Fixed an issue when joining friends games through steam. more
Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.
Added train path finding penalty for train with no path equal to 1000 tiles. more
Fixed a crash when building modded rolling stock entities on diagonal rails. more
Fixed "header errors" when extracting factorio zip files with 7zip.
Scripting
Added LuaEntityPrototype::collision_mask_collides_with_tiles_only and collision_mask_considers_tile_transitions read.
You can get experimental releases by selecting the '0.16.x' beta branch under Factorio's properties in Steam.
Are you ready for the Revolution? Patch 68 hits our servers on 15th May. Look forward to exciting challenges in a new dungeon, a brand-new equipment slot, and mysterious events on the Island of Dawn!
New Dungeons The Red Refuge opens its doors in normal and hard mode.
Red Refuge:
For 5-player groups
Difficulty: 3 stars
Required item level: 439
1 daily entry, 2 for club members
Red Refuge (Hard):
For 5-player groups
Difficulty: 4 stars
Required item level: 446
1 daily entry, 2 for club members
New Equipment Slot and Matching Items A new equipment slot provides space for masks that you can get in the game. They each grant +2 or +3 endurance as well as one of these bonus stats at random:
Mask of the Beginning
+9 crit factor
+4 power
+0.04 crit power
+2.4% cooldown reduction
Mask of the Infinity
+12 crit factor
+6 power
+0.06 crit power
+3% cooldown reduction
Island of Dawn Interact with the Essence of Life appearing on the Island of Dawn and get one of the following outcomes:
Receive a random buff upon collection
Summon a thief instead These thieves carry chests, which can be opened using keys obtained from daily quests.
Other Changes
Increased the additional damage received by priests during the Awakened quest series form 15% to 30%
Added extra items to the shop for Fashion Coupons
“Gender Change” function now also available for brawlers using items such as the voucher of the same name
Over one million Vietnamese served in the ARVN over the course of the Vietnam War, with over 250,000 lost in action. Largely equipped with older US military equipment and trained by foreign military advisors, ARVN soldiers bore the brunt of frontline fighting throughout the war both prior to the escalation of US military involvement and after the US began reducing its troop presence.
With the release of the ARVN update on May 29, 2018 for Rising Storm 2: Vietnam, players will be able to play as soldiers in the ARVN faction for the first time with new weapons and five brand-new maps.
Army of the Republic of Vietnam (ARVN) Weapons:
M1 Garand
M1D Garand Sniper Rifle
Thompson M1A1 SMG
M1918A2 Browning Automatic Rifle (BAR)
M1919A6 .30-cal Browning LMG
Douglas A-1 Skyraider ground-attack aircraft commander ability
New Army of the Republic of Vietnam (ARVN) Maps:
Quang Tri: Set during 1972, Quang Tri is a daytime supremacy map set in the citadel of the provincial capital, pitting the new ARVN forces with limited US helicopter support against NVA main-force units.
A Sau: Set on an airfield and fortified camp in the A Sau valley, this nighttime territory attack map finds ARVN forces defending against attacking NVA main-force units. Visibility is limited under the cover of darkness with occasional flares lighting up the battlefield.
New Community Maps:
Made by fans for fans, the following player-made maps from Tripwire Interactive’s recent RISING STORM 2: VIETNAM $40,000 Modding Contest will also be officially introduced to the game with the release of the ARVN update.
Firebase Georgina: Daytime attack by main-force NVA on a series of positions held by the US Army.
Borderwatch: Australian forces attack territory held by the NLF (Viet Cong), pushing through jungles and across open fields to the VC’s final hidden base.
Resort: US Marines stage a heliborne assault from the sea on a resort area held by Viet Cong guerrillas.
Tes, Worlds Adrift will be the world’s first Community-Crafted MMO. And yes, it’ll be the very first game to have been built using Improbable’s SpatialOS. But why stop at two world firsts, when you can have three? We’re Bossa, remember...?
So to celebrate the upcoming launch of Worlds Adrift into Early Access on May 17th (etch it on your hearts), we thought we’d do exactly that; launch Worlds Adrift. Lemme’ explain…
We’ve created a lifesize skyship (no, really!), which we plan to propel 150 feet into the air, above the Chelsea College of Arts, London, in what is perhaps the most literal understanding of the term ‘launch event’ ever! The ship will be decked out (pun always intended) with twenty fully-supported game stations, so that guests can experience Worlds Adrift in a way that brings to life the sense of awe, expanse and wonder for which it’s been celebrated.
(Above: A similar concept - the Dinner in the Sky event)
Staging several ascensions throughout the course of the day from 12-6pm, the entire event will be streamed live on the Bossa Twitch channel, with equipment provided for a number of special guests to do the same on their own channels, too! But as much as we want you guys to be able to experience the full event from home, in person would be even better, right?
I mean, what good is a Community-Crafted MMO launch event, without the community there to help you launch it? So we’ve got 8 PAIRS OF TICKETS UP FOR GRABS for a very special ascension the night before!! For your chance to win a pair, all you’ve got to do is follow @WorldsAdrift on Twitter and retweet this tweet by lunchtime, Friday 11th May (12pm bst)*. Offering a completely unique and one-off panoramic view of the London skyline, not to mention the opportunity to partake in an event that marks a first for the industry, only one question remains: have you courage and fortitude to heed the call?
Poker Legends: Texas Hold'em Poker Tournaments - DEV
Hi Everyone,
Thank you for all your support and feedback for Downtown Casino. With this Update, we are rolling out two new features and minor bug fixes.
