觅长生 - CS233
【重要】本次更新内容仅在测试版本更新,会有较多的bug,将在版本稳定后同步到steam默认版本(稳定版本)。
如果想体验测试版内容,需要加入测试,具体加入方式在公告最后。
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更新:
1. 添加了门派中派发任务的系统
在派发任务的系统中,你可以通过消耗门派声望和灵石,悬赏门中弟子帮你收集四品及以下的常见丹药、药材和炼器材料。
不过在这之前,你要先成为门派长老,然后就可以在宗门大殿发布任务了。
派发任务时会根据你需求的物品扣除你的灵石,同时每派发一个类型的任务都会扣除一点声望。
门派中的练气和筑基期弟子会根据自己的能力接取任务,并在接取后的一段时间内完成任务。
而如果任务的要求过高,就有可能无人问津,这时可以取消任务,并取回自己的灵石,但是被扣除的声望并不会返还。


优化:
1. 优化了两派之争后续任务的剧情和文案。


Bug修复:
1. 周一把这周的bug耗尽了,等待bug恢复中。


本周碎碎念:
惊!碎碎念能量已耗尽!
尝试萌混过关(溜
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一. 测试版本的开放方式:
 
在steam库中右键觅长生,打开属性,选择测试选项卡,在请选择您想要参与的测试内选择testbranch - 测试版,不用输入代码,关闭后更新即可。
 
二. 测试版本与正式版本的存档位置和存档续用
 
正式版本存档位置:C:Users/*用户名*/AppData/LocalLow/yusuiInc/觅长生
旧版测试版本存档位置:C:Users/*用户名*/AppData/LocalLow/yusuiInc/觅长生test
也可以用这串神秘代码定位到存档位置
%appdata%/../LocalLow/yusuiInc
把上面这串地址放到文件夹地址栏回车就是存档了
在上个版本更新中我们加入了新的存档系统
新的测试版本存档位置:游戏根目录下,路径为觅长生/MCSSave_TestBranch/(觅长生文件夹的位置可以在steam中通过浏览本地文件找到)
  
三. 测试版本须知
在测试版本中,你可能会遇到强度突变、花式bug或存档崩溃,请坐和放宽。

遇到问题的解决方案
1. 加入觅长生QQ频道在问题反馈子频道发言

2. 加群找管理:
官方QQ群:
觅长生-升仙台(官方一群):908385158 (已满)
觅长生-斗法台(官方二群):759875274(已满)
觅长生-东石谷(官方三群):1045590922(已满)
觅长生-逸风城(官方四群):927196001
觅长生-武陵城(官方五群):787138498(已满)
觅长生-天星城(官方六群):603856248(已满)
觅长生-云汐城(官方七群):1014043596
觅长生-广陵城(官方八群):421258215(已满)
觅长生-天机阁(官方⑨群):305194193(已满)
觅长生-南崖城(官方十群):328818782
觅长生-蓬沙岛(官方11群):600912624(已满)
觅长生-碎星岛(官方12群):303640436(已满)
觅长生-千流岛(官方13群):765812024
觅长生-北宁海(官方14群):781156534
觅长生-雷鸣海(官方15群):563248770(已满)
觅长生-化龙海(官方16群):922759583(已满)
觅长生-图南海(官方17群):427140375
觅长生-玄冥海(官方18群):740232691(已满)
觅长生-幽冥海(官方19群):481516430(已满)
觅长生-吞云海(官方20群):244562996(已满)
觅长生-南宁海(官方21群):775894308
觅长生-西宁海(官方22群):777505112(已满)
觅长生-竹山宗(官方23群):648480808(已满)
觅长生-离火门(官方24群):215492416(已覆灭)
觅长生-化尘教(官方25群):558183896
觅长生-方壶山(官方26群):901745394
觅长生-沃焦山(官方27群):712692344(已满)
觅长生-连石山(官方28群):272808762(已满)
觅长生-风雷谷(官方29群):897065199(已满)
觅长生-正阳山(官方30群):561687161(已满)
觅长生-星河剑派(官方31群):145280446(已满)
觅长生-金虹剑派(官方32群):545885352(已满)
觅长生-无尽海渊(官方33群):139292257

3. 到论坛发帖:
3DM论坛觅长生专版
百度贴吧觅长生吧
Stationeers - Rocket
The last few weeks we have worked closely with the community and server providers to improve on the work of our big refactor. A key focus was to get the old tutorials working, which we have. Expect changes to this in future. Additionally we have targeted some of the worst bugs and problems reported by the community and included these as fixes. We've also taken a first pass at improving some of the more confusing aspects of Stationeers, this week it is the save system.

