Perpetuum - Zoom
The Open Perpetuum Project, a community run server and development initiative, has stepped up to host and develop features for their server for all players to enjoy. They have continued to improve, add, and grow the game in every aspect.

The Open Perpetuum Project has already launched their server with a new island layout, rebalanced Robot factions and numerous changes they were preparing since the last days before the official shutdown. Just this last month they released Robot Paint! They are committed to deliver new and exciting content to the server for everyone to enjoy.

The community and the project team welcome everyone to come and play!


Visit http://openperpetuum.com/ for details.

Learn about the Project:
https://community.sequer.nl/2018/02/25/openperpetuum-who-we-are-and-what-we-stand-for/

Roadmap for the future:
https://community.sequer.nl/2018/02/25/the-road-ahead/

Learn how to Register for their server here:
https://community.sequer.nl/2018/04/06/how-to-register/

You can join the conversation on the Discord:
https://discord.gg/e4gH9Ff

We hope to see all of you enjoying the game again and spreading the word about this exciting reunion of the Perpetuum community!
The Elder Scrolls®: Legends™ - christian.vanhoose
The following balance changes, which are scheduled to go into effect early next week, are being made to impact the power level of several of the most powerful decks in the post-Houses of Morrowind metagame, while not rendering them unplayable. Uprising/Shout-focused decks in Scout and Telvanni will see an adjustment to several of their most efficient cards to keep them in line with what other decks are capable of, and Aggro Hlaalu’s adjustment to Haunted Manor will make it less strictly beneficial. In addition, several other cards that have been seeing a high level of play have been adjusted.

Drain Vitality
Effect on level 3 changed to “Give all enemy creatures in a lane -2/-2.”


While we recognize that Drain Vitality is a critical defensive component to many slower decks using Agility and requires a substantial amount of deck space to reach maximum consistency (usually including Word Walls and Greybeard Mentors), we found its current design was both easy to weave into a turn and hard to play around. While in many situations, Drain Vitality will continue to act as a board clear at level three, this change will give players who know they’re facing a Drain Vitality effect a chance to reduce its impact by choosing their lane placement more carefully in much the same way as a card like Dawn’s Wrath allows for.

Ulfric’s Uprising
Cost changed from 6 to 7


Ulfric’s Uprising has become one of the staple cards of Control decks in the Scout and Telvanni classes, as these combinations of attributes have a wide variety of powerful Summon effects. Its power level has started causing it to appear in Control decks of other classes as well as functioning as a key component of the devastating Nix-Ox Combo. This change will allow the card to stay a powerful value-generating option for certain decks while making it harder to use effectively when the player is pressed for Magicka in a turn.

Haunted Manor
Cost changed from 3 to 4


Hlaalu has been the most popular class/house for aggressive decks since Houses of Morrowind’s release. In order to impact the deck’s popularity without negatively affecting other aggressive decks, one of the Hlaalu-specific cards needed to be adjusted. Hlaalu Oathman was a popular suggestion, but requires a bit more set-up - which was actually significantly helped by Haunted Manor only costing three magicka, as players could use the Ring of Magicka to play Haunted Manor immediately followed by Hlaalu Oathman on turn three, reaping the benefits of both cards. The Manor’s increased cost will make combos like that a bit more difficult to pull off, align it close to popular Support removal cards, and give other decks more room to breathe.

Hand of Dagoth
Stats changed from 5/5 to 5/4


Hand of Dagoth has proven to be a staple in Dagoth decks - which we like! However, we found it just a little too resilient against other Midrange decks. This change will hopefully keep it resilient enough to be a top-tier threat while making the card a little more manageable in a race.

Tel Vos Magister
Effect changed to “Ward. At the end of your turn, if Tel Vos Magister has Ward, you gain a Ward.”


