better equipped to embrace the adventure ahead.



5. Save Your Progress: Terminal's New Functionality
The save system has been revamped based on your feedback. Now, you can save your progress to different slots within the Terminal. This change provides you with more control over your game and ensures you never lose track of your heroic deeds. Moreover, players can now choose whether the world resets upon accessing the Terminal, it’s up to you.

6. Puzzle Maps and New Armor Set: Unlock the Secrets
Challenge your mind with two new small maps containing intriguing puzzles. Solving these puzzles will earn you an exclusive new armor set, making you stand out even more in the world of Wardenia.

8. Fixes Galore: Tackling the Details
The Last Oricru - Final Cut also brings a plethora of fixes, addressing a wide range of issues across general gameplay, online coop, combat desync, UI, crashes and more. We've heard your feedback and have worked diligently to ensure a smoother and more polished experience for everyone.

Smoother difficulty progression, accessible to novice gamers and passionate RPG gamers
In-game map introduced including navigation points and objectives
All-new hint system including short tutorials and opportunities for gamers to master in-game mechanics
Two all-new locations to explore complete with new puzzles and bonus rewards
Huge update to online co-op play. Optimised net code producing a more stable experience
Combat improvements include improved parry system and stamina management
Improvements to boss fights throughout the game with special emphasis on the final two bosses
Steam Deck optimisation for PC gamers, providing a fluid, stable experience for on-the-go gamers
New pricing providing exceptional value for money

Your dedication and feedback have played a pivotal role in shaping The Last Oricru - Final Cut, we didn’t build the game for ourselves, but for you.

Thanks for your support!
The Last Oricru - Final Cut development team



List of new features added by patch 1.3.

[Multiple Save Slots]
Each Terminal now provides a save & load function which allows multiple save slots for one playthrough.

[Leave Terminal without restoring the world]
Each already visited Terminal can be left without restoring the world and player’s resources.
Now players can level up without restoring enemies in each already visited Terminal

[New Puzzles with Armor set]
Two new puzzle rooms were added
Each puzzle room contains pieces of new armor set
Location: *SPOILER* Solve sarcophagus puzzles in the City and Temple to locate new entrances.

[Health bars for coop]
Players can now see each other's health bars.

[Tutorials and QoL]
To better communicate various game mechanics we have added tutorials and HUD improvements.

Buff is now represented in HUD with an icon for its duration.
HUD now provides a List of controls.
HUD shows green target circle for 2nd player.
Auto Navigation has been added for the beginning of the game.
Tutorials menu - All tutorials can be read in the Game Menu.
New Tutorials:
Essence mechanics, World restore, Parry, Dodge, Barter, Map, Death

[Important Changes]
Most important changes, full list of changes can be found below.

[Sprint]
Added Toggle Sprint option to options.
Fixed sprint behavior when being toggled.
Fixed an issue where sprint was draining stamina even when standing still.

[Sprint Attack]
Now sprint attack is guided by soft and hard lock instead of direction of camera.
It was too easy to miss with the sprint attack, this is more fun.

[Mana Drainer]
Mana Drainer could restore mana on weak enemies and archers but in dangerous situations it failed. It felt clumsy and was disliked by many, so we decided to buff it and make it feel more nimble. So even in the heat of battle it could be used to get some precious mana.
Mana Drainer’s attacks now have increased reach.
All Mana Drainer’s attacks can now be interrupted by dodge.

[Bosses]
Many bosses got improved especially Island final boss:
Claws should now grab and drop any player properly.
We fixed the problem where Claws could not be targeted by spells.
Fixed a bug where Broken were being spawned in the middle of cutscene. Now Broken are being spawned after cutscene so the player could see clearly their arrival from their spawners.

[Online Coop]
Our goal was to stabilize and provide important fixes for online coop:
We have fixed many issues which cause desync during combat and in general gameplay. The Hologram player could see enemies in wrong positions and not deal damage. These issues should be fixed.
Also issues causing desync which lead to a player moving through floor and walls or missing assets were fixed.

Another important changes:
We have fixed the majority of desync problems for the Hologram player.
Not working armor set and ring effects were fixed for the Hologram.
Hologram now can upgrade equipment properly.
Both players should properly receive notifications.
Targeting and locking enemies and other player was improved for the Hologram.
Game no longer crashes when it is accepted through Steam overlay.
Fixed various problems with minecarts in the mines.
Island boss fight fixed.


For a whole list please refer to a full list in sections [All Changes] / [Online Coop].