Changes to save files
We have made important changes to save files. Now autosaves and manual saves will be grouped together, much like other games such as Oxygen Not Included. This work helps both make the game more intuitive and supports changes needed to better run servers
Please let us know if you have any issues. For now, there are some unusual restrictions such as you cannot name a save using "autosave" or "backup". This is temporary as we are making slow and careful changes to the save system to avoid the possibility of any data loss. We will be continuing to iterate on this a great deal over the coming months.

Return of the Tutorials



The old tutorial system got quite broken during our major refactor, so they hadn't been working. Most players get the best benefit themselves, from youtube and content creators, but it was important we restore this functionality. We do note that the feedback, which is correct, is that these tutorials are not fit for purpose so expect more work on this to come.

We will continue to evolve our efforts for "first time user experience" over the coming months in consultation with the community.

Dedicated Servers as a foundation for Dedicated Communities

One of the exciting opportunities our major refactor has bought is the ability to scale Stationeers. This is what we believe sets Stationeers apart from all other similar games. Over the past five years we have worked on every element of simulation and performance, both in singleplayer and to support multiplayer, giving us the ability to really scale the game.



However, our tools to support scaling communities has been lacking. We have opened a dialogue with major game service providers to try and improve our dedicated servers across all our products, which you will continue to see from week to week in these updates.

A notable change this update is improvements to how save and load is handled - especially for dedicated servers. This should make setting up and managing a dedicated server much better. We also had a great deal of "console spam" that made it exceptionally difficult to navigate running a server. This is fixed, and much more.

Optimizations and Improvements

We have continued to fix bugs and optimize the game. A number of key improvements are in this update which you can read in the changelog below. Some of these might give quite dramatic improvements to players; dependent on the size and scale of your game world. While future updates will start to include more new content and dealing more with the survival aspects of the game a central focus of every update will continue to be performance and bugfixing.



UPCOMING: More Localization

Behind the scenes but not in this update is further localization improvements to gain better coverage for translations in the game, allowing us to provide better support to communities who speak other languages. We appreciate the hard work from our community to help us guide the game to be more playable by everyone, regardless of the language they use.

Your support makes this possible
The major refactor has been a huge milestone for us and we think you can already see the tremendous success. Your support through bug reporting, suggestions, and direct involvement with our team on discord makes a tremendous difference.
If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a great deal of difference to the project. We have worked hard on this project now for five years, and we feel confident the game is substantially improved from when we started. Many projects steer clear of the hard tasks, and we are proud to have taken them on.
Additionally, you can support us by purchasing the DLC we made to allow those whole like the game to support us, and in return get something a little fun to continue to use in the game.