This is another resilient card thanks to Ward, and is the first instance of a player being able to have Ward that we’ve seen in Legends. Tel Vos Magister has proven to be a very powerful tool against aggressive decks - a bit too powerful, in fact. For many aggressive Midrange strategies, dealing with the Tel Vos Magister’s Ward and its four health, all while being slowed down by Wards on the opponent each turn, was just too much of an ask. With this change, these decks won’t necessarily have to actually remove or silence the Tel Vos Magister after getting rid of the card’s Ward to power through its effect. And, of course, the player controlling Tel Vos will have the option to give Ward back to it using a card like Wardcrafter to restart its effect!

Mudcrab Merchant
Stats changed from 1/3 to 1/2


Mudcrab Merchant has proven itself to be a very powerful one-cost creature, and while we like having powerful one-cost creatures in Legends, we aren’t a fan of such power level on a random effect with this wide of a scope. Mudcrab Merchant pulling any cards from the game is much different from effects that have a small pool of possible results, and that effect was impacting too many games at the tournament level. We recognize that the Merchant is a fan favorite for some and RNG-based effects have their place; as a result, we are keeping the core of the card in tact while giving the Mudcrab poorer stats, which should balance out the effect’s power level and make it less of a hindrance to competitive play.

Duke Vedam Dren
Stats changed from 4/4 to 4/5


Duke Vedam Dren has seen very little play since its inception. One of the major downsides is that it has to survive a whole turn before it can generate any value from its effect. The increased health will allow it to now survive Lightning Bolts and make it a bit harder for other creatures to trade into, thus increasing the consistency of the card.

Soul Summoned copies of Drain Vitality, Ulfric’s Uprising, Haunted Manor, Hand of Dagoth, Tel Vos Magister, and Mudcrab Merchant will be able to be Soul Trapped for their full value for two weeks following the changes.
Aberoth - Jarbit
- If a guild is disbanded, any player who was ever the leader of the guild may now restart the guild by paying 20,000 gold to Tavelor. Prior to this update, only the founder of a guild could restart it. This feature will work for current guild leaders, and all guild leaders going forward, but will not work for guild leaders who abdicated leadership before this update, since the game did not keep track of past guild leaders before now. Founders may still restart their disbanded guilds as before.

- Fixed a bug with the guild loot limit.

- Fixed a bug where a player could incorrectly get infamy.

- Disallowed trading next to the north wall of the inn (to prevent denial of service to the realms). In addition, the realm is now displayed for engraved items dropped in the inn.
GROUND BRANCH - JohnJ
Lots of optimizations and quality of life improvements in this Testing branch update.

Major known issues
  • Due to aggressive optimizations on Tanker Ship there are some odd visual bugs with large shadows in the distance 
  • New signage in Ready Room is temporary. Trying out different ideas other than floating tool tips
  • Storage Facility is in the middle of some structural changes to how the level is built and may exhibit framerate and visual issues with the main tunnel

Highlights
  • Reworked Ready Room system to address APPLY button crash (should be gone)
  • VOIP is back! 'V' for proximity voice and 'B' for radio usage. still more work to do but its working again.
  • Created TE and DM version of Depot_Compound for games in smaller area
  • Dead bodies and dropped items should now properly disappear over time in TE and DM games that do not have a specified end state
  • Numerous optimizations to rendering and animation that provide performance boosts in all maps and gametypes, but especially in Terrorist Hunt and Tanker Ship day and night maps

Game

Steam Build Id: 2963514

Approx. Size: 1.3GB

Dedicated Server

Steam Build Id: 2963522

Approx. Size: 39mb

CHANGELIST:

FIXES * FIXED OKP-7 reticle wrapping around during extreme viewing angles * FIXED incorrect cyclic rate on MP7, MPX, MP5SD5 and MP5SD6 * fixed toggle hud not resetting. * fixed prev user menu not being cleaered if opened again * fixed missing sound classes and attentuations on various sound cues * fixed end of round screen not having focus in solo TerroristHunt * fixed dropped items and dead bodies not automatically removing themselves in non-round based game modes * fixed pickup prompts not being removed if associated dropped item is destoryed while prompt is visible * fixed incorrect ready room usaged in TE-Maps * fixed BP_ServerInfOBoard not updating properly (I hope) * fixed BP_TeamRoom_FillerWall still being visible but non-solid on clients CONTENT * Added in ComTac optoin for A-Frame helmet * Currently not working... Kris, help!!!!!!! * Kris helped John get ComTac workign on A-Frame * Yay Kris!!!!!! * Added in new Asian head assets that were missed * created BP_TeamRoom_FillerWall that will remove itself in team games. Allows us to use 1 RR for all gametypes * RR setup * Created single RR for all gametypes * Added customization area * Deleted old RR map * Adjusted lightmap UVs and collision on various meshes for more efficient use * Adjusted DistanceField values on some SmallTown assets * Created and/or adjusted LOs for various TankerShip and SmallTown assets * Optimized particle effects used in TankerShip * TankerShip * Optimizations in lighting, collision and mesh LODs that get significant rendering boost * Still need to optimize AI and character usage of space as the majority of the current slowdown comes from that at this point * Some light LOD adjustments for interior lights * Moved Daytime light optimizations over to night lighting scenario (still more to do) * Depot map * Rebuilt lighting on Production * Training maps * Added Customization area CODE * updated GBGameState to clear all associated timers when destroyed in the hopes it fixes crash related to timed delayed event call. * updated GBGameMode to clear all associated timers when destroyed in the hopes it fixes crash related to timed delayed event call. * updated RBEventSubsystem * moved RBEventManager initlisation to its on function - Init() * added call to RBEventManager::Init() during module load. * split most of the work done by OnWorldCleanup() into dedicated CleanUp() function. * bound RBEventManager to PreLoadMap() global delegate that would call new CleanUp() function. * Should mean RBEventManager ckeans up on hard map change and streaming map change, for server and clients. * removed old editor code created for initial version that was superceded when event were made into objects instead of structs. * simplified initilisation of RBSurfaceLinkManager * simplified initilisation of RBZooKeeper * corrected AGBGameState::EndPlay() calling ADDLISTENER instead of REMOVELISTENER * corrected AGBReadyRoomStreamer::EndPlay() calling ADDLISTENER instead of REMOVELISTENER * added RR streamer back to TH-PowerStation * first pass on GBVOIPManager * records local mic * sends data using Steam P2P API to other players * receives data using Steam P2P from other players * creates audio component for each player sending if missing one. * adds received data to audio component streamable sound wave que. * destroys audio component when audio is no longer being played, player state is invalid or its been X seconds since they last talked. * added missing include to RBSurfaceLinkModule for shipping builds * added game mode options MaxDroppedItems & MaxDeadBodies as additional way to limit related actors with larger player counts * by default, dropped items and bodies will automatically remove themselves as their previous owner dropps similar items or dies. Using the MaxXXX options will force this issue regardless. * replaced hard coded spectator controls with bindable versions. * tweaked various attentuations * updated BP_DestructibleWindowPane_Master * fixed destructible component not being reset * fixed decals not showing up by replacing them with static mesh components * fixed last bullet being blocked when window first shattered * updated WBP_BoudKey * allows you to specify action name or key * now has icons specified for nearly every key * removed redundant VOIP related code from various C++ classes and Blueprints * pretty much all handled by VOIPManager object in GBPlayerController now * updated GBVOIPManager * created separate P2P channels for radio & voice * made it Blueprintable * added attenuation and audio class variables * added radio squelch and radio background loop support. * added cache for voice buffer to prevent trying to send too much info in one go. * added checks to SendVOIPBBuffer() based on radio status, team relationship etc * updated AGBPlayerController::ClientSendPreRecRadioMessage() * uses playerstate instead of character FName * routes sound cue through VOIP manager removing need for duplicate code for radio squelches etc. * updated character and item editor to use in-game location * requires placing BP_CharacterEditor_ReferencePoint where you would the character/item to spawn. * removed all C++ and Blueprint privew world usage * updated GBCharAppearanceData to ensure skeletam mesh that is created does not update animation or bones unless rendered. * updated GBPlatform to ensure platform mesh does not update animation or bones unless rendered. * updated GBClothing to ensure clothing mesh does not update animation or bones unless rendered. * updated GBCharacter to not update animation or bones of mesh in standalone games unless rendered. * updated GBItem to ensure all skeletal mesh component saved do not update animation or bones rendered. * resaved skeletal mesh based items to ensure they benefit from this change * updated many static mesh based items to add aggressive max render distance. * made AGBGameState::SetLightScenarioVisibility() BlueprintCallable * updated BP_Trigger_CustomiseOperator * uses SetLightScenarioVisibility() to toggle lighting scenario if not in the RR * calls DisableInput on entering the character editor, leaving the ready room AND leaving the customisation trigger. * updated WBP_CharacterEditor * made sure spawned actors are destroyed on widget destuction * added character editing area to to Example_Map and rebuilt lighting * disabled various stubbs related to VOIPManager to log spam * disabled some warnings related to default loadouts * server really doesn't need to no that anyway. * added ready room check to dropped items to make them disappear quickly if dropped while in ready room * created BP_LockerNamePlate * displays player names based on team/coop/deathmatch * attempts to keep the same locker assigned if possible. * names will scroll if too long. * created BP_PrepAreaSign & related widget * adapts to coop, team or non-team games. * scrolls text * created BP_OperationsSign & related widget * created BP_ShootingRangeSign & related widget * removed world prompts from RR triggers. * removed old RR drone assets * removed deprecated BP_ReadyRoom_Team * removed deprecated BP_PlayArea_Door * created TE-Depot_Compound based on old Depot_Compound * created DM-Depot_Compound based on old Depot_Compound
Jul 20, 2018
R.O.V.E.R. - SoerGame
Hello!. The development process of R.O.V.E.R. does not stop for a day, and today I want to talk about the upcoming big update, which I'm going to release in late July - early August.
The game is waiting for the following updates:
New location "Barrier"
The new XM8 weapon
New animals, until I tell you what)
New humanoid robots
New tasks, tests, riddles
Corrections of some imperfections of the location "Underground Base"
Well and still on a trifle.
In order not to be unfounded, I attach screenshots of the new location.


