Sep 7, 2016
IWO: Bloodbath in the Bonins - chris
We've just patched IWO: Bloodbath in the Bonins!

This patch address the issue that prevented the game from launching by Mac users since the latest update.

Apologies for the delay in getting this out to everyone! We really hope you enjoy the struggle for control of IWO!

Thanks for supporting our games and please keep the feedback coming!

~ The HexWar Games Team
Sep 7, 2016
IWO: Bloodbath in the Bonins - chris
We've just patched IWO: Bloodbath in the Bonins!

This patch address the issue that prevented the game from launching by Mac users since the latest update.

Apologies for the delay in getting this out to everyone! We really hope you enjoy the struggle for control of IWO!

Thanks for supporting our games and please keep the feedback coming!

~ The HexWar Games Team
KeeperRL - Michal Brzozowski
A few days ago I finished the big refactoring that I wrote about in the previous update, and now it's time to do more fun things. The minion management UI is pretty clunky, so I added a way to change minion tasks by drag-and-dropping them into appropriate rooms. It's much faster!



With this in place, it was easy to add a simple go-to order by dragging a minion, in case you want to quickly explore some area or order them to join a fight, without having to control them. It's more of a convenience feature than full blown RTS-style commanding. For example you can't give this order to an entire team.

With the new manual production there is potential to make minions smarter, for example have them automatically switch to whichever manufactory is producing something, or revert to training or studying. It's still unclear how to reconcile it with manual assignment, and it will probably require larger internal changes, so I'll leave this for a later update.

Right now I'm going to finish the new floor features, like efficiency bonuses, and I'll maybe add a few special "magical" floor types. I haven't decided whether I'm going to prepare a new release next, or keep adding more gameplay changes.

Let's have a quick look at some of the game statistics that the game now gathers. Since Alpha19 was released 44 days ago, 1644 players played 6103 campaign and 1253 single map games. Of the campaign games, there were 3650 keepers and 2453 adventurers.

The above numbers are nice, however it turns out that only 7% of players played 10 or more games, 21% played 5 or more. 42% played only one game (this single playthrough lasted 6500 turns on the average). This confirms that I need to work more on the gameplay, to make it more absorbing, and try to make players come back more often.
KeeperRL - Michal Brzozowski
A few days ago I finished the big refactoring that I wrote about in the previous update, and now it's time to do more fun things. The minion management UI is pretty clunky, so I added a way to change minion tasks by drag-and-dropping them into appropriate rooms. It's much faster!



With this in place, it was easy to add a simple go-to order by dragging a minion, in case you want to quickly explore some area or order them to join a fight, without having to control them. It's more of a convenience feature than full blown RTS-style commanding. For example you can't give this order to an entire team.

With the new manual production there is potential to make minions smarter, for example have them automatically switch to whichever manufactory is producing something, or revert to training or studying. It's still unclear how to reconcile it with manual assignment, and it will probably require larger internal changes, so I'll leave this for a later update.

Right now I'm going to finish the new floor features, like efficiency bonuses, and I'll maybe add a few special "magical" floor types. I haven't decided whether I'm going to prepare a new release next, or keep adding more gameplay changes.

Let's have a quick look at some of the game statistics that the game now gathers. Since Alpha19 was released 44 days ago, 1644 players played 6103 campaign and 1253 single map games. Of the campaign games, there were 3650 keepers and 2453 adventurers.

The above numbers are nice, however it turns out that only 7% of players played 10 or more games, 21% played 5 or more. 42% played only one game (this single playthrough lasted 6500 turns on the average). This confirms that I need to work more on the gameplay, to make it more absorbing, and try to make players come back more often.
SMITEĀ® - HiRezAmanda

Go back in time with the Odyssey Greatest Hits Chest! This special chest will be available today through Monday, September 12th on all platforms.

This is the perfect time to grab those Exclusive Odyssey skins you might have missed and prepare yourself for the greatness that is the 2016 Odyssey!

**Please note that this chest will be available on September 8th for PS4 users**
SMITEĀ® - HiRezAmanda

Go back in time with the Odyssey Greatest Hits Chest! This special chest will be available today through Monday, September 12th on all platforms.

This is the perfect time to grab those Exclusive Odyssey skins you might have missed and prepare yourself for the greatness that is the 2016 Odyssey!

**Please note that this chest will be available on September 8th for PS4 users**
Five Nights at Freddy's: Sister Location - Scott
I've been trying to keep this quiet for a while now, but if any of you will be in the Vegas area this Halloween, be sure to check out the Five Nights at Freddy's haunted house at FRIGHT DOME this year!