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

Changelog v0.2.3403.16721
  • Fixed autosave not happening on thread
  • Fixed Can't push exit session button.
  • Fixed Game autosaves while paused.
  • Fixed Starting a new game after exiting a game continues saving in the previous games folder.
  • Fixed additional bugs with the tutorials
  • Added a note when starting the first tutorial
  • Fixed Leave Session button not working sometimes
  • Fixed Next Tutorial button not working.
  • Fixed Spawn atmos creative command throws error in main menu.
  • Fixed AutoSave triggering when in main menu.
  • Fixed Players cannot use strings "saves", "Backup" and "AutoSave" in their save name. (Temporary pending improvements to save file management).
  • Fixed Can't use an existing save name when starting a new game.
  • Added help logfile command for markdown
  • Fixed up -loadlatesttest for dedicated based on new saves changes
  • Fixed being able to save during Tutorial
  • Fixed Deleting a Save that had the name "Backup" would delete the saves folder.
  • Fixed Error during saving when starting a new game.
  • Fixed Error saving in a new game when no backups exist
  • Fixed autosave backups not be appended
  • Fixed If a save has no backups currentWorldInfo is not set
  • Disabled autosave in Tutorial.
  • Fixed Tutorials won't start after save loading change.
  • Added auto save class for single responsibility
  • Removed old autosave logic and replaced with current save logic for consistency
  • Added new method for handling save backup index before a save is generated
  • Fixed Error where some backup saves got incorrect meta file.
  • Fixed Deleting a save game throws an error and only deletes the backups.
  • Fixed Recursive backups Directory being created when saving from a loaded backup game.
  • Changed Pressing Save Button in game now saves to the same save session. The previous save will be backed up in the backups folder.
  • Fixed Backups sorted in order from latest to oldest with latest at the top of this list.
  • Changed Autosaves are now labelled in backups Window.
  • Fixed Old autosaves are deleted from backups. session maintains 3 autosaves, manual saves are not deleted from backups.
  • Fixed Error with load window when session has no backups.
  • Fixed Backups not accounting for existing backup names when iterating backup number.
  • Fixed backups list showing items from previous item.
  • Fixed issue with loading from backups folder
  • Added side panel on load screen showing backups
  • Fixed Search box not working in LoadSave screen.
  • Fixed Structures not switching to broken model when destroyed on Clients.
  • Fixed Byte Array Read Error on clients when explosions destroy cable or pipe networks.
  • Fixed Error thrown by book blueprint.
  • Fixed issue with SessionSortType argument out of range errors from playerprefs
  • Changed DamagedAllowed function to use inheritance to bring in-line with existing code-base practices.
  • Fixed Suit not correctly updating its position for atmospherics calculations due to it being hidden in slot.
  • Added `masterserver` command
  • Fixed Error in Internal Atmosphere thermodynamics calculation that could cause items with internal atmospheres to radiate or be heated by the incorrect world atmosphere.
  • Fixed issue where structures would not leave behind broken equivalent when destroyed
  • Fixed checksum for game session is unnecessarily long
  • Fixed issue happening when empty save name is created at new world
  • Fixed Wreckage not spawning (introduced rev. 16675, Internal build).
  • Fixed issue with indestructible objects taking damage
  • Fixed backup saves window
  • Added better highlighting feedback for load/save items
  • Fixed Print Action not printing to screen.
  • Added save name prompt before starting a new game
  • Fixed Key nor Found exception thrown when using smart rotate on small light.
  • Removed a number of unnecessary error logs.
  • Fixed Index Out of Range Error thrown by broken structures on Load that what prevent save from loading.
  • Fixed Spawned wreckage on load stealing Saved ReferenceIds.
  • Fixed White and Yellow console logs printing to screen. Only red error logs print to screen now.
  • Fixed packaging machine not working for clients
  • Fixed bug where thing max damage was not set correctly
  • Changed auto saving to override current save directory
  • Removed Un-needed error log on tutorial start.
  • Fixed NRE for checking logFile arg
  • Fixed Stacker tooltip shows incorrect stack-size quantity on client.
  • Fixed Error thrown by Atmospheric Debug.
  • Optimized Atmospheric particles for clients. Clients were previously rendering atmospheric particles for distant Grids. 10-20% fps improvement when playing as a client on a larger base.
  • Fixed Atmospherics error spam caused by edge case where a world atmosphere could be created with a volume of 0. Would result in the atmosphere having an Energy of NaN.
  • Fixed Some World atmospheres on hot planets could have a very strong direction vector that would blow player around. This was a result of bad data serialized during the atmos bug that was fixed in the most recent hotfix.
  • Fixed Exception thrown by battery when trying to update render state.
  • Added Debug.Log() at console print level if `-logFile` is used (to actually log them)
  • Added a potential catch for DoTween at our console print level
  • Fixed DoTween logspam now only reports errors only
  • Removed console logging if `-logFile` launch command is used.
  • Fixed incorrect toxin levels applied in previous change
  • Added placeholder for sending client side commands to server
  • Fixed Fully grown plants not healing when in good growing conditions.
  • Fixed issue where plant damage was not saving correctly
  • Fixed plants taking damage on loading world
  • Fixed issue where certain objects would block the sun
  • Fixed issue where lander would sometimes collide with itself
  • Fixed Can't fill water bottle in Hydroponics tutorial.
  • Fixed Tutorial loading screen not working.
  • Fixed Can play as other species in tutorials.
  • Fixed Out of range exception thrown by AtmosphericAudioHandler.
  • Added -noclear launch flag for dedicated server to skip clearing so you can see any errors before "ready"
  • Added LoadLatestCommand extend LoadGameCommand so syntax is similar.
  • Added clamp for console write buffer count. Sometimes is less than 0 and throwing exceptions
  • Removed attempt to skip Clear() on Linux.
  • Added ignoring Clearing console on linux dedicated until a fix is found.
  • Fixed Tutorials. Tutorials button has been re-enabled.
  • Added `status` command for dedicated server
  • Added try/catch around clearing cline in console. Hopefully stopping from console being unusable when exception there is thrown
  • Suppressed user input in console while dedicated server is loading up before ready.
  • Added some annoying logs for the developers when they don't add help text to a command ;)
  • Fixed Atmospheric error on clients when server sent an atmosphere with a bad Id.
  • Fixed DiodeSlide not showing correct value on clients.
  • Fixed Error spam from plants when damaged by bad Atmosphere.
  • Fixed Audio bug where wind sound could get stuck on.
  • Optimized physics tick for objects hidden in slots. bases with large active chute networks or lots of items in vending machines and closed lockers should see a 10% fps improvement.
Cepheus Protocol - CERC Emergency Broadcast System
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:

