War Thunder - OrsonES1
We’re proud to represent the legendary GM-64 - the gold standard of modern attack helicopters - in War Thunder!



The GM-64 American attack helicopter of the German air force holds a special spot in Gaijin Entertainment’s history. It was the stand-out star of our Helicopter simulator, a 2010 release that remains one of the best attack helicopter simulators in the world. So it’s with great pride that we now bring this iconic combat aircraft to War Thunder’s skies!

http://steamcommunity.com/sharedfiles/filedetails/?id=895222432&fileuploadsuccess=1
http://steamcommunity.com/sharedfiles/filedetails/?id=895222445&fileuploadsuccess=1

Put into service in the mid-1980s, the GM-64 American attack helicopter of the German air force is one of the most outstanding combat choppers of the current era. In War Thunder, the GM-64 will take its place at rank IX of the German helicopter tech tree. As dangerous to other helicopters as it is to tanks, the GM-64’s main weapons are guided air-to-surface missiles capable of destroying ground vehicles and small ships on impact.

The helicopter decimates ground targets with unguided missiles, which are supplemented by a 30mm automatic cannon with HEAT-fragmentation rounds. Take the GM-64 for a test flight and discover why it’s the pinnacle of War Thunder’s German rotary-wing aviation tech tree!
War Thunder - Fest
We’re proud to represent the legendary GM-64 - the gold standard of modern attack helicopters - in War Thunder!



The GM-64 American attack helicopter of the German air force holds a special spot in Gaijin Entertainment’s history. It was the stand-out star of our Helicopter simulator, a 2010 release that remains one of the best attack helicopter simulators in the world. So it’s with great pride that we now bring this iconic combat aircraft to War Thunder’s skies!

http://steamcommunity.com/sharedfiles/filedetails/?id=895222432&fileuploadsuccess=1
http://steamcommunity.com/sharedfiles/filedetails/?id=895222445&fileuploadsuccess=1

Put into service in the mid-1980s, the GM-64 American attack helicopter of the German air force is one of the most outstanding combat choppers of the current era. In War Thunder, the GM-64 will take its place at rank IX of the German helicopter tech tree. As dangerous to other helicopters as it is to tanks, the GM-64’s main weapons are guided air-to-surface missiles capable of destroying ground vehicles and small ships on impact.

The helicopter decimates ground targets with unguided missiles, which are supplemented by a 30mm automatic cannon with HEAT-fragmentation rounds. Take the GM-64 for a test flight and discover why it’s the pinnacle of War Thunder’s German rotary-wing aviation tech tree!
Mar 31, 2017
Lightspeed Frontier - Crowdwork Studios
Hello there!

Armed with a ton of feedback and bug reports since launch we've spent the past two weeks brewing up a large new update that fixes a bunch of issues and adds many requested changes.

Here are the main changes and additions:

Categorized Side Inventory


The old inventory system has been replaced with a new collapsible side inventory that can filter your cargo based on it's type.

That's not all however as it can also list the nearby modules floating around you and serve them to you on a plate, ready for attachment.

Once you select them there is another new feature - the Continuous Building System which lets you attach modules as fast as possible as long as you keep them selected.

New Spawning System


Since the old system of hostile NPC ships spawning right on top of you wasn't exactly great if you wanted to rebuild your ship on the spot we've optimized the ships to unload when far away - which enables them to prespawn in the system on load without any performance issues.

That way you can start assaults when you're ready and won't get any unwanted surprises in the shape of high velocity bullets.

It's not all however, you can now clear systems of hostile craft and they will be replaced by neutral ships that wander around (and will defend themselves if attacked). In future updates we plan on expanding the interaction with them further with communications, mercenary work and the like.

"Cereal" B.O.X. Conning Tower Pod


The second Mk2 pod to enter the game is the brand new industrial conning tower.

It's more suited as a command center for medium and larger ships as it does not pack any engines or fuel tanks, but makes up for that by being a whole lot sturdier, having a better power generator and a faster fuel collector.

Graphical Improvements

We've redone most of the weapon particle effects. You should see new explosions, more realistic bullet hits for miniguns, new flak blasts and new plasma detonations. As long as you keep the bloom filter turned on there are some additional explosion debris effects as well.



