War Thunder - TheShaolinMonk


Bartolomeo Colleoni

Condottieri A-class light cruisers were the first Italian cruisers to be built after the First World War. In the 1930s, these heavily armoured scouts were designed in response to the new French destroyers; the Jaguar, the Lion, and the Aigle. With an excellent maximum speed of 37 knots, the Italian light cruisers also boasted much more powerful armament and 24mm belt armor. The primary armament included eight 152 mm guns (four turrets with two in each), as well as six 100 mm long-range cannons, two twin 533 mm torpedo tubes and mines. The anti-air armament comprised two 40 mm autocannons and eight large-calibre Breda Mod 31 13.2 mm machine guns in four twin mounts.





For War Thunder, we have recreated one of the cruisers from this illustrious series, the Bartolomeo Colleoni, named after a famous Italian condottiero from the 15th century. The ship was built in 1931, and at the start of the Second World War, she formed the 2nd Cruiser Division in the 2nd Squadron together with the other “condottiero” cruiser in the series. Deployment highlighted serious navigability issues, which meant that the light cruisers were unable to chase down enemy destroyers, and the armour and survivability of the “condottieri” was markedly lower than that of standard cruisers. Nevertheless, the Italian light cruisers developed the idea of the first French light cruisers and created a new concept of ships of this type in global shipbuilding, with subsequent light cruiser projects using the experience of the Italian engineers to improve their designs.

HMS Enterprise

A British light cruiser, HMS Enterprise was put into service in 1926, becoming the second and last E-class (Emerald) combat ship in the British Crown's forces. The light cruisers in this series were conceived as mobile and relatively well armoured ships for conducting reconnaissance among squadrons of battleships, escorting convoys, and leading groups of small mine and torpedo ships. Based on these objectives, particular attention was paid at the design stage to the light cruisers' seaworthiness. In fact, E-class cruisers became some of the fastest cruisers of the time, though by the start of the Second World War they were showing their age in comparison to the naval fleets from other nations.



What set the Enterprise apart from her sister E-class ship, was her experimental mount for two large-calibre weapons. The Enterprise light cruiser can reach 33 knots and has good armour up to 3“ (75mm) around the engine and boiler sections, 2” (50mm) of belt armour, and 1” (25mm) hull side and deck plating. The cruiser's main armament includes seven 6” (152mm) guns, two in a twin turret and another five in single mounts. HMS Enterprise's auxiliary armament consists of three 4” (102mm) weapons for anti-air defense, two quadruple 40mm anti-air guns, six twin and six single 20mm mounts. In addition, the cruiser also has two twin torpedo racks and a simple release rack for depth charges.





The first two models of light cruisers presented are the British HMS Enterprise, an Emerald-class light cruiser, and the Italian Giussano-class light cruiser Bartolomeo Colleoni. The HMS Enterprise is capable of speeds up to 33 knots, boasts good armour, and is armed with seven 152mm main cannons, as well as anti-aircraft cannons, machine guns, and even torpedo tubes. The Bartolomeo Colleoni is slightly faster at 37 knots and surpasses the HMS Enterprise in armament, as it offers eight 152mm main cannons plus six additional 100mm long range cannons. Its protective capabilities, however, are considerably weaker, with only up to 24mm of hull armour in comparison to the 75mm offered by the British ship. Captains of the Bartolomeo Colleoni will also have to keep an extra eye on the sky, considering the noticeably weaker anti-air defense compared to the HMS Enterprise. The latter, however, still remains susceptible to attacks from daring torpedo bombers, given that the British ship will need more time to maneuver than the faster Italian.

In War Thunder Naval Battles, light cruisers are well placed at distance from smaller enemy vessels, as in such conditions, they can inflict severe damage to the enemy fleet while sustaining fire even from two destroyers simultaneously. In close combat, armour-piercing shells can deal devastating damage to light cruisers, and they always need to keep an eye out for enemy torpedo boats sneaking dangerously close. Played strategically, light cruisers protected by destroyers and patrol ships will be able to assert dominance over an entire sea sector, securing strategic positions and blocking enemies from advancing through an area of strategic interest.

The War Thunder Team
Crucible Falls: Together Forever - ManekiNeko
Hi All!

By request I've added a scoreboard that ONLY keeps track of the first runthrough of each TEAM.

YOU CAN SEE IT HERE!

Keep in mind it's not each individual players first run, it's each team's run!

Also next update we'll be adding the achievements and improvements to the "Man from the Doors" AI so be on the lookout for that!
Magical Star Pillars - Toolkitz Games
I would like to apologize as this game was intended to release 2 days ago but there were delays in the QA and review process. I spent the last few days working non-stop to get this game out and finally managed to but there was one thing that hindered my progress and had to remove and that was gamepad support.

