Hunt: Showdown 1896 (Test Server) - Cry_Ic3man2k
Hunters,

We are now live with the latest update to the Test server - Update #2.1.

Now, let’s talk about the all the wonderful additions we have for you today:

Developer note: For this test phase we have made a copy of the profiles from live however we will make some slight changes:
  • Players that are not prestige and prestige 1 will be ranked to 74
  • Players with prestige 2 and above will be ranked to 100
  • Starting balance will be set to $3000


Version: v0.294
SteambuildID: 2912069
Client patch size: 1.4GB


Please find the detailed notes below:


Highlights
  • New stealth weapons:
    • 3 new crossbows - Old school crossbow, Hand crossbow and Poison crossbow.
    • Silenced weapons - The Sparks LRR and Winfield now have additional variants with mounted silencers.
    • Throwing knives – A new tool, allows for stealth kills even if you bring the big guns.
    • Specter 1882 Bayonet – A versatile pump-action shotgun variant that works great in close quarters.
    • Combat Axe – Similar to the Wood Axe World Item (except you cannot throw it). A cheap, medium sized weapon that packs a punch.
  • Vitality shot changes – Added new variants: weak and normal variants. Injecting a shot now takes longer.
  • Retrieving projectiles – Crossbow bolts and throwing knives can be retrieved from bodies and walls to be used again.
  • Fog time of day – A new fog setting that shows off the swamps of Louisiana in all its foggy glory.
  • Spectator mode – The ability to continue watching the action through your teammates eyes after the death of your own Hunter.


New equipment

With this update we are adding a number of additional weapons and equipment to aid Hunters in stealthy game play. This will be great for solo players, who now have more options available to them, if they choose to remain in the shadows. For teams, it is also much easier now to come up with combos that compliment your loadout, adding a silent option for those times when being loud is just not an option.
  • Crossbow – Large weapon that can kill a player with a well aimed hit from a single bolt. Cannot resupply from ammo boxes, but bolts can be retrieved.
  • Hand Crossbow – Medium weapon that is a great companion as a sidearm. Works the same as its larger cousin.
  • Poison Hand Crossbow – Uses poison-tipped bolts that burst on impact. Very powerful against most monsters and can distort the view of other Hunters.
  • Sparks LRR Silencer – Large weapon with an attached Silencer and reduced damage. Stronger sway makes for harder aiming, similar to the effect of the bayonet attachment.
  • Winfield M1873 C Silencer – Same as the Sparks LRR Silencer, but has more ammunition and fires the weaker Compact Bullets at reduced damage.
  • Throwing Knives – Pack of six throwing knives that can be used at short range and retrieved after use (watch where you throw them).
  • Specter 1882 Bayonet – Variant of the first-ever pump-action shotgun that comes with an attached bayonet for improved handling in melee combat.
  • Combat Axe – New early game melee weapon that occupies a Medium Slot. Very cheap, but a powerful option for new Hunters.
  • Weak Vitality Shot – Little brother to the Vitality Shot that heals 50 health, costs much less than the standard Vitality Shot.

New traits
  • Bolt Seer Trait – Highlights Bolts and Throwing Knives for better visibility.
  • Bolt Thrower Trait - Reduces the time to reload Crossbows.


Fog

With this update we are introducing a new setting – Fog time of day. This setting challenges players with reduced visibility while facing the dangers of the swamp.

General updates

AI

  • Meathead and The Butcher
    • Improvements made to prevent instances where the AI would become unresponsive.

Audio
  • Improved consistency of bullet impacts and ricochets.
  • Improved consistency of indoor and outdoor gunfire.
  • Improved water footstep sounds.
  • Improvements made to audio occlusion to reduce the sound bleeding through the terrain of underground areas.

Developer note: We are aware that there are other instances of the sound bleeding through certain areas. We will continue our investigations and make improvements to these areas with each update.