[All Changes]

[Combat]
Parry has been fixed. Now all blockable attacks can be parried.
Enemies are being disabled by parrying for a longer time.
Increased damage taken by enemies after being parried by a player.
Sprint attack now uses the soft and the hard lock.
Mana Drainer’s attack reach has been increased.
Mana Drainer’s attack can be interrupted by dodge.
Fixed an issue where Mana Drainer attack was done 2nd time if attack was pressed many times.
Fixed missing hit reactions for enemies.
Fixed an issue where some enemies' spell unintentionally went behind solid cover.
Fixed an issue where enemies started attacking too soon with melee weapons.

[Gameplay]
Sprint is now not being interrupted by jump.
Magic Staffs which could be only bought now can be found as loot and also earlier in the game.
Fixed an issue when stamina was being drained when standing still.
Fixed an issue where player’s resources were not restored upon entering a new map.
Fixed an issue where the camera clipped into the door.
Fixed an issue where the pick ups could not be gathered.
Fixed an issue where the elevator could not be called by button.
Fixed an issue where receiving damage from fire caused unlimited stamina.
Fixed an issue where a player could start events after death.
Fixed an issue where the NPC's mouth was not opening properly.

[Goals]
Fixed Paak’s goal “Paak would like to get Bufus's remains for future sacrifice.” being added to completing it in one dialogue with the previous goal.
Fixed an issue where the player could receive duplicated goals.
Fixed bad Czech translation for Cyris’ late game goal.
Fixed various goals which cannot be completed.

[Maps]
[Monastery]
Fixed a missing coop barrier before Gok.

[Fortress]
Tobias will now disappear during fade in after opening the Gate.
Added missing coop barrier before 1st meeting with Bufus’ pet.
Fixed an issue where the player could not move after arriving by the boat.
Fixed position of NPCs sometimes spawned inside crates.
Fixed missing auto interact with Gok.
Fixed date in the tapestry in the castle.

[City]
Fixed an issue where the player could not move after cutscene when General’s head was given to Marco.
Fixed an issue when the player was not attacked after the assassination.
Fixed an issue where some civilians remain visible after the assassination.
Removed left over Naboru guard on the Ratkin path.
Fixed missing roof collisions.
*SPOILER* Added a new puzzle map behind Sarcophagus with a puzzle.

[Bridge]
Fixed a missing coop barrier before Cyris.
Fixed possible game crash with Ilvar during Broken path.
Naboru Path: Added missing coop barrier before the boss.
Ratkin path: Added missing coop barrier before the Paak.
Fixed issue where barrier after catapult remained visible.

[Temple]
Fixed an issue where destroying specific objects cause FPS drops.
Fixed missing wall collision in the crypt with puzzle sarcophagus.
Added Entrance to the Mines as a new point of interest.
*SPOILER* Added a new puzzle map behind Sarcophagus with a puzzle.

[Mines]
Fixed missing assets for doorways.
Fixed an issue where the camera was laggy during minecart ride.
Fixed an issue where enemies could enter Terminal’s area.
Game map: Sapis and Yosi are now shown as traders.

[Island]
Boss Fight:
Claws AI improved.
Broken are now properly spawned in the boss fight after the cutscene so the player could see their arrival.
Fixed an issue where Claws could grab the player when was out of reach.
Fixed an issue where Claws could not be targeted by spells.
Fixed an issue where Claws could not be destroyed during the boss fight.
Fixed an issue where lasers from Claws remained after the player's death during boss fight.
Fixed an issue where the player was thrown out of the arena by a Claw.
Fixed geometry of the elevator to the Terminal.
Removed mini red AIDA head.
Fixed coop barrier which remained after claiming Terminal.

[Coast]
Fixed an issue where the monster remained in the wrong script and was not attacking.
Fixed missing navmesh.

[Volcano]
Ratkin Path: Added coop barrier before Regulus.
Ratkin Path: Fixed Boss fight - boss not being able to attack when player is too close.

[Citadel]
Fixed coop barrier before Grachus.
Fixed boss fight where boss was being attacked by his own henchmen.

[Prison]
Boss’ ranged damage has been reduced.
Fixed an issue where the player could get stuck under the boss.
Fixed missing sfx
Removed particle marker from destroyed bottles.
Fixed an issue where the boss kept attacking a dead player.

[NPCs]
Fixed instances where Petra’s model was wrong due the Fire Ritual.
Fixed missing texture on Naboru Archers.