Here are the highlights of Update - 02:-
Spin'n'Win
An all-new Bonus in-game. Spin The Wheel And Hit That 10,000 Jackpot💫💫 !!! It uses Spin Chips for each spin and you can claim 5 Spin Chips per day (for now).
Access the Spin'n'Win as shown below
In-Game Tutorial
As per the community feedback, we are adding an in-game tutorial for new players (first-time players) to help them know their way around Downtown Casino as well as insights into Texas Hold'em Poker.
We hope this will increase the overall gameplay experience for everyone.
Invite System Fix
Since we rolled out the invite friends feature in Update 01, we felt there's a need for players to know the availability status (online/offline) of their buddies before deciding to invite them to the table without accidentally disturbing them.
So, we added a "online" tag for players in the invite window who qualify certain criteria to be shown as online. A user is considered Online when his/her status is set as Online, Looking to Play and is playing another game.
So, with this mini-update, you will be able to see the availability status of your buddies as shown below :
Referal Window
In-game Window
Other than that, we have implemented various optimizations and bug fixes. So hopefully you will see fewer bugs. But in case if you see one, please contact us at dev@dtcpoker.mobi with a screenshot of the issue and we will look into it.
Hunt: Showdown's first big content update is HUGE. With so many changes, additions, and bug fixes going into this one, we're just going to take a look at the some of the highlights on the blog today. If you want to read about every detail, check out the patch notes for Content Update 1 right here.
Of course, this is just the beginning of what we will be adding throughout Early Access, and there is so much in store for the coming months. If you want to find out more about what we have planned, check out our Roadmap here. And if you want something in the game bad, but it's not on the list, let us know on the Hunt feedback page.
Now, to a few of the highlights!
Anti-Camping Measures
A lot of players have complained about campers. While we see camping as a valid strategy in the game, we don't want it to be so easy as to ensure an auto-win. So in this update we've taken measures to balance out the situation.
What we expect to make the biggest difference are the changes we've made to compound layouts, which we've tweaked extensively to provide more defensive cover and generally make camping more difficult. If you want to hear the details of the thought process behind that (and about a lot of the other world changes in this update), check out this video with Level Design Director Chris Auty. We will continue to monitor feedback on this subject, and make further changes accordingly.
The addition of banishing rewards is another change geared specifically towards reducing camping. We wanted to incentivize the decision to take out the boss monster, instead of waiting for somebody else to do the dirty work. A completed banishing now fully restores your health and gives your Hunter additional health chunks (if your Hunter has room on their health bar). Additionally, killing, banishing, and extracting with at least one bounty token from a target now provides a post-mission bonus of 25 bounty.
Hunters
There have been a ton of changes to Hunter characters, movement, equipment load outs, prices, and all that sort of thing, though there is no single big shiny change to put the big spotlight on exclusively. Well, except maybe for the massive refactoring of Hunter stats. And the fact that every Hunter now starts with 150 health, regardless of their tier. And the additional names. And that jumping now costs 20 stamina to reduce bunny hopping. And that walking in water is now linked to the depth of the water. And that fall damage is a bit more realistic (aka, if you jump off a two-story building it's going to hurt).
Weapons and gunplay
Let's get the fine print out of the way first: we refactored the inventory system and re-categorized all weapons as either large, medium, or small. By default, Hunters only have one large and one small weapon slot. If a Hunter equips a medium weapon in their first slot, the second slot will upgrade from small to medium. NOW LET'S TALK ABOUT THE NEW TOYS:
New weapons this patch include: the Nagant M1895 Deadeye (a pistol with a short scope), the Vetterli 71 Deadeye (a rifle with a short scope), the Winfield 1873 Marksman (a rifle with a medium scope), the Mosin-Nagant M1891 Sniper (a rifle with a long scope), the Sparks LRR Sniper (a rifle with a long scope), a Flash Bomb (delivers a blinding flashbang), a Poison Bomb (creates a cloud of poison gas which causes damage over time, similar to the spider's poison attack), and a Spyglass.
Happy hunting.
Traits
Twelve new traits, incoming!
Deadeye Scopesmith: Remain in scope view after firing a shot while using any weapon with a short scope (Deadeye variants)
Marksman Scopesmith: Remain in scope view after firing a shot while using any weapon with a medium scope (Marksman variants)
Sniper Scopesmith: Remain in scope view after firing a shot while using any weapon with a long scope (Sniper variants)
Iron Sharpshooter: Remain in iron sights after firing a shot while using bolt-action rifles
Iron Devastator: Remain in iron sights between shots using shotguns
Steady Aim: Sway settles over 12 seconds with scoped rifles
Steady Hand: Sway settles over 12 seconds with scoped pistols
Bulletgrubber (replaces Pump Jockey trait): You can reload mid-clip without losing the chambered bullet on certain weapons
Bulwark: Reduce the damage from explosions by 20%.
Salveskin: Health Chunks damaged by fire heal faster to their full amount
Resilience: Get revived with one full health chunk
Kiteskin: Reduce damage from falling by 50%
The rank unlocks for the traits are listed in the Patch Notes, so we won’t repeat them here.
Just a few more things
AI will now spawn randomly around clues to make them harder to access.
You can see not one but two clues when using Dark Sight.
Nine locations have gotten overhauls of varying intensity (see the section about anti-camping measures).
Solo Hunters can now operate elevators.
We've improved audio readability, consistency, and realism.
And there is so much more. Little things, many of them, but all things that will add up to the version of Hunt we're all dreaming of. Check out the Patch Notes if this wasn't enough detail for you, or just get in a game and see it all for yourself.