Gunplay
  • Improvements made to the responsiveness of hit registration.
  • Improvements made to the Cavalry Saber animations.
  • Improvements made to the Knife animations.
  • Flare Pistol shell speed increased from 50 to 75 meter per second.
  • Changes made to the functionality of the Antidote Shots after use:
    • Prevents further poison effects from reapplying while active.
    • Prevents damage from poison clouds.
    • Reduces the damage of Hive swarms, Spider pounce and the Poison hand Crossbow.
  • Thrown Wood Axes and Sledgehammers fly slower and lose damage faster.
  • Improvements made to the Wood Axe to make the follow-up melee attacks more reliable.
  • Derringer reload now consumes all remaining loaded bullets and will always insert 4 fresh rounds.
  • Basic single-action revolvers can now fan slightly faster than the heavier Uppercut and Chain pistol variants.
  • Improvements made to the occlusion behavior of explosions particularly relating to how they wrap around corners .
  • To distinguish between the weak and standard Vitality shots, the standard syringe now is a bronze color.
  • Increased the animation length of injecting shots from 3 to 5 seconds.
  • Reduced the damage of the Nitro express in relation to leg shots.
  • Reduced the damage of compact bullets in relation to the lower torso and arm/leg shots.
  • Projectiles now have the correct mass value attached (this will make impacts with physical objects more believable).

Developer note: We are continuously observing the performance and usage of the weapons and equipment across the game and will make adjustments where needed. With this update, we took a closer look at the 3 most used items in our arsenal; the Winfield rifles, the Dolch pistol and the Vitality shot.

The Winfield: These rifles have received another round of tweaks and tuning. We want to keep the two-hit kill capability but now have reduced the damage to limbs as well as the lower torso to increase the average number of hit to kill while rapidly firing. Hitting the upper chest and head will still be the best way to bring down your target. Being such an all-rounder, the Winfield is a hard weapon to balance, one we are sure we are not done with yet. Let us know what you think!

The Dolch: An impressive handgun, using one of the most powerful cartridges of the era, and a revolutionary new semi-automatic fire mode. We want to reflect this in game; however we also have to acknowledge the problems this has for balancing, especially against other weapons. This update will see a reduction in the extra ammunition carried meaning every shot counts that little bit more. Those that blast their way through the medium bullets will find themselves running out of ammo relatively quickly, but with careful use, it remains one of the best handguns in the game.

The Vitality Shot: The most used consumable in the game by far. This is great on one hand, but also means that it dominates the consumables category and removes a lot of variety. Many would rather bring a vitality shot than a more tactical option. This update sees an increase to the price as well as an increase to the use timer (5 seconds for the shot to take effect instead of 3), bringing the shots more in line with the First Aid kit. We have also introduced another variation; the Weak Vitality shot, which will heal 50 health. Players can now choose between the more affordable weak variant, or spend the extra money for the standard shot. Bringing multiples of the vitality shot will now be an investment so we hope that players might consider bringing some other consumables alongside



Hunters
  • Lowered the stamina consumption rate while running. Hunters should now be able to sprint for longer distances.
  • All recruits are now equipped with the Weak Vitality Shot instead of the standard Vitality Shot.
  • Lowered the Dark Sight boost timer from 15 seconds to 10 seconds.

Developer note:The Dark sight Boost receives another round of tuning with this update and has had its duration cut by 5 seconds. It has been great to see how everyone is adapting to this new feature and so far we have observed and increase in fighting during the banishing phase with players on the inside trying to barricade and defend the area, while other teams try to force their way in before the bounty can be picked up. This reminds us a lot of last year’s E3 reveal and it is great to see!

We want the Dark Sight Boost to give player going for the bounty a fighting chance. It’s a reward that empowers those that take the risk of fighting the boss, but it should not be an option that allows those to dominate and hunt the remaining players once it has been collected. We are certain there will be more adjustments to Dark Sight over time. We want to ensure that it remains an empowering and game changing addition while still maintaining the overall balance.