I stopped by to check on construction last month and it was looking great. It's a huge area and they have a lot of insane things planned. Fans of the game will NOT be disappointed!

http://frightdome.com/project/five-nights-freddys/
Five Nights at Freddy's: Sister Location - Scott
I've been trying to keep this quiet for a while now, but if any of you will be in the Vegas area this Halloween, be sure to check out the Five Nights at Freddy's haunted house at FRIGHT DOME this year!

I stopped by to check on construction last month and it was looking great. It's a huge area and they have a lot of insane things planned. Fans of the game will NOT be disappointed!

http://frightdome.com/project/five-nights-freddys/
Planet Nomads - Craneballs
Hello Nomads,

Version 0.3.2 is live!

We have been following your bug reports closely. And fixed what we could at this point. We've also added a few features that will make you building life and exploration ambitions a lot easier!

Here's the complete list of:

New Features:

Magnetic Jack block - used to raise a finished vehicle for further modifications and fixes.
BuildVision Electricity Toggle - You can connect multiple blocks at once now.
New wider Cockpit added.


Bug Fixes (an exhaustive list):

-Performance optimizations
-Memory leaks fixed
-Hugely improved physics - minimal space flights now, good traction, no skidding
-Fixed lights screwing vehicle physics
-Leaving cockpit further reworked to avoid getting stuck between wheels and teleporting
-BuildVision changes to make the states more clear
-Fixed arrow directions on wheels in BuildVision
-Fixed the occasional invisible blocks in huge structures
-Hinge and rotor blocks behavior improved (including colliders of connected blocks)
-Less darkness during rainstorms
-Beacons no longer disconnect from generators when traveling far away
-Heavily optimized grass to eat way less memory and CPU power - try upping your settings
-Added more variability to spawning position when entering New Games
-Fixed key freeze during driving
-LINUX: Locale problem and Steam overlay issues fixed
-Cleaned control inputs to avoid interference from various devices
-Arced blocks placement fixed
-Not being able to place blocks in empty spaces fixed
-Rotation of window blocks improved to be more logical
-Light colliders in Buildvision increased for easier setting
-Crashing during saving fixed
-Invisible cacti made visible
-Flashlight no longer works inside the cockpit
-Jetpack no longer jets inside the cockpit (hovering sound bug fix)
-Pressing E in menus/during paused game no longer makes you leave the cockpit
-Beacon size increased to match its actual build-size
-Flooring size increased to fit the grid
-Increased the range of 3rd person building




Planet Nomads - Craneballs
Hello Nomads,

Version 0.3.2 is live!

We have been following your bug reports closely. And fixed what we could at this point. We've also added a few features that will make you building life and exploration ambitions a lot easier!

Here's the complete list of:

New Features:

Magnetic Jack block - used to raise a finished vehicle for further modifications and fixes.
BuildVision Electricity Toggle - You can connect multiple blocks at once now.
New wider Cockpit added.


Bug Fixes (an exhaustive list):

-Performance optimizations
-Memory leaks fixed
-Hugely improved physics - minimal space flights now, good traction, no skidding
-Fixed lights screwing vehicle physics
-Leaving cockpit further reworked to avoid getting stuck between wheels and teleporting
-BuildVision changes to make the states more clear
-Fixed arrow directions on wheels in BuildVision
-Fixed the occasional invisible blocks in huge structures
-Hinge and rotor blocks behavior improved (including colliders of connected blocks)
-Less darkness during rainstorms
-Beacons no longer disconnect from generators when traveling far away
-Heavily optimized grass to eat way less memory and CPU power - try upping your settings
-Added more variability to spawning position when entering New Games
-Fixed key freeze during driving
-LINUX: Locale problem and Steam overlay issues fixed
-Cleaned control inputs to avoid interference from various devices
-Arced blocks placement fixed
-Not being able to place blocks in empty spaces fixed
-Rotation of window blocks improved to be more logical
-Light colliders in Buildvision increased for easier setting
-Crashing during saving fixed
-Invisible cacti made visible
-Flashlight no longer works inside the cockpit
-Jetpack no longer jets inside the cockpit (hovering sound bug fix)
-Pressing E in menus/during paused game no longer makes you leave the cockpit
-Beacon size increased to match its actual build-size
-Flooring size increased to fit the grid
-Increased the range of 3rd person building




...