On top of that there's a newly rendered skybox that features animated stars if you have the bloom filter enabled while showing a massive drop in color banding overall.

Changelog:

Additions:
  • new inventory system
  • continuous building mode
  • small debris effects for explosions (if you have the bloom filter enabled)
  • the conning tower command pod
  • more ship names and prefixes
  • new NPC ships
  • an option to revert to the old broadside mode controls
  • an easter egg
Changes:
  • reworked most weapon particle effects
  • shields now block 50% of plasma and flak damage when running
  • replaced the skybox with an animated one (if you have the bloom filter enabled)
  • switched to a static spawning system with "clearable" systems that spawn neutral ships afterwards
  • ore prices increased to hopefully make mining more viable
  • there are now alerts (with cancel instructions) on screen when the ship is aligning for long distance warp
  • improved performance for some of the projectiles (flak and plasma shots)
  • space stations are now distinguishable from planets on the minimap (marked with a cube)
  • flak now does less concentrated and more splash damage
  • minigun damage numbers are now yellow
  • reorganized the workshop upload screen
  • starting in creative will give you any of the 3 faction flagships (Rasputin, Prometheus or Corvette)
  • reduced the chance for the station "Hello There!" prompt to appear from 100% to 33%
  • added a background to the Steam Workshop ship images
Fixes:
  • fixed NPC ship movement slightly
  • fixed a crash that would happen if steam functionality did not load (before the game itself finished loading)
  • after warping, the camera mode returns to the mode it was previously in (instead of forcing build mode)
  • fixed a big inconsistency issue with distance checking in the game
  • you now receive more starting money to compensate for the Prometheus selling workaround
  • fixed the damage pickup sphere particle efffect’s position
  • fixed planets not casting shadows correctly
  • saving in a black hole system no longer spawns you inside the void on reload


The "known issues" paragraph has remained unchanged since 1.04d in case you've already read it.

Known issues as of 1.05:
  • Some players are unable to select systems in the galaxy map after saving and loading the game (You can now use the A and D keys as a temporary workaround to switch systems in case it happens).
  • The music slider does not update the volume until the options menu is closed.
  • Larger ships are rather intensive on performance right now
  • Task and chat windows can appear off-screen on large resolutions (2560x1440 and above)



Thanks for reading, fly safe!
Mar 31, 2017
Lightspeed Frontier - Crowdwork Studios
Hello there!

Armed with a ton of feedback and bug reports since launch we've spent the past two weeks brewing up a large new update that fixes a bunch of issues and adds many requested changes.

Here are the main changes and additions:

Categorized Side Inventory


The old inventory system has been replaced with a new collapsible side inventory that can filter your cargo based on it's type.

That's not all however as it can also list the nearby modules floating around you and serve them to you on a plate, ready for attachment.

Once you select them there is another new feature - the Continuous Building System which lets you attach modules as fast as possible as long as you keep them selected.

New Spawning System


Since the old system of hostile NPC ships spawning right on top of you wasn't exactly great if you wanted to rebuild your ship on the spot we've optimized the ships to unload when far away - which enables them to prespawn in the system on load without any performance issues.

That way you can start assaults when you're ready and won't get any unwanted surprises in the shape of high velocity bullets.

It's not all however, you can now clear systems of hostile craft and they will be replaced by neutral ships that wander around (and will defend themselves if attacked). In future updates we plan on expanding the interaction with them further with communications, mercenary work and the like.

"Cereal" B.O.X. Conning Tower Pod


The second Mk2 pod to enter the game is the brand new industrial conning tower.

It's more suited as a command center for medium and larger ships as it does not pack any engines or fuel tanks, but makes up for that by being a whole lot sturdier, having a better power generator and a faster fuel collector.

Graphical Improvements

We've redone most of the weapon particle effects. You should see new explosions, more realistic bullet hits for miniguns, new flak blasts and new plasma detonations. As long as you keep the bloom filter turned on there are some additional explosion debris effects as well.



On top of that there's a newly rendered skybox that features animated stars if you have the bloom filter enabled while showing a massive drop in color banding overall.