Meta

Store
  • Comparable weapon and equipment stats have been reworked and use a more granular rating system.

New equipment:
  • Crossbow - $280 (unlocked at Rank 70)
  • Hand Crossbow - $210 (unlocked at Rank 51)
  • Poison Hand Crossbow - $240 (unlocked at Rank 68)
  • Sparks LRR Silencer - $260 (unlocked at Rank 74)
  • Winfield M1873 C Silencer - $100 (unlocked at Rank 54)
  • Throwing Knives (Tool) - $25 (unlocked at Rank 24)
  • Specter 1882 Bayonet - $105 (unlocked at Rank 59)
  • Combat Axe - $4 (unlocked at Rank 5)
  • Weak Vitality Shot (Consumable) - $15 (unlocked at Rank 1)

Equipment rank changes:
  • Vitality Shot – Unlocked at Rank 15 (previously Rank 1)

New traits:
  • Bolt Seer - 2 upgrade points (unlocked at Rank 63)
  • Bolt Thrower - 5 upgrade points (unlocked at Rank 84)

Price changes:
  • Vitality Shot price increased from 25$ to 75$

UI
  • Equipment selection improvements:
    • Consumables are now easier to stack.
    • Equipped item is now sorted in the correct place on the list and the list will center around this weapon.
  • Mission selection now supports different missions per region ( not all regions will have the same missions going forward).
  • Updated icons for the syringes for better readability.
  • Added separate mouse sensitivity sliders for Iron sights and Peephole (Nitro scope).

World
  • Explosions will now cause doors to break open if they are not fully destroyed in the blast.

Bug fixes
  • Fixed a number of instances where a player could become stuck in the environment.
  • Fixed a bug that was often preventing the bullet impact audio from playing.
  • Fixed an issue that was resulting in the splashing sounds from wading in water being too loud.
  • Fixed a bug that was causing the Dark Sight Boost icon to remain on screen even after the timer had run out.
  • Fixed a bug that allowed fire to damage the concertina wire.
  • Fixed a bug that in some cases would case the AI’s knockback to not animate correctly.
  • Fixed some of the weapon specific poses in the loadout and recruitment menus.
  • Fixed a bug that would block players vision when switching weapons while holding a Mosin Nagant.
  • Fixed a bug that would cause a player to stand up while bandaging when the Caldwell pistol is equipped to the hunter.
  • Fixed a number of minor animations for various weapons and equipment.
  • Fixed a bug that would cause the Flare pistol to not be more accurate when crouching.
  • Fixed a bug that would cause your hunter to be slowed down while using the Derringer in ADS.
  • Fixed a bug that was causing a delay when the leaving ADS with the Derringer.
  • Fixed an issue with the Nitro Express Rifle penetration settings where players and AI were often receiving more damage than intended.
  • Fixed a number of bugs that would cause tools to interrupt animations too early.
  • Fixed a bug that was causing the Wood Axe and the Sledgehammer to not correctly reset the stamina regeneration delay.
  • Fixed a bug with the concertina bombs aim helper not adjusting correctly when crouched.
  • Fixed a bug that would cause hunters to trigger bear traps from underneath a building.
  • Fixed an issue that would allow a player to start an unavailable contract by selecting different region.
  • Fixed an issue with the Communication slider in the audio options. This now correctly effects the output volume of in-game voice comms.
  • Fixed a bug that was causing the “kill the boss” notification to appear repeatedly during a boss fight (it will not only appear once after first finding the boss.
  • Fixed an issue that would result in the meathead and Butcher continuing to deal damage to players after it’s death when near the corpse.
  • Fixed an issue that would result in the Meatheads corpse blocking player movement.