We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.

The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.

Discord
Steam Forums




Experimental will stay open at all times going forward.

How to Opt-in


Expect the first Step of the new Early game [Localized Infection Spawning] live on Experimental Wednesday-Thursday for feedback!

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand type=details]
  • Blowup guys now explode when killed or when they get close to a target like they rightfully should have always
  • Regionalized Infection spawning is now added (A few more tweaks will be added going into Friday)
  • Added a 'Infection Population' tracker to the Infection Zone Widgets that appear in world. This list will show 'Unknown', 'Small', 'Medium', 'Large', or 'Extreme', rather than listing the exact amount of infected in an area. The idea behind this new change is that they can only spawn/create what's available to them in that "zone" otherwise they must request for help from nearby regions.
    (They will gain a Morale system for how many units can respond till they retreat going into Friday-Monday. The threshold to determine if they are making any progress will be increased as they gain more infected since they would have a bit more "bodies" to throw at you. So in longer games where their overall population is higher in nearby zones to the zone your attacking they can afford to send larger groups to try and counter attack/defend their land. But it will be impossible to win anymore just defending and attacking one point for the entire game )


  • Updated the Infection Zone Widget to hopefully be more performant
  • Unlock prices changed for phase upgrades, flashlight and gas mask and nvg unlocked by default
  • Early pass on the 'local virtual population moving if no pods remain' logic, to make sure local populations of virtual infected do not become 'stuck' if the player wipes out their pods before the virtual infected in that area can enter the world
  • Shawnee received a damage buff/ spread decrease and target acquisition time was lowered
  • Removed advanced options that were setup incorrectly + fixed resetting options that weren't saving correctly
  • Added basic 'structure hovertip' when highlighting player structures
  • Added 'hover highlight' logic, to make player units get highlighted when moused over + display unit info
  • Further refinements to accuracy for building/capture in Angel Island
  • Weapon textures further optimized to lower VRAM usage
  • Fixed several Navigation errors around Angel Island cliffs.
  • Adjusting manual right click targeting to make sure units always target first enemies you right click for them to attack
  • Updated Virtual Unit Movers to have movement components that better match regular units (fixes an issue with them trying to 'climb' areas which they should be able to, but couldn't, so 'virtual' groups of infected can move better now)
  • Adjusted a Power Plant move proxy
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
New Versioning Number system
[expand type=showmore ]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
New Roadmap system
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
The Witcher: Enhanced Edition Director's Cut - Vattier
Did you miss yesterday's stream? No worries, catching up will be much easier than tracking down Witchers' Secrets!

You can find the recap on 20yearsof.cdprojektred.com/streams or on our YouTube channel:
https://youtu.be/wxyDDZAWTDM
Jul 7, 2022
Warface: Clutch - a.yafizova


Friends!

A hotfix has been installed on the server. There, you will find an Agent "Impulse" set, adjustments to the grenade explosion sounds, as well as new maps' bug fixes. On top of that, we have fixed some bugs from the previous versions.