[Online Coop]
Fixed an issue where a player could move through walls and floors.
Fixed an issue where Hologram could not see cutscenes.
Fixed an issue where Hologram could not move after cutscenes.
Fixed an issue where holding the block as the Hologram could cause desync.
Fixed an issue where a Hologram player fell off the boat after arriving.
Fixed an issue where HUD disappeared for the Hologram player when the Silver interacted with the shopkeeper.
Fixed an issue where Silver and Hologram could get stuck together in the door.
Fixed an issue where a player accepted an invite when the player had an active session.
Fixed problem where Hologram could skip game events by holding the block.
Fixed an issue where a game session could not be joined in the City.
Fixed auto opening of shops for the Hologram player.
Fixed respawn of players after cut scenes.
Fixed objects left in the air for the Hologram player.
Fixed chest opening animation for the Hologram player.
Fixed Hologram’s stamina bar during fire pit damage.
Fixed desync for Reflect Magic Spell
Fixed missing projectiles of Superior Fire Axe for the Hologram player.
Fixed hammer spells for the Hologram.
Fixed targeting problems for the Hologram player.
Fixed an issue where Hologram could not see dropped essence.
Fixed an issue where Prison lever state changes could not be seen by Hologram.
Fixed an issue where Hologram did not receive notifications.
Fixed an issue where Hologram could see doors with offset rotation.
Fixed missing replications for Silver’s name in dialogs.
Fixed NPC idle animations for the Hologram.
Fixed an issue where stamina was not regenerating properly for the Hologram.
Fixed an issue where Hologram could not properly open the sarcophagus.
Fixed an issue where the Hologram was loaded naked.
Fixed designs caused by elevators.
Fixed various issues where Hologram could not see enemy equipment.
Fixed an issue where Silver could see Hologram’s weapons in the cutscene.
Fixed an issue where players could not see their transformations.
Fixed visual glitches with placed armor for Hologram.
Fixed an issue where Hologram could not pick up placed armors.
Fixed an issue where Hologram possess unlimited stamina for heavy attacks.
Fixed an issue where the boss bar disappeared for Hologram.
Fixed an issue where the boss bar did not disappear for Hologram.
Fixed various issues where Hologram could get stuck after respawn in the Mines.
Fixed an issue where the Electric Door was not dealing damage to Hologram.
Fixed an issue where Hologram’s resources were not refreshed after Terminal restore.
Fixed various issues where Hologram could not pick up items.
Fixed various flickering meshes for Hologram.
Fixed an issue where Hologram could not see NPC’s walking animation.
Fixed an issue where players could get stuck in the ladder.
Fixed an issue where the Hologram could not be seen by Silver.
Fixed an issue where Hologram periodically received “Victory!” text.
Fixed an issue where a player could move through walls and floors.
Fixed an issue where Hologram was respawned in the wrong place.
Fixed an issue where Hologram saw yellow fog and was unable to see anything else.
Fixed an issue where Hologram could not use shops.
Fixed an issue where Hologram could not see the weapon holder in the Prison map.
Fixed an issue where Hologram got stuck upon loading a new map.
Added collision for Gate Mechanism for Hologram.
Fixed visual desync for electric doors.
Fixed missing VFX for Ilvar’s chair.
Fixed minecarts MP logic.
Fixed minecarts causing desync for Hologram.
Fixed missing object animations for Hologram.
Fixed an issue where Hologram could not interact with objects.
Fixed an issue where a Bufus’ pet killed by a gate bugged and kept attacking.
Fixed an issue where Hologram could see an NPC’s name in the wrong language.
Fixed an issue where Hologram could see an NPC’s on offset location.
Fixed an issue where map assets were not loading for Hologram.
Fixed a bug where Hologram continued playing after the final cutscene.
Fixed a bug where Hologram could not read any signs.
Fixed an issue where ranged attacks were delayed for Hologram.
Fixed an issue where Hologram could jump with block.
Fixed all issues with electric wand weapons.
Fixed an issue where the in-game menu caused invulnerability.
Prison boss no longer attacks dead players.
Improved run animation synchronization.
Fixed not working effects for Hologram.
Fixed an issue where Hologram saw damage results delayed.
Fixed an issue where Hologram saw all archers shoot faster when Story difficulty was chosen.
Fixed desync issues with Prison boss.
Fixed an issue where Hologram could cast spells for free.
Fixed an issue where the Prison boss was shooting only in one specific place.
Fixed an issue where Hologram could print the Gold.
Fixed an issue where Hologram could not level up.
Fixed an issue where a Hologram player saw part of the Masin Menu in the Game.
Fixed an issue where the Experience icon would not shine.
Fixed an issue where UI elements during shopping were kept refreshed due other player actions.
Fixed an issue where Hologram could not upgrade equipment.
Fixed an issue where the game crashed when players were traveling to Temple with Cyris.
Fixed an issue where the game would crash when players collided with minecarts.
Island boss fight:
Fixed an issue where Hologram could not see Broken spawners properly.
Hologram should be grabbed properly during the Island boss fight.
Fixed an issue where Hologram could see destroyed Claws.
Fixed a bug where Claw grabbed a player after respawn.
Fixed an issue where Claws could reduce player’s size.
The Hologram now should be properly grabbed and dropped by Claws.
Fixed a bug where Hologram could not see points of interest.
Fixed a bug where Hologram has displayed the wrong map.
Fixed a bug where Hologram could not see notification about lost items.
Fixed an issue where Picked Up items were localized by second player language.
Minecarts:
Fixed various issues with minecarts and cutscenes.
Fixed various issues causing desync for Hologram when using minecarts.
Fixed a bug where Hologram could not switch a lever to change rails.
Fixed a bug where Hologram could not drive mincecart.
Fixed an issue where Holgram’s camera angle changed after minecart crash.
Fixed an issue where player’s could lock each other while riding minecart.
Fixed an issue where Hologram falls through the floor after leaving minecart.
Fixed an issue where Hologram’s animation remains after leaving minecart.
Fixed an issue where the camera was in the wrong position after entering minecart.
Fixed an issue where a player could get stuck in the wall after leaving minecart while driving.
Minecarts debris duration reduced.
Fixed an issue where Hologram could not mine.
Fixed a cut off text for split screen.
Fixed a bug where Hologram could not hear a catapult's explosion.
Fixed a bug where Hologram could not hear a chest being opened.
Fixed a bug where Hologram could not hear ambient music.
Fixed wrong SFX on Fire Orb item for the Hologram.
Fixed an issue where Hologram’s stamina was being drained even if standing still.
[Platforms]
Fixed noticeable freeze during Ilvar’s cinematic for all platforms.
Various fixes to engine code to prevent crashes for all platforms.