Other fixes
  • Melee hit detection for Talon weapon variants is now more consistent with the animations.
  • Melee hit detection for one-handed pistols is now consistent with the animations.
  • Melee hit detection for two-handed pistols is now consistent with the animations.
  • Melee hit detection for the Bear Trap is now consistent with the animations.
  • Melee hit detection for the Concertina Bomb is now consistent with the animations.
  • Melee hit detection for Romero Handcannon is now consistent with the animations.

Known issues
  • Terrain can sometimes render over knives and bolts if they lie flat on the ground.
  • AI will sometimes not perceive footsteps and may not react/attack the player.
  • Some UI elements are not aligned correctly with the mouse cursor when the resolution in-game is set to 1920x1200.
  • AI may becoming stuck when navigating through certain areas.
  • Hunter heads may snap back and forth if too close to other entities or pieces of geometry.
  • Hive swarms are able to attack players through solid walls and small lattices.
  • Oil pools are invisible.
  • Vegetation and other similar geometry may disappear and reappear depending on their distance from the player.
  • Some melee attack animations may not be in sync with the hit impact/marker.
  • Close range shotgun shots against the spider can cause FPS drops.
  • AI (ragdoll) can sometimes be exaggerated after being killed.
  • Crossbow bolts and throwing knives may sometimes not be collectible after landing in specific certain areas.
  • Names for the Butcher and Spider might sometimes be mixed up in the after match summary report.
  • The mouse cursor may become invisible (or visible in game) when alt-tabbing out of the game.
  • Butcher may become unresponsive at times.
  • Some localization errors (lines showing as @_____).
  • Freezing/stalls – Don’t worry, we have not forgotten about this! We are still investigating the causes of the freezing/stalling that has been occurring for some of you as our highest priority. Please make sure to fill out our more recent surveys which can be found in the announcements section of our Official Discord server.

~The Hunt team
Trial of the Gods - GLASS CAT STUDIOS LLC
Update 1.0.3

Greetings Trial-Goers!

Welcome to the Trial of the Gods

It was brought to our attention that our last patch made the build unplayable for Oculus users. After a closer a look, we found the issue and have fixed it. We are sorry for the inconvenience and appreciate everyone's patience with us.

Patch Notes:
  • Fixed instant closing of game bug for Oculus users
  • Fixed textures in Anubis

As always we will be updating the game. Feel free to reach out to us if you have any issue! :)

Good luck on your Trial followers.

Thank you for supporting Trial of the Gods.
Rocket League® - denekriD


It’s time for another Rocket League Free Weekend!

Starting this Thursday, July 5 and ending Monday, July 9, Rocket League is FREE to play for everyone on Steam. Players participating in the Free Weekend will have full access to all of our game modes, Playlists (Casual and Competitive), features and Arenas, including the new Salty Shores Arena we added to Rocket League in May!

Want to keep playing after the Free Weekend has run its course? We’re also running a sale on Steam good for 50% off Rocket League and select DLC. Both discounts run until July 9.

Have fun this weekend (yes, we would love to join your 1v1 Dropshot Rumble tournament) and make sure you hop in Discord with us and post about your awesome ceiling jump reset goals on our subreddit.
  • Free Weekend Start Time: Friday, July 5 at 10am PDT (1pm EDT, 7pm CEST)
  • Free Weekend End Time: Monday, July 9 at 10am PDT (1pm EDT, 7pm CEST)
Talisman: Digital Classic Edition - Fomalhaut
Hey all,

I forgot to translate programmer patch notes into normal people patch notes. So, you'll have to make do with Tyr's version of patch notes. If we all agree that his make no sense then I will Fomalhaut-ify them.

The new build is v. 63021.