Previous Version

New Content
Agent "Impulse" Set
The set includes weapons and camos of the "Handicraft" series, a skin for Engineer, a weapon charm and agent-themed achievements, and new contracts that you can complete and get the agent's contents as well as other useful items. We will tell you more about the agent and her story in future publications.

Soon in Game
The weapons below will be reworked as per testing results. New versions of the models will appear in the game later.

K&M Arms M17
This rifle is a modern version of the Bushmaster M17S bull-pup rifle designed and produced by the K&M Arms company. The novelty offers several cool features — a special hybrid sight and a rangefinder.

On the weapon's screen you can check the remaining bullets in the magazine, the ammo, and the distance to your aim. Furthermore, you can press E to toggle between the reflex sight and the scope.



Desert Tech MDRX
The Desert Tech MDRX is a shortened bullpup SMG produced by a US-based company DesertTech Inc. The novelty offers a good set of features: high damage, great damage multipliers, and excellent damage at a distance. This allows its owners to one-shot enemies, even with the best armour sets.



Bug Fixes
Weapons and Gear
  • Quartz Switchblade: fixed a bug that sometimes caused the blade to be displayed incorrectly.
  • All versions of the OTs-14 Groza, JS 9mm Custom and Makarov Pistol: fixed a bug, due to which the models showed incorrect characteristics.

PvP
  • "D17 Modern":
  • fixed a bug, due to which there was an invisible obstacle on the "Flank" position;
  • shoot-throughs that provided some unintended advantage have been removed on several positions (for example, by the first detonation point).
  • "Pyramid Modern":
  • fixed a bug, due to which on the "Boost to 1" point a bomb could be thrown to an unreachable spot and it could not be picked up again;
  • fixed some bugs, due to which the player could shoot through the walls on five different positions.

Other
  • Fixed a bug that caused the game client to crash when trying to acquire item sets from the game shop display case.
  • Ranked Matches 3.0: fixed a bug that caused interface elements to be incorrectly displayed in some screen resolutions.
  • Turned down the sound of grenade explosions.

Known Issues
  • The rank progression XP is shown to go down when the player gets rolled back in the leagues or divisions of the Ranked Matches. This happens after the match ends and is purely visual — the player's XP does not actually go down.
  • Missing localisation of some texts and a typo.

See you in the game!

Join our Social Media and don’t forget to leave your feedback:

Discuss on Discord
Discuss on Facebook
The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just published a new update for the experimental branch of The Riftbreaker. Apart from fixing many bugs, it also adds one much-requested feature - revamped building menu! This is most likely one of the last updates before the official launch of the Metal Terror World Expansion. If you want us to make some last-minute changes, now is the time!

This is a remastered package. All the data zip packs have been repackaged back to pack 0. This is important information for modders, and also saves you 800MB of disk space.

Looking forward to your feedback!

How to join the experimental branch:
  1. create a backup copy of your save folder (Documents/The Riftbreaker)
  2. disable Steam Cloud save backup
  3. go to your Steam Library
  4. right-click on The Riftbreaker
  5. select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing
After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

EXTREMELY IMPORTANT: Saves that you create on the Experimental Branch WILL NOT be compatible with older versions of the game like the current, default branch of the game. They will be compatible with future versions of the game. Please manually backup your save files if you plan on reverting to the default branch of the game.

The Riftbreaker Experimental Update, July 7th, 2022. Package #163, Binaries #549. Changelog:



FEATURES:
  • The new building menu is here! You are now able to select the building level for each structure individually by using the ALT-toggle. Simply highlight the building you want and press alt to switch to the desired level. Not only does this help with building max-level buildings, but also allows you to place 'intermediate' structures - for example, you can't always afford a level 5 Communications Hub, but you can switch to any lower level at any time. Thanks to this feature we also grouped decorative buildings, such as floors and lamps together, shortening the building menu by a lot. This was one of the most requested features from the community. We refactored the entire “build menu system” to make it happen. Feedback towards this feature is especially welcome!



  • Added cheat_unlock_award command that can help you test modding flow. Or fill your inventory. Your choice. Although I don't know how you will be able to carry on living like that.