Changelog:

Additions:
  • new inventory system
  • continuous building mode
  • small debris effects for explosions (if you have the bloom filter enabled)
  • the conning tower command pod
  • more ship names and prefixes
  • new NPC ships
  • an option to revert to the old broadside mode controls
  • an easter egg
Changes:
  • reworked most weapon particle effects
  • shields now block 50% of plasma and flak damage when running
  • replaced the skybox with an animated one (if you have the bloom filter enabled)
  • switched to a static spawning system with "clearable" systems that spawn neutral ships afterwards
  • ore prices increased to hopefully make mining more viable
  • there are now alerts (with cancel instructions) on screen when the ship is aligning for long distance warp
  • improved performance for some of the projectiles (flak and plasma shots)
  • space stations are now distinguishable from planets on the minimap (marked with a cube)
  • flak now does less concentrated and more splash damage
  • minigun damage numbers are now yellow
  • reorganized the workshop upload screen
  • starting in creative will give you any of the 3 faction flagships (Rasputin, Prometheus or Corvette)
  • reduced the chance for the station "Hello There!" prompt to appear from 100% to 33%
  • added a background to the Steam Workshop ship images
Fixes:
  • fixed NPC ship movement slightly
  • fixed a crash that would happen if steam functionality did not load (before the game itself finished loading)
  • after warping, the camera mode returns to the mode it was previously in (instead of forcing build mode)
  • fixed a big inconsistency issue with distance checking in the game
  • you now receive more starting money to compensate for the Prometheus selling workaround
  • fixed the damage pickup sphere particle efffect’s position
  • fixed planets not casting shadows correctly
  • saving in a black hole system no longer spawns you inside the void on reload


The "known issues" paragraph has remained unchanged since 1.04d in case you've already read it.

Known issues as of 1.05:
  • Some players are unable to select systems in the galaxy map after saving and loading the game (You can now use the A and D keys as a temporary workaround to switch systems in case it happens).
  • The music slider does not update the volume until the options menu is closed.
  • Larger ships are rather intensive on performance right now
  • Task and chat windows can appear off-screen on large resolutions (2560x1440 and above)



Thanks for reading, fly safe!
Community Announcements - Haones


В TERA начинается праздник улыбок! В эти дни жители Арбореи разыгрывают своих друзей и знакомых, и просто весело проводят время. Не стойте в стороне, присоединяйтесь к празднованию!

А ещё не забудьте найти подходящий наряд для себя или в подарок другу. В эти дни у вас есть отличная возможность приобрести особые облики и аксессуары!

Просмотреть подробную информацию о событии и акции можно в специальной теме на официальном форуме игры.

Сумасшедшие выходные надо провести безумно весело!

С уважением, команда TERA Россия.
Mar 31, 2017
Galactic Junk League - MikeGJL
Hey there, Galactic Junkers!

My nickname is Palky and I am a new game designer in the Galactic Junk League team. I work at Pixel Federation for almost 5 years. I will be responsible for designing events in our game. As you might have noticed, we’ve already launched several smaller events (Pilot Licence weekends, Ship-building contests, Ship sales, etc.).



And a big one called Irish Madness (around St. Patrick’s Day).



Today, I wanna write about 2 new types of events, which we’re planning to create in the future and make the classic gameplay more rich and pleasant for you.

Types of events
We will create two types of events in Galactic Junk League – weekend events and special events. Both of these events will be time-limited and you will always be properly informed about their starting and ending dates. Each event will be connected with a certain type of rewards for both the winners and the participants.

Weekend event – it’ll be a short-term event, but will be launched more frequently. They will always be launched on Friday and will end on Monday. Detailed information about event will be provided on the starting day.

These are some of the concepts of the weekend events we are working with:
  • Ship Class Event – which class will be the most successful during the event
  • Weapon Challenge – which weapon will be the most successful during the event
  • Killer of the Weekend – players with most kills during the event
  • Whiskey Weekend – the first whiskey in the match will be for free
  • Science Weekend – research and upgrade will cost less junk
    There are more to come, but we will keep them secret for now. :)

Special event – it’ll be a longer lasting event, which will launched on special occasions, like Halloween, Christmas etc.. It will last for about a week or sometimes longer. We will communicate all of the necessary information about it several days prior to its launch. The big event will be rich on content, and will also include new game mechanics. As these events will be much more complicated to implement, an update of the game will be necessary, but don’t worry, it’ll be worth it.