Free expansions of the week should be back online again

Misc
Issue resolved with exiting and resuming online games that have cards with persistent effects in play
Runestones are no longer reset when a dead player leaves and returns to an online game
Hell on Earth now changes the alignment of players on spaces can't be transformed
Orb of Prophesy now works when instructed to draw extra cards (e.g. via Whiskers)
Ancient Artefact no longer gives a bonus on a roll of 3 or 4
Critical issue with Fang resolved
Horn of Dread is now optional
Leper now in Firelands deck
Rolling a 1 via misfortune activates NPCs at the end of a turn
Sudden Death button doesn't show up when first opening the ending tab
Cards that enslave should no longer be able to take the wrong type of cards (e.g. beastmaster taking dragons)
Objects with 'on revealed' effects should now work correctly when drawn from Burial Mounds
Lock up when doing certain actions whilst resolving dragon breath attacks resolved
Cards which are 'fake followers' and usable in battle check they are correctly being made available


Paths
Path of Burdens no longer just leaves the player at the forest
Mystic Path only draws spells if you haven't got any (will only affect new games)


Spaces
Encountering an object and choosing not to take it (whilst on a tunnel space) won't force you to encounter it next turn
Tunnel spaces don't allow you to encounter cards on the space until you are done with your whole stack
No longer forced to encountering the same card in tunnel spaces when cards like Stinker used
Cards already on bridge spaces no longer stop you from drawing 2 cards
Covetous Dragon and Dice with Death prompt text fixed
Placing terrain on the Jail no longer causes players to be trapped there indefinitely


Characters
Pirate's 'Set Sail' ability was showing up when it wasn't possible to use it
When returning from being a toad, the shaman can now roll to move


AI
Won't ditch the Familiar when on 1 life
Ninja no longer evades the majority of encounters
Shouldn't be rerolling during fights that they stand no chance of winning

Desert Child - JesyxRose
We had been keeping this a secret for a while and E3 was our debut party! Some of you may have already seen it at E3, but if you missed it, here’s more information about all the love that went into creating a custom arcade cabinet for Desert Child.



With the help of our good friend, Quan Nguyen from Arcadeworks, we took an existing Virtua Tennis arcade cabinet that we purchased at an auction, stripped it down (don’t worry, we saved the all the original parts for Virtua Tennis) and customized it to give it a Akupara Games x Desert Child look.



The cabinet is outfitted with 2 sets of Logitech G560 speakers and subwoofers, Sanwa joystick and buttons, a custom control panel, 2 LCD Monitors and 2 mid-level PCs. An added bonus was that the speakers had LED lights, which looked really cool when we mounted them inside of the marquee. The cabinet art overlays were done by artist Mike Shanks, who did an excellent job in creating the the overall aesthetic.



The reception we received at E3 was overwhelming, as we consistently had crowds at our booth. Thanks to everyone who was able to make it out to our booth at IndieCade to hang out with us, give us high fives! We really appreciate the continued support of Akupara Games and Desert Child.



For more updates, don’t forget to follow us on Steam and wishlist Desert Child!

https://store.steampowered.com/app/844050/Desert_Child/
Empires of the Undergrowth - Mike
Freeplay Mode Added

https://youtu.be/mm4WJl1Dq5w

Customisable - play your way!
Freeplay is a highly customisable game mode giving the player full control over what creatures and landmarks can spawn, how hard they want the game, how the difficulty of the game will change as time goes on and much more.

The Dunes Freeplay map – a monster of a map!

The Dunes is the largest map in the game to date, made possible through optimisation of the surface tiles allowing us to get more for the processing power. It boasts:

  • 4 possible start locations for the player’s colony
  • 120 by 120 surface tile grid (the previous biggest being 96 by 126)
  • 80 locations for landmarks to spawn and 25 locations for creatures to spawn

Save-able

Freeplay colonies can be saved and returned to later, allowing you to take your time and even try that horrible attack wave again. For now saving is manual and there is no backup; we are planning on introducing backups in a future update.