More screenshots on the page of the game on IndieDB:
https://www.indiedb.com/games/rover1/news/developers-diary-41
Heroes of Issachar - Blue Mana Entertainment
Took some time off to move into a new home, but I'm now back at it. I knocked out a few minor things that I had been putting off, the main one being the data that is displayed when you hover over a mission. Now you'll have a bit of info available about the mission before clicking it. And if you've got the right trait or skill, it will even give you info on what types of enemies to prepare for.
Empire - clecota
PickCrafter - Havi
Hey everyone!

Today we are glad to announce a brand new update for PickCrafter! The Boss Rush Event is available for a limited time so make use of it as much as you can!

Here are the following notes:

New

• 2 New Bosses! The waves of time and sound have unlocked to release Sono and Chronos. Fight them in an epic boss battle to acquire their secrets!
• 2 New Pickaxes - Sono-Chron Pickaxe & Anti-Sono Pickaxe!
• Idle reward doubling has been added to the hopper collection screen
• Unlock the Heart Pickaxe by inviting your friends!
• A new tab has been added: Quests
• Settings: Control which push notifications are enabled

Changes

• Boss Victory now gives a Block Adder buff instead of PPS


Fixes

• Pickaxe info popups layout

Feel free to join our Official Discord Server at
https://discord.gg/pickcrafter

Thanks for playing - please be sure to review the game and let us know what you think!
The Universim - Crytivo


HELLO CREATORS,

Much like any civilization, Nuggets need leaders. These are the best of the best -- or, at least, that’s what their campaign posters say. The most fundamental pursuit of any Nugget is survival, which does not always come easily. As a result, Nuggets typically choose leaders whose agendas will most likely keep everyone alive. Leaders in The Universim will come up with important laws and agendas that can alter your civilization’s evolutionary path and social structure.