On the last hours of getting this game ready, controller support seemed to seize functioning. I have yet to discover what the cause of this is and I could not figure it out on time. We'll be looking into this issue and we'll update you guys when it's been fixed.

There is also free DLC planned that will begin production next week that will contain all the features that I wanted to add but could not due to time restraints. The DLC will contain extra levels that will be more challenging than the ones present in the normal game along with some unlockable extras such as concept art and development trivia that will be a behind the scenes look at the development of the game. It will be available in two months time but an exact date has not been decided.

That's all that I have to say and I hope you enjoy the game.
Cogmind - Kyzrati
Thanks for all the reviews lately! We're well on our way to that goal, and I'm well on the way to delivering Beta 6 :D

With achievements completely out of the way it's mostly done, just needs another 2-3 days of polishing. With a normal release at this stage I'd be okay to put it out next week, but this one's particularly big with a lot of new moving parts so I'm going to hold it in pre-release testing longer than usual to ensure no easily avoidable bugs are passed along to you all.

Unless something goes horribly wrong it'll be out the week after next and you can achieve all you want ;)

Exterminator

As usual when approaching a new major release, the top priority is to take care of any new bugs/issues/minor tweak requests that have popped up since last time. But first, because it's nice to have something exciting to show for the week, check this out:



Yep, manually activated object labels (hostiles/allies/parts) will continue appearing automatically as you pan the map. These additional labels will also obey the item filters added in Beta 5.

While adding and testing that feature I discovered that robot labels for those not in view have been completely broken for the past couple versions (no one reported this because I guess they're not needed as frequently?), so I fixed that:



Impact weapons display damage values properly modified by current momentum. Other melee weapons were doing it right, but a typo left out the impact category...



AOE traps give their salvage modifier in their description.



Items with description info (e.g. traps) will still show it even when the Show Supporter Items option is on.



Removing an active Particle Charger, or having it destroyed, immediately updates damage for the weapon(s) it was affecting.



Explicit Arc stat for forced spread weapons and clearer multi-explosive indicator



Added Disruption stat to melee weapon info, for the couple of late-game impact weapons that use it.



Saved!

Cogmind already includes a couple of autosave mechanisms, the first which automatically saves your current run's progress at an adjustable interval, and another which makes a backup copy of the current save and all settings once per day. But this doesn't quite cover all the possibilities--what if something bad happens to your computer at precisely the wrong time and your save file is corrupted? If you have a long run in progress you'll still be able to restore it to wherever it was on the previous day, but any progress on the current day would be lost. Not anymore come Beta 6!

The autosave system has been expanded to also save an adjustable number of sequential backups at a designated interval, so even if the current save doesn't work, there's a backup not long before that :)



Note that this system is not accessible in game--you'll still have to manually copy and rename an old file if you really need it, but it should be extremely rare that this is necessary anyway. Just a precaution. That and probably one of its more useful benefits is making it much easier to track down a subtype of bug which can otherwise be elusive if the issue already happened before the current save. Most bugs can be solved fairly easily given existing tools, but there are a few that are extremely difficult to track without knowing the game state prior to where something went wrong.

Pretty Stats

One of Cogmind's new players, Ape, has put together a great python script for analyzing all your score sheets produced by the game across multiple runs.

There are lots of interesting insights that can be derived from the graphs we've been looking at on Discord.

Ape posted their own first batch here and I've collected some examples on the forums. Some excerpts:















GJ is the only player to have collected absolutely everything in the game, and specific to this graph you can see where I was still adding new lore in late Alpha :)



Score sheet collections submitted by other players can be browsed here for tons more types of data.

Community

Cogmind expert Valguris has written up a quick spoiler-free guide to the early game. Kind of a supplementary follow-up to the Survival Tips in the manual. As he puts it:

Play a few games first. Then read the Survival Tips section of the manual. Then play a few more games. Only then I grant you permission to read this guide (:P), so that you have an idea of what I'm talking about and why is it that good to know/use.

Check it out if you need to up your game!

Over on the Discord, SeanMirrsen shared some cool impressions of Cogmind in various forms:





We also have a Let's Player who's just picked up Cogmind, Joselillo PDL, if you'd like to tune in to some Cogmind discussion in Spanish. Good luck to Joselillo :D

Bigmind

This week I also finally released what might be the final update for POLYBOT-7, the free Cogmind de/remake-spinoff-thing. You can check out what the update's all about here.

Explodey P7 gif for fun:



As usual, even just the little time spent working on that also ended up benefiting Cogmind (via the engine): As of Beta 6 if you have any letterboxing in your Cogmind display setup, the screenshot system will trim it out. This isn't usually much of an issue with Cogmind since it will never have more than a few pixels of letterboxing, and only on some displays, but with P7 it was a more important feature because the latter intentionally uses significant horizontal letterboxing by design.