CHANGES:
  • Player drones received new effects. They also spawn at a randomized position, so they spread out more when you equip several upgrades with drones simultaneously.
  • Attack Drones now only attack aggressive units.
  • The repair drone should now be able to heal Mr. Riggs if there are no other damaged structures in the vicinity.
  • The building menu sorting order for Liquid Compressors and Decompressors has been changed to be more logical.
  • Sword slash trails now change color according to the quality level of the item.
  • Loot collector drone no longer collects resources that go over storage capacity.
  • Arachnoids and Hedroners are no longer hostile to each other to prevent them from entering endless fights (they resist each other's damage).
  • Slightly tweaked the ruleset for enabling the 'battle' playlist.
  • Added stagger and stun cooldowns to Kermons to prevent them from getting stun locked in melee combat against the player.
  • Added Kermon Metallic and Hedroner Morphium specimens.
  • Updated new creatures and foliage loot drops. You can now get advanced and rare resources from them, which should help in Survival Mode significantly.
  • Added a new Metallic biome prefab with new fungus species.
  • Introduced many changes to Metallic biome tiles to prevent resources from spawning too close to rocks.
  • All Mini-miner levels now have an updated model.
  • Added 2 skins for crystals metal and fungus metallic.
  • Fixed awards for Metallic Biome Survival - now you should unlock a skin for completing a Survival Run.
  • Hedroner Morphium was added to the Sandbox Menu Panel.
  • A warning effect now spawns when you activate a Bioanomaly to let you know that you're in trouble.
  • Added a crosshair effect to the orbital laser and the orbital bombardment items.



FIXES:
  • Fixed a crash in objective_if_progress_status.lua script.
  • Fixed a crash related to extractor.lua script.
  • Added missing floor_metallic_2x2_01 textures.
  • Fixed missing and mixed up floor icons in the Decorations tab of the Building Menu.
  • Selector: fix for gamepad ghosts not working properly 100% of the time.
  • Attack drones will now choose a new target if the old one is lost.
  • Bradrons will no longer attack you when you become invisible
  • Orbital Bombardment should no longer be able to team-kill you or your buildings.
  • Chainsaw no longer one-shots the entire game. RIP.
  • Fixed a crash in base_drone.lua that occurred when a save game was patched to a newer version.
  • Fixed a crash in DroneStateMachineDef that occurred when trying to create a state machine for old modded drone blueprints.
  • Fixed creature navigation on liquid pools. They should get stuck a lot less often now.

EXOR Studios
Wardens - Codearcs
- All default decks (Elf, Undead and Eternals) have been reworked and rebalanced.
- Mana compensation now show directly instead of after the turn ends. Mana compensation is the amount of mana a player receives when losing a unit based on its power level.
- Abilities: You can now spawn board effects at the current tile when using "To Path Tile".
Turmoil - 1000 Gibibit
Dear oil entrepreneurs,

Today's update brings some long needed bug fixes and tweaks. Many thanks to everyone who reported bugs on the Turmoil Steam Community boards. Please know that even if we do not respond to every post, we do read them and your feedback is much appreciated!

Features
  • Campaigns, single levels, challenge levels and player progress are now backed up before saving a new one. The backup is loaded in case the original is corrupted or no longer exists.
  • Added Steam Rich Presence which displays your ingame status in the Steam friends list while you are playing. The status indicates when you are playing a campaign and in what year, whether you are in a level, and so on.
  • You can now view your bought saloon offers instead of them disappearing from the list. This means you can now review the saloon offers that will be active for the next level.

Big bug fixes
  • The bonus island in the Turmoil and Heat Is On campaigns no longer always has the same layout.
  • The bonus island in The Heat Is On now actually contains magma.
  • Fixed issue where you could not resume level progress for bonus islands.
  • Playing the bonus island after the end of the game in The Heat Is On no longer crashes the end of the level.
  • In level: Fixed an issue where you could sometimes not close dialog boxes when the spillage message was displayed behind them. This includes upgrade introduction messages and the Left/Right inc. deal popup.
  • Fixed an issue where a corrupted level in progress would make it impossible to load an existing campaign.
  • The “you have not played the tutorial” popup when starting a challenge level is now shown only once instead of every time.