[PC]
Fixed game crashes when playing on lowest graphic settings.
Fixed an issue where mouse was not working properly for sarcophagus puzzle
Added option to choose difficulty on the game start.

[PS5]
Removed R1 + L1 button debug combination.
Fixed and issue where game fails to proceed further when player continues from Title Screen with the secondary controller
Fixed freeze when both the Silver and Hologram died simultaneously.
Fixed untranslated text displayed in the “Video' settings”.
Reduced input lag when audio setting is being changed.
Fixed crash caused by destroying a big drum at the volcano.
Fixed camera auto-centering toggle option.

[Steam Deck]
Fixed performance drops during end game cinematics.
Gamma and Brightness are now in video settings.
Improved loading time for City.

[Xbox]
Fixed a freeze when a user was switched in the main menu.
Fixed an issue where the map was not loaded properly.
Fixed various memory related crashes.
Fixed a soft lock after disconnecting the controller before the first terminal cutscene in Monastery.
Fixed a crash when players have traveled from Mines to Bridge.

[UI and HUD]
Added buff icons with timers.
Added Save function for terminal.
Added HP bar to another player.
Added option to disable sprint.
Added time stamps to saves.
Added option to leave already visited terminal without reset resources and game world.
Added “Level” text to the Upgrade Table in the Upgrade Item tab.
Added roman numbers to better identify weapon slots in the HUD and inventory.
Puzzle Sarcophagus - Input order now is not important.
Equipment attribute requirements are now shown as [Required attribute]/[Player's attribute].
Load Game screens updated.
Logo updated.
Split Screen - Leaving terminal Fixed an issue where the window after terminating a session is bound to the wrong button.
Fixed an issue where the game could get stuck when “Create Online Multiplayer” was chosen within Terminal.
Fixed an issue with the Toggle Sprint option.
Fixed an issue where equipping and unequipping items could cause goal status change.
Notifications for lost items are now displayed with red text.
Fixed a problem where UI messages were using wrong graphic assets.
Added green targeting circle for 2nd player.
Fixed an issue where the game freezes when an invite was accepted through Steam Overlay.
Fixed an issue where Terminal UI would shrink.
Fixed an issue where Points of Interest text was too small.
Fixed an issue where effect texts in the inventory tab were too large.
Fixed an issue where Points of Interest were not closed after reaching destination.