Man I can't wait until Cogmind Beta 6 is done so I can start working on Beta 7 :P

There may be other relevant discussion of this SITREP on the GSG forums.
Apr 27, 2018
Changed - DragonSnow
Pit of Evil - Frogmouth
After one year of development we are proud to announce our first game on Steam!

Pit of Evil is a RPG that follows a Mystery Story around a group of friends.

The game has everything that defines a typically JRPG of the Golden Age Era:
- Story that is easy to understand, but not simple
- Characters with emotions
- Dungeons with puzzle elements
- Towns with shops and NPCs
- Cutscenes also black-white scenes from the past
- Encounter battles and challenging boss battles

Everything is balanced out as good as it gets.

We created this game as interesting as possible. We hope you enjoy it! Release will be soon, add it to your wishlist to keep track on the release date.

The game will also be translated in many other languages.

Apr 27, 2018
Foreveracers - SSGG
A new update is out for Foreveracers.

This includes:

  • Custom race challenge - set track, car type, time of day and laps
  • Camera options to help those with motion sickness - FOV and lock camera tilting
  • Introductory message to help new players
  • New track reset options (return to last good checkpoint, or jump to spawn location for the active track)
  • Tweaked vehicle display order and descriptions to help new players pick suitable vehicles.

Happy driving!
Apr 27, 2018
Community Announcements - Sargas


  • Wayne black hole now has 25% stronger inward force. (to compensate for boost mechanic), and it's DPS increased from 80 to 100.
  • AoEs are now more precise and consistent across the game.
  • You can now boost with Left Bumper (A too).
  • Fixed a bunch of typos here and there.
  • Tanks can no longer placer their special abilities inside destructibles.
  • On train challenge, it no longer explodes all at once (rip ears)
  • On Battle Arena, when picking a Random Character, now you won't see the outcome until the match starts!
  • When Controlling a rocket, the Tank's turret will "look at it", instead of snapping back forward.
  • Natalia mines no longer get carried by the train carts if they where originally placed on them but ended up off of it.
  • A "How to Play" section has been added to the start menu, in there you can what does what on both Gamepad and Keyboard+Mouse
  • You can now see an image preview of the selected map on BattleArena mode.

:D!
Dark and Light - SG_Erebus
Welcome to the 33rd issue of The Archos Herald - your source for all the latest updates on Dark and Light’s development and community features!

Development Updates



We released a patch today, Friday 4/27, with some more optimizations to Archos. We made life a little bit nicer for our magic users out there, decreasing the amount of materials that are needed to make and maintain staff heads, as well as increasing the amount of casts before needing repairs. To go along with this, we also increased the quality of spells dropped from dark and elite creatures.

The Monthly Development Timeline shows that we had our Dark and Light Development Kit planned to be released by the end of April. Unfortunately, the kit isn’t quite ready yet, and we need to do some more testing before we release to all of our current and aspiring modders. We’re sorry to delay this again, and currently have it planned for an early May release. As soon as we have a definitive date on the dev kit, we’ll be sure to let everyone know.

Currently, there are some issues with the building zones around Talos and Estle. The patch that we released last night, Friday 4/27, included a change to those zones that we didn't intent to add yet. We understand that some Adventurers are now having issues with their bases because of it, and we’ll also be keeping everyone updated on this situation as to what we’re going to do to remedy this.

You can check out the full patch notes by heading over here


Tales From Archos

The ever-changing land of Archos is full of adventures and trials. Over this past week, we’ve continued to see and hear tales from Adventurers across the land. Here are this week’s Tales from Archos!


sscham4013 shows off their castle that we feel has a spare bedroom or two….


Ninesto never fails to find a beautiful shot of Archos.


Who needs a lantern? Mrs.Midnight rides out at dusk in style.


BlueAquatics confirms our suspicion that there is no wrong time for a firework show.


Final Notes

Thanks for joining us in our 33rd issue of The Archos Herald! To stay up-to-date on everything Dark and Light, be sure to like us on Facebook, follow us on Twitter, and join the discussion on our Official Forums page or our subreddit, /r/DarkandLight.
Apr 27, 2018
MonsterxMan: Inheritence To Lust - Von Lumen
Finally! Today's update is live!

Some things that were edited with this update.

Kappa Rider third date Crab Battle fixed.
Oni Sister Minigame reworked: More time allotted for inputs.
Wolf Girl Minigame entity continuance fixed.
Infinite Golden Beetle farming has now been eliminated.
Final Boss slightly reworked to prevent winless situation
Alexxxa boss tweaked slightly
Minor wording patches

What's big and new with this update:
Statuses are now fully explained in the tutorial zone!

Patch coming tomorrow to address some content:
Achievement System Rework
Wolf Girl Minigame barrier not respawning.

Thank you for all your support, and if you find any more bugs, please keep continuing to post your findings! :D

Also, a witchy wind is blowing this weekend...something is happening soon hohoho...
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