Small changes
  • Exit game button now shows a single confirmation popup instead of two in a row
  • Highscore menu: always show "Top scores" as default tab (since its cached)
  • Elbow now shows different localization tag for toggle tooltip when ctrl+click is enabled.
  • The silo tutorial now displays a message when you cant place a silo instead of softlocking.
  • The super silo upgrade button hover text is now properly localized.
  • Costs are refunded after being forced to buy a mole or scanner in the tutorial.
  • Made the saloon offer price red and ok button disabled when you dont have enough money

Miscellaneous changes and fixes
  • Updated localization files.
  • You can now close the text in the land auction by clicking on the map.
  • Time in the cloud conflict popup is now displayed in the correct local timezone.
  • Time and date in the challenge highscore menu is now display in the correct local timezone.
  • Town: fixed an issue where the factory tutorial could block all input while the bankruptcy popup was displayed at the same time.
  • Town: can now click the player/rival upgrade scroll to close it, instead of only the arrow button.
  • Fixed several issues causing the loading screen to get stuck when an error occurs.
  • The loading icon for online communication has been changed from the Gamious logo to a set of rig wheels.
  • Fixed a display issue with the candle in the Underground.
  • The supersilo upgrade price tooltip color now updates from red to white after gaining enough money to buy it.
  • Fixed issue in the Underground building where the shutter would not open to the correct height after the game is finished.
  • Completion of the tutorial is now properly stored in the player’s progress savefile.
  • Fixed bug: if you open the town hall after the game has ended in The Heat Is On, you can no longer click on the other buildings.
  • Fixed an issue where playing Higher Lower after the bonus island does not reset the Higher Lower game.
Jul 7, 2022
Eternal Return - GM_Goddess
The 0.62.0a Hotfix is being pushed to servers starting from 03:50 AM (PT).

The hotfix will require a client update.

Please restart the client to receive the update.

[Fixes]
  • Connection issues have been resolved.
  • Replays can now be played properly.
Madshot - CamillaHOOK


Hi humans,

Our journey has just begun - and the abyss is deep - but your support has been incredible and continues to be instrumental. Thanks to your suggestions and feedback we have decided to make the following improvements and changes to Madshot:

Sidearms & Synergies

Sidearms:
  • Added a new sidearms room that spawns in the map.
  • Added 8 sidearms with unique functionalities designed to augment your other abilities.
Main Weapons:
  • We have reworked the guns to increase variety and encourage experimentation with the new synergies.
Input:
  • ”Drop action” is now "Pickup/Drop action" so you can still pick up objects when you have a sidearm equipped. Remember to use the custom key bindings to suit your playstyle.
Alterations: Paths & Synergies

Alterations are no longer lumped into one pool. Your early choices will unlock new options that compliment your build. Experiment with different starting choices and don’t underestimate what a few “Enhancements” (level-ups) can do.

We have reworked most alterations to encourage creative builds and synergies, as well as added some new ones to make specialized builds more viable.

Added:
  • Residue: Toxic foes spawn a gas Cloud on death.
  • Recycle: Dominated foes spawn a healing orb on death
  • Rust: First bullet after reload gains additional Toxic Damage
  • Mender: Dominated foes are restored to full health.
  • Pandemonium: Foes afflicted with dominate gain more damage for every other dominated foe.
Remade:
  • Most alterations have either had their functionality or numbers tweaked to better synergize with a wider array of builds and combinations.
Removed (Or replaced with store items):
  • Dark Coin
  • Midas Touch
  • Dark Touch
  • Dark Coin
  • Daze
  • Flatulence
Others changes

Relics:
  • ”Face of the Abyss” duration has been doubled, and you emit a “curse wave” every 2 seconds.
  • “Face of the void” now requires half the essence of the other ults.
Visuals:
  • Updated all the store Items' art.
  • Updated some old Icons and VFX.
Store:
  • Various changes to store items functionality and price.
Music:
  • New alternating track for zone 1-2.
**Warning**
Explosions now damage you as well. But don’t let that scare you off.

We hope you will enjoy these improvements! If you want to help us make Madshot even better, join us on Discord to share your feedback and participate in our exclusive beta testing sessions.

The abyss and all of its crowded paths are waiting for you.

See you there!

- Camilla from HOOK

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