Landmarks – let’s make this interesting!
Landmarks are various interesting points on the surface. They are randomised in look, functionality and location, will appear and disappear as your game progresses and scale with the difficulty setting.
    Aphid Farm
    • Has between 2 and 4 patches of 10 aphids
    • Has randomly generated plant decoration
    • Ladybird attacks increase with difficulty
    Poppy Plant
    • Will intermittently drop poppy seeds; the dropped seeds have a limited lifetime
    Funnel Web Nest
    • Generates dead creature chunks
    • Contains funnel web spiders that will kill nearby enemy creatures (from the player’s colony… or anything else it is big enough to take on!)
    • Number of spiders increases with difficulty
    • Has randomly generated stones nearby
    Dead Fish
    • A large source of food
    • Will attract enemy ants
    Infestation
    • Attracts large group of enemies of a specific type
    • This large group stays around the central point
    • The size of the group increases with difficulty


Creatures fight each other
In Freeplay mode creatures on the surface will duke it out with one another. However, they will not just attack anyone! Some of them will not attack larger creatures, or will ignore the smaller ones. In Freeplay every creature has a list of other creatures they do not want to fight.

Random start location
The player will start in a random pre-prepared start location. These undergrounds are similar in the resources that are available but the locations of resources are different, including where they start on the surface.

Day / night cycle and spawning
If turned on, the game will slowly tick from day to night and back again. When day turns to night nocturnal creatures will come out, and diurnal creatures will hide. Some creatures are about in both time periods. A full 24 hour cycle lasts 30 minutes in game-time.

Food spoiling
Creatures killed in Freeplay mode have a limited time to be harvested before they “spoil” and disappear (3m). Additionally, food generated by funnel web and poppy plant landmarks do the same so as to not cause too great a buildup of food.

Uber creatures – oh boy, it’s a big one!
Ubers are souped-up versions of some of the larger creatures. They can be identified by a red glow, increased size and will be announced in a message when they spawn. There are 4 types that are as difficult as each other and all provide 1000 food when killed. They take much longer to spoil than other creatures because of this (10m). The 4 types are uber hermit crab, uber beach tiger beetle, uber devil’s coach horse adult and uber beach wolf spider. Enabling Uber Creatures increases your score.

Attack waves
Up for a real challenge? With this enabled waves of enemies will spawn every 5 minutes after an initial setup period of 12 minutes. These wave will get stronger over time and do not drop food. How many can you survive? Enabling attack waves increases your score significantly.

Difficulty settings
Difficulty is handled differently in Freeplay mode. The difficulty changes as the game goes on and affects things such as the spawn rate of enemy creatures, how aggressive they are, how much food dead creatures drop and the difficulty of landmarks. You can set the start point of the game difficulty and how you would like it to change as the game progresses. There are several options.

  • Constant – the difficulty remains at the value initially set and gets no harder.
  • Ramp – the difficulty gradually increases at a steady rate.
  • Spikes – the difficulty remains constant however it will spike up in difficulty every now and then. It spikes for a
  • random amount and for a random length.
  • Ramp with spikes – the difficulty steadily increases as the game progresses but will every now and then spike up in difficulty. It spikes for a random amount and for a random length.
  • Scale With Colony – as your colony size increases so does the difficulty, meaning you should always feel a bit pressured no matter how well you are doing.
  • Random – every so often the difficulty is randomised and stays there for a random amount of time. Note you may end up starting at some very hard difficulty.

Nest entrance can be dug out, and are hidden until done so (visible on minimap)
In Freeplay, your route to the nest entrance is not dug out to begin with - giving you the freedom to plan your nest your way. You will know where the entrance is from the minimap, however you will need to tunnel to it to reach the surface.

Select your species
Choose from one of the species from the campaign (currently black ants or wood ants) or chose one of your Formicarium colonies to play Freeplay with! If you choose one of your formicarium colonies all the upgrades you have chosen for that colony will be available for your Freeplay colony (note the ants themselves do not transfer, just the upgrades).

Fog of war
Enemies and food will be hidden from you unless you are nearby, what will be lurking for you in the shadows? Fog of war greatly increases your score!

