Mar 6, 2017
Battle Brothers - rapsdjff

Bugfixes.

Please continue to report any issues in the appropriate forum following the instructions there - do not post them as comments here, they'd only get buried and lost, and may miss important information.

Changelog
  • Fixed potential crash on world map.
  • Fixed potential crash on AI killing a character with a throwing weapon.
  • Fixed 'Dodge' perk potentially reducing defenses when at negative initiative.
  • Fixed Direwolves still having the 'Overwhelm' perk sometimes when they shouldn't.
  • Fixed skeletons sometimes being untargetable after being raised again.
  • Fixed skeletons having their heads face the wrong direction after being raised again.
  • Fixed characters wearing the 'Heraldic Hauberk' not raising properly as undead.
  • Fixed issue with attached locations being attackable but resulting in combat not loading properly after being part of a 'Privateering' contract once.
  • Fixed issue with 'Break Siege' contract.
  • Fixed issue with settlements spawning too many militia parties.
  • Fixed Dragon's Hoard achievement not unlocking.
  • Fixed Tough Farewell achievement not unlocking with characters higher than level 11.
  • Fixed some minor AI issues.
  • Fixed various other minor issues.
Mar 6, 2017
Battle Brothers - rapsdjff

Bugfixes.

Please continue to report any issues in the appropriate forum following the instructions there - do not post them as comments here, they'd only get buried and lost, and may miss important information.

Changelog
  • Fixed potential crash on world map.
  • Fixed potential crash on AI killing a character with a throwing weapon.
  • Fixed 'Dodge' perk potentially reducing defenses when at negative initiative.
  • Fixed Direwolves still having the 'Overwhelm' perk sometimes when they shouldn't.
  • Fixed skeletons sometimes being untargetable after being raised again.
  • Fixed skeletons having their heads face the wrong direction after being raised again.
  • Fixed characters wearing the 'Heraldic Hauberk' not raising properly as undead.
  • Fixed issue with attached locations being attackable but resulting in combat not loading properly after being part of a 'Privateering' contract once.
  • Fixed issue with 'Break Siege' contract.
  • Fixed issue with settlements spawning too many militia parties.
  • Fixed Dragon's Hoard achievement not unlocking.
  • Fixed Tough Farewell achievement not unlocking with characters higher than level 11.
  • Fixed some minor AI issues.
  • Fixed various other minor issues.
Age of Cavemen - Fuero Games
Age of Cavemen - Fuero Games
Awesomenauts - the 2D moba - Mitaki

It's time to get your hype on! Awesomenauts 3.5: Unleash your Power will go live on Steam this Wednesday! Deadlift, the new tanky / support 'Naut, and the level editor will be available to all players for free.

We've already seen over 75 great mods on the Workshop so far and all of these will immediately be available in the live game once the updates launches. If you're interested in working on your own multiplayer map, single-player trial, custom AI, or sharing your favorite custom game settings, head over to the Wiki for more information on how to get started! You can find everything you need over here: http://awesomenauts.gamepedia.com/Modding

Want to take a look at all the mods that have been uploaded so far? You can check them out over here: http://steamcommunity.com/workshop/browse/?appid=204300

If you're interested in learning more about the new 'Naut, Deadlift, make sure to tune in to the Streamisho next Wednesday at twitch.tv/RonimoGames around 17:00 EU, 16:00 UK, 11AM ET, 8AM PT. If you want to know more about him right now, you can still try him out in the Beta by enabling the Dual-Load Beta DLC or by watching on of the Beta impression videos on Youtube, like this one by Slow Wolf: https://www.youtube.com/watch?v=j8NY9_Rj4VE
Awesomenauts - the 2D moba - Mitaki

It's time to get your hype on! Awesomenauts 3.5: Unleash your Power will go live on Steam this Wednesday! Deadlift, the new tanky / support 'Naut, and the level editor will be available to all players for free.

We've already seen over 75 great mods on the Workshop so far and all of these will immediately be available in the live game once the updates launches. If you're interested in working on your own multiplayer map, single-player trial, custom AI, or sharing your favorite custom game settings, head over to the Wiki for more information on how to get started! You can find everything you need over here: http://awesomenauts.gamepedia.com/Modding

Want to take a look at all the mods that have been uploaded so far? You can check them out over here: http://steamcommunity.com/workshop/browse/?appid=204300

If you're interested in learning more about the new 'Naut, Deadlift, make sure to tune in to the Streamisho next Wednesday at twitch.tv/RonimoGames around 17:00 EU, 16:00 UK, 11AM ET, 8AM PT. If you want to know more about him right now, you can still try him out in the Beta by enabling the Dual-Load Beta DLC or by watching on of the Beta impression videos on Youtube, like this one by Slow Wolf: https://www.youtube.com/watch?v=j8NY9_Rj4VE
HELLION - ZG_Rick
Greetings colonists!


While we are working on performance improvement and bug fixes, let’s make a quick overview of Hellion’s server hosting structure.