Here are some examples of the special events we are considering:
  • Time limited ship building and fight – players will have a time limit to create a ship and fight with it in the arena
  • Tournaments – with only certain types of ships (only Rookie ships for example) or weapons (only lasers)
  • Halloween – will include special holiday inspired content
  • Christmas – will include special holiday inspired content
    And more, which we’ll keep to ourselves.

If you have any ideas or feedback regarding the events in Galactic Junk League, please don’t hesitate sharing them with us on our FORUM.

You will find information about the upcoming events on our official webpage, Steam, Facebook and Twitter.

That’s it for this week, thank you for reading.

Pavel ‘Palky’ Karla
Game Designer
Mar 31, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.3.4)

The primary changes in this patch are memory/loading time optimizations and bug fixes.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Optimization: Memory footprint size reduced by 50%
Optimization: Map loading times improved
Audio: Added bandit cutscene lines for “The Sacking Of Shirebrook”
Audio: Added a small taster of Quixl one-liners (selection/command/death)

Bug Fixes
Fix: Questing: Rotwold Antidote: Player could lock themselves out of the Treasury
Fix: Reinstated PCF3x3 for softer shadow edges
Fix: Drastically reduced shader compilations leading to faster load times and less memory consumption
Fix: Woodcutters were planting the wrong types of trees in the snow and swamp biomes
Fix: SSAO has been disabled due to a glitch
Fix: Building fire cooldown timer was starting when the fire started and not when it was extinguished

Level Designers
Core Tiles: Cliff Straight Full 03 - the steps texture is now set dynamically depending on the biome
Core Tiles: Waterfall tile pieces updated

Known Issues
Crime needs more visual indications of what has been stolen
Tooltip text can run vertically
Loot drops are now too rare, and most party loot seems to be for Ser Gregory

Developer Comments
Only save games and workshop items saved with 0.5.3.x versions are now valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.
Mar 31, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.3.4)

The primary changes in this patch are memory/loading time optimizations and bug fixes.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Optimization: Memory footprint size reduced by 50%
Optimization: Map loading times improved
Audio: Added bandit cutscene lines for “The Sacking Of Shirebrook”
Audio: Added a small taster of Quixl one-liners (selection/command/death)

Bug Fixes
Fix: Questing: Rotwold Antidote: Player could lock themselves out of the Treasury
Fix: Reinstated PCF3x3 for softer shadow edges
Fix: Drastically reduced shader compilations leading to faster load times and less memory consumption
Fix: Woodcutters were planting the wrong types of trees in the snow and swamp biomes
Fix: SSAO has been disabled due to a glitch
Fix: Building fire cooldown timer was starting when the fire started and not when it was extinguished

Level Designers
Core Tiles: Cliff Straight Full 03 - the steps texture is now set dynamically depending on the biome
Core Tiles: Waterfall tile pieces updated

Known Issues
Crime needs more visual indications of what has been stolen
Tooltip text can run vertically
Loot drops are now too rare, and most party loot seems to be for Ser Gregory

Developer Comments
Only save games and workshop items saved with 0.5.3.x versions are now valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.
Skyborn - Dancing Dragon Games
Hello,

As you may have heard, Steam reviews from non-Steam purchases are no longer valid on the store page.

Just a shout out to anyone interested in Skyborn, please notice me senpai! (Sorry couldn't resist) ...Please notice the total review count as sooooo much of Skyborn's exposure came from bundles.

Thanks and have a great day!

Phil
Skyborn - harmonic42
Hello,

As you may have heard, Steam reviews from non-Steam purchases are no longer valid on the store page.

Just a shout out to anyone interested in Skyborn, please notice me senpai! (Sorry couldn't resist) ...Please notice the total review count as sooooo much of Skyborn's exposure came from bundles.

Thanks and have a great day!

Phil
...