Soft population cap (Upkeep)
After a certain number of tiles have been built, further tiles will begin to increase in cost. This makes the end game more challenging whilst also keeping performance high. Workers have a seperate population. This can be disabled in setup.

So, what’s the point?
  • You are free to build up a colony and try and survive as long as you can! You can also try to score as high as possible as you will be given a score on defeat. This score is affected by several options:
  • Nest invasions increases score by 50%
    Uber creatures increases score by 10%
  • Attack waves increases score by 10%
  • Fog of war increases score by 150%
  • Disabling population upkeep reduces your score by 60%
Ascending Madness - FailFaster
Hey! Only one month left until Early Access release (August 8th)!



We’re incredibly excited for you all to soon be able to play the surreal adventure we’ve crafted!

Here’s a few things we did last month:
  • Added a trippy new level called “Merrick’s Dream” which is a deep dive into a killer’s subconscious, foreshadowing the insanity that is to come.

  • New enemies! Including the Tortured Soul and Tortured Plant.


  • Our First Boss Battle featuring the “Devouring Mother”!


  • Many tweaks to the player movement, camera, and aiming to tighten up the controls and make the game feel super smooth.

We are gearing up for release and are planning on holding a closed competition within the game in the next month or so. If you’re interested in learning more and being a part of future competitions join our discord!

Discord Link
https://discord.gg/kwMpv3M

Thanks everyone and until next month take it easy,

The Team at Moxie Game Studio
Jul 2, 2018
Stormworks: Build and Rescue - RoboJon
Patch Notes

v0.2.32

Fix - Loot boxes no longer crash game in multiplayer
Fix - Main menu workshop link fixed
Fix - Multiplayer client tick rate system reworked to manage problem where clients slow down game significantly


v0.2.33

Fix - Fixed fluid connectors not transmitting fluid volume correctly
Fix - Fixed fishing boat fire mission not having "fire equipment" requirement
Fix - Reverted physics optimisation from last week where enclosed spaces were filled in (this didn't have the performance improvement we were hoping for, and caused several other issues)
Fix - Fixed issues where physics was not generating correct physics mesh for flipped/rotated pyramids/inverse pyramids/wedges (fixes slopes/ladders/windows that couldn't be walked up, and may improve performance in some cases)
Fix - Fixed hole in physics mesh on the creative island's beach
Fix - Increased large propeller mass from 1 to 20 so that it's not lighter than the small propeller
Fix - Docking doors connect at the correct angle
Fix - Inaccessible static workbench on one of the new islands is now accessible
Fix - Attaching to handle uses left/right hand correctly when interaction keys have been rebound
Fix - Mission editor camera no longer zooms in and out when scrolling through load/save menus
Fix - Fixed mission editor camera rendering with incorrect offset when zoomed out far enough
Fix - Improved desync for vehicle logic in multiplayer
Fix - Improved speed of multiplayer (multiplayer shouldn't get stuck in low framerates as often)


v0.2.34

Fix - Fixed rudders, push to toggle logic and capacitor not working from v0.2.33


v0.2.35

Fix - Fixed water cannon pitch/rotation not working from v0.2.33
Jul 2, 2018
BeeFender - AngryOrchardPark
Hey all - This morning we released update 2.1.5 to fix a few small things. Check out the details below:

- Updated and resized the yellow powerup icon (increase firing rate) to better represent the powerup.

- Added a new hidden achievement for all you achievement hunters out there. Good luck!


Also - it appears the leaderboard has been overtaken by "Bee". Is anyone going to step up and take them down?!




BWT Games
Twin Saga - GM_Danmaku
Dear Guardians,


On the 07/04/18 at 09:30 AM CEST / 00:30AM PDT, the servers will go down for the weekly maintenance.


You will not be able to login in the meanwhile.
We will inform you in Discord about the status of the maintenance.
https://discordapp.com/invite/twinsaga

Thanks for your patience, and see you soon :)


The Twin Saga Team
...