There are more than 700 servers online running Hellion at the moment. It’s a mix of 150 official servers and approximately 550 private servers. Since our goal is to provide the best network environment for Hellion, we’ve made a partnership with premium server providers: BlackBoxServers, Gtxgaming and Multiplay for official public Hellion servers; and BlackBoxServers, Gtxgaming and uHostPro for private Hellion servers – which can guarantee a quality performance for all of you who want enjoy pub games as well as for those who prefer playing with friends on private dedicated servers.


The war on lag and latency issues has begun and we will emerge triumphant!


Zero Gravity team
Mar 6, 2017
Hide & Hold Out - H2o - Neist
Hi guys!

It has been a while since my last post here, and I wanted to reassure you. I have seen lots of people throwing "dead game" or stuff like that on the forum, and I wanted to ensure you that it's not the case at all.

So, I'm here to tell you what I think, what I'm doing, and what I expect from the next few months.

At the moment of course, the servers are empty and I am not very talkative by nature about what I'm doing (even if you can follow a bit on Trello) but this situation doesn't scare me. I prefer the game to be at low speed while it is not really functionnal, than spending time trying to bring people in knowing that they will probably be disappointed by the current issues and the lack of updates.

I have been working hard on H2o during the past six months even if I didn't release any update during this time, and, to be honest, even if I had some motivation failings sometimes, for personal matters. These are sorted now but I cannot hide it to you either, it happens I guess, but that's not the point of what I want to say here.
Actually, I figured out that, as I'm working alone, making small updates every month wasn't the good way for me to work efficiently on the game. I did that way during the first months that followed the release of the early access and it only allowed me to fix some little bugs and to add only a few gameplay oriented features.

To be more precise, I have spent a long time re-writing a huge part of the code.
Some of you had suggested it, the network communication I used was really messy and, let's say it, pretty bad. The hackers had open doors to go through and some network calls were even lost, constant spikes, lags...
I chose to spend the time it would take to switch for an autoritative server pattern, and I am at this moment very close to have a version ready for testing.

Well, that's something.
But with this update, I want to create something more, something worth the time it took, and I perfectly understand that it is very annoying to wait this long with almost no news or no thrilling pictures to turn the frustration into exaltation. But my position on this is that, it doesn't really matter how long it takes to have something good.
I think that if an update comes (even lately) and brings the whole game to the next level, everybody will be happy to enjoy a new experience, stabler and more fun.

Working on the code is pretty boring, even for me, because it doesn't make the game look very different, so far. But it was a necessary step if I wanted to really handle the current issues of the game.
Once this is completed and tested, I think I will spend some more time upgrading the gameplay itself and with this I can hope to show you real and exciting changes in the game.
As usual you can take a look at the trello page to know precisely what I can be talking about.

It is clear to me that H2o is, at this moment, very under-exploited.
So many amazing things could be done, and I want to bring it much more further than it is. It only takes time. Actually, I think you will agree with me if I say that... it takes too much time. And you're totally right to think so.

My current plan concerning the future of H2o is to be able to hire a team to work with me. I'm very confident that if we were something like 5 guys working actively on it (code, 3D modeling, level design and so on), this game could become a real blast, but at the moment I cannot afford it.
My goal is to reach this stage with the next few updates, and to achieve that, I needed to change my strategy, as I just told you, taking the time to make real changes.

Finally, I wanted to say that I am sorry for those who lost faith in the game, and therefore me. But the main point of this message is to say that.. I did not give up.
And I hope I will be able to make you enjoy H2o again in the near future.

Also, a big thank you to all the people that sent me encouraging messages during the past months, you were so many telling me to keep going, that you were waiting for me, that you loved the game and hoped to see it shining bright again, that I could take my time and make something good... And it really helped me to keep faith myself, and it kicked my ass up to work hard again. Everybody pushed me forward, motivated me, and I think it's for a good reason.
A last thank you to my four admins who never failed me, even during my lost times.

Love you guys.

I will be back for another news with more precise and exciting stuff to show you as soon as it is technically possible. During this time, just stay patient, I'm doing my best on this. The game has been good for many people once, there is no reason I could not do it again.
It's only a matter of time.

Take care guys, don't give up just like I do, and have a great day! :)


Remember you can follow the development and take part of it on Trello
Mar 6, 2017
Hide & Hold Out - H2o - Neist
Hi guys!

It has been a while since my last post here, and I wanted to reassure you. I have seen lots of people throwing "dead game" or stuff like that on the forum, and I wanted to ensure you that it's not the case at all.

So, I'm here to tell you what I think, what I'm doing, and what I expect from the next few months.

At the moment of course, the servers are empty and I am not very talkative by nature about what I'm doing (even if you can follow a bit on Trello) but this situation doesn't scare me. I prefer the game to be at low speed while it is not really functionnal, than spending time trying to bring people in knowing that they will probably be disappointed by the current issues and the lack of updates.