[Weapons]
Fixed an issue where Lighting Rod’s spells were cast from offset location.
Fixed VFX for Electro Axe buff spell.
Shadowbane - A-loveshadowbane
Dear players, everyone:

In order to ensure the stability of the game operation and improve the game experience, Shadowbane's server [Gram] will perform routine maintenance on September 21 17:00-19:00 Pacific Time (8:00-10:00, September 22 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.


[Wonderful Activity]
From 21:00 on September 21 to 21:00 on September 24, Pacific Time (from 12:00 on September 22 to 12:00 on September 25 Beijing Time), this week's limited-time event will be opened. For specific content, please follow the in-game mall!



Shadowbane game project team September 21, 2023
Sep 21, 2023
Pro Cycling Manager 2023 - Nacon
Cyclist friends and bike fans,

A new update is available for PCM today!

PATCH NOTES 4:

  • Freshness/recovery system improvements during stage races: freshness decreases more slowly now.
  • Freshness/recovery system improvements during stage races: green energy gauge get less reduction for a given freshness.
  • Remove a duplicate effect of fatigue during stage races in one-off mode.
  • Race Gameplay/Physio: remove an effect that caused riders to have gradual decrease in watts during their second half of their green bar.
  • Clean news on “month turn” if you have more than 5000 news to avoid a possible but rare block of the game with some mods.
  • Fix a 3d-race crash.
  • Modders request feature: if you have a U23 team with no real main team (link = team 119/free agents), the country set for transfer policy will be the U23 team.
  • Fix a bug in the AI U23 draft: Sponsor's regions were not taken in account.
  • AI U23 draft: Small tuning to give a bit more importance for sponsor's regions.

WHAT'S COMING NEXT:

  • Improve AI on short and easy hilly classics: early breakaways win too often
  • Team Time Trials: improvements and fix problems with teams often splitting in different groups after several kilometers.

Available now on Steam!

https://store.steampowered.com/app/2063610/Pro_Cycling_Manager_2023/
Endgame of Devil - Masoncn
Dear Devil Lords, to ensure an exceptional experience, we have made the decision to reschedule the September update.

Since the release of the Endless Invasion version in July, our team has been hard at work addressing game-related issues and introducing captivating new content, such as new Treasures. We understand your eagerness for a fresh version with enhanced content, and thus, we have chosen to invest additional time to ensure a grand debut for the new Devil Lord.

Alongside the new Devil Lord, expect even more Minions and Treasures in the coming version!

Please stay tuned for more updates!
Sep 21, 2023
eFootball™ - ny.92416

After decades of domination in the European club soccer scene, Neymar has now embarked on a new journey.
To commemorate this new chapter of his career, we will be presenting all users a specially designed Neymar Jr. Join him in his quest to conquer the world of soccer!
Add him to your Dream Team and bolster your squad with his exceptional talent.

Special Login Present
Present Distribution Period
09/21/2023 02:00 - 11/02/2023 01:59 (UTC)
Present Details
Neymar Jr *Highlight-Player Card Type
*The present will be kept in your Inbox from the day you received it until 11/06/2023 01:59 (UTC). Don't forget to claim it.

Campaign Objectives
Time-limited Objectives "Neymar's New Journey" is underway!
Take on these special Objectives with Neymar Jr!
Complete all the Objectives, and earn up to 80,000 GP and 20,000 Exp.
Period
09/21/2023 02:00 - 11/02/2023 01:59 (UTC)
Please check each individual Objective for more information on the rewards and the completion conditions.
*Select [Missions] > [Objectives] from the Top Menu to check each Objective.

Notes
*The schedule and details are subject to change without prior notice.
Peglin - IndieArk
Hello everyone!

Our regional publishers IndieArk will be bringing Peglin to the TOKYO GAME SHOW 2023 from September 21 to September 24, 2023. You can find them at the IndieArk Games booth No. 01-C07 in Hall 1, to try out the latest build, learn about the future update plans, and potentially get some cool event-exclusive swag!









Can't make it to TGS?* We'll also have the game (and more goodies) at SXSW Sydney next month!


In non-event news we're hard at work on the next Peglin update which we're really excited about, we don't have a solid ETA on it yet but we're working to get it into your hands as soon as we can!

Thanks for playing!
- Dylan and the RNG and IndieArk teams

*No worries, neither can I :')
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