I have been working hard on H2o during the past six months even if I didn't release any update during this time, and, to be honest, even if I had some motivation failings sometimes, for personal matters. These are sorted now but I cannot hide it to you either, it happens I guess, but that's not the point of what I want to say here.
Actually, I figured out that, as I'm working alone, making small updates every month wasn't the good way for me to work efficiently on the game. I did that way during the first months that followed the release of the early access and it only allowed me to fix some little bugs and to add only a few gameplay oriented features.

To be more precise, I have spent a long time re-writing a huge part of the code.
Some of you had suggested it, the network communication I used was really messy and, let's say it, pretty bad. The hackers had open doors to go through and some network calls were even lost, constant spikes, lags...
I chose to spend the time it would take to switch for an autoritative server pattern, and I am at this moment very close to have a version ready for testing.

Well, that's something.
But with this update, I want to create something more, something worth the time it took, and I perfectly understand that it is very annoying to wait this long with almost no news or no thrilling pictures to turn the frustration into exaltation. But my position on this is that, it doesn't really matter how long it takes to have something good.
I think that if an update comes (even lately) and brings the whole game to the next level, everybody will be happy to enjoy a new experience, stabler and more fun.

Working on the code is pretty boring, even for me, because it doesn't make the game look very different, so far. But it was a necessary step if I wanted to really handle the current issues of the game.
Once this is completed and tested, I think I will spend some more time upgrading the gameplay itself and with this I can hope to show you real and exciting changes in the game.
As usual you can take a look at the trello page to know precisely what I can be talking about.

It is clear to me that H2o is, at this moment, very under-exploited.
So many amazing things could be done, and I want to bring it much more further than it is. It only takes time. Actually, I think you will agree with me if I say that... it takes too much time. And you're totally right to think so.

My current plan concerning the future of H2o is to be able to hire a team to work with me. I'm very confident that if we were something like 5 guys working actively on it (code, 3D modeling, level design and so on), this game could become a real blast, but at the moment I cannot afford it.
My goal is to reach this stage with the next few updates, and to achieve that, I needed to change my strategy, as I just told you, taking the time to make real changes.

Finally, I wanted to say that I am sorry for those who lost faith in the game, and therefore me. But the main point of this message is to say that.. I did not give up.
And I hope I will be able to make you enjoy H2o again in the near future.

Also, a big thank you to all the people that sent me encouraging messages during the past months, you were so many telling me to keep going, that you were waiting for me, that you loved the game and hoped to see it shining bright again, that I could take my time and make something good... And it really helped me to keep faith myself, and it kicked my ass up to work hard again. Everybody pushed me forward, motivated me, and I think it's for a good reason.
A last thank you to my four admins who never failed me, even during my lost times.

Love you guys.

I will be back for another news with more precise and exciting stuff to show you as soon as it is technically possible. During this time, just stay patient, I'm doing my best on this. The game has been good for many people once, there is no reason I could not do it again.
It's only a matter of time.

Take care guys, don't give up just like I do, and have a great day! :)


Remember you can follow the development and take part of it on Trello
Whirligig Media Player - phileday
If you follow and use the beta build then you won't find any big changes here. However if you've just purchased Whirligig or use the default build (standard build and you've not changed anything) then this is a big update.

A couple of things have happened since the beta build. I've updated the Unity3D version and fixed an issue when the dashboard is visible.

Here's a list of some of the changes since the last default build update.

  • Added Keyboard, Vive, Touch mapping.
  • Added 6 model types for Touch controls.
  • Added new room, tilted dome and flat dome.
  • Added Switch Laser for mapping on Vive Controllers.
  • All keys disable when Vive dashboard so you can't accidentally push options.
  • Added the ability to map radius/distance to the controllers.
  • Updated UMP and AVpro plugins and also looked at changing media foundation to use Unity audio source to allow Oculus headphones to work as default.
  • Removed position menu from settings and give it it's own menu.
  • Changed the way the position and zoom system works so that it doesn't move the menus.

Full details and pictures can be found on the beta news update here:

http://steamcommunity.com/games/whirligig/announcements/detail/254855148669045438

If you are having problems with this update

If this update is causing issues there are a few things you can try. Firstly you can try resetting Whirligig back to it's factory settings. Full details of this can be found here:
http://steamcommunity.com/app/451650/discussions/0/154642901285181817/

If you still have problems please let me know. I do my best to fix bugs and improve the player on each update but sometimes problems do arise. If you contact me either through my website www.whirligig.xyz or through this forum I'll do my best to help and fix the issue.

If all else fails I keep previous versions live on the beta page so you can easily return to the previous default builds. To do this right click on Whirligig in Steam, go to properties, go to the beta tab and select "whirligig_early_access_v.3.92", which is the previous default build.


In Conclusion

I hope you enjoy the updates I've made to this version of Whirligig. I've added many of the features suggested by the users and I'm always happy to hear new suggestion for future versions. As I said before you you have any issues let me know and I'll do my best to fix them. If you like Whirligig positive feedback and reviews are always appreciated.

Until next time and thanks for support Whirligig.

Phil
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