ELECTION PROCESS

Every 2 season years, your civilization will vote for the next Leader. There are usually three candidates, and each will bring their own law in the event they are elected. This process will occur with or without your intervention. You can allow Nuggets to choose their own Leaders, or you can weigh in on which you think is best.



USER INTERFACE

In the UI, each candidate will have a list of laws or changes they plan to implement below their names. Every candidate will have their own colour to distinguish them from their competitors. A voting bar will showcase the voting progress of each candidate, which will indicate who is currently in the lead. In rare cases, candidates might change their proposed laws/changes to something completely different.





Every adult Nugget in your civilization will cast a vote towards the candidate they prefer. Their selection is based on their internal preferences and traits. For example, lazy Nuggets will vote for leaders who promise fewer work hours, while Nuggets who like to eat will vote for candidates who promise more food production.


INTERVENTION PROCESS

As a god, you can influence this complex process in a number of ways:


Accidents happen: Nuggets are fragile creatures who do not react well to having a boulder dropped on them. Actually, there are many potential accidents that could befall a candidate. Nuggets know all too well that nature is a cruel mistress. Sometimes, Nuggets just happen to spontaneously combust, get struck by lightning, or end up floating through space. It’s a mysterious world they live in.

Blessings: Murder isn’t always the answer. There is a far less brutal way of influencing the election process, which involves blessing your preferred candidate. Some downsides do exist, though. Firstly, it will cost you Creator Points. Secondly, it might not work. It can happen that the candidate who is most qualified for the job loses to a chimpanzee, even with your blessing. However, at least blessing Nuggets won’t permanently scar the mental state of those who witness your “accidents”.


LEADER

After the election, the new Leader will continue to enact laws over time. Players will be notified in advance when a Leader plans to enact a new law. (DB* Value on min - max laws per Leader Nugget)

If a Leader dies before their term ends, the community will take a bit of time before electing a new Leader. (DB* Value from min to max time when next election will start)

Leader Nuggets cannot be assigned to any other job. (DB* Min-Max age Nuggets can become a candidate for Leader)




EXAMPLES OF LAWS

  • Elderly Assisted Living (Elders mate and eat 2x more and no longer work. 30% chance of elderly couple dying during mating. +2 to Happiness. )

  • Same-Sex Marriage (+5 to Happiness. Slight decrease in reproduction rate.)

  • Matriarchy (Only Female Leaders) (All female Nuggets get +5 Might. Females live for +5 years longer on average. Probability of males being born -15%)

  • Patriarchy (Only Male Leaders) (All male Nuggets get +5 Might. Males live for +5 years longer on average. Probability of females being born -15%)

  • Child Labor (Nuggets work from when they are children. Causes reduced lifespans (-10 years) and lowered Happiness (-10 Happiness))

  • Labor Laws - Nuggets only start work after they turn 10. Lifespans +10 years. Happiness +5.

  • Work Shifts - Nuggets take shifts working. Increases efficiency of buildings (by reducing time that Nuggets are gone to rest/eat) and increases Happiness (+5).

  • Food for all - Increase the amount of rations per Nugget by double. (Happiness +10. Food consumption +100%.)

  • Prohibition - Nuggets no longer drink from Eateries. (Happiness -5. Nugget Stamina +5.)

  • Contraception Ban - Nugget reproduction rate increases. (Reproduction rate +15%, Happiness -5)

  • Adult Classes - (50% of adults will go to School)

  • Accelerated Studies (Nuggets spend less time in School, but injury rates increase) (-20% School time, injury rate +15%)

  • Vaccinations - Nuggets will get shots to become less prone to disease. (-15% chance of sickness)

  • Safety Guidelines - Nuggets will become less prone to injury. (-15% chance of injury)

  • Pollution Control - Reduces pollution by 30%, but players can no longer build factories that pollute.

  • Medical Aid (Increases healing speed by 15%)

  • Vacation Time (Nuggets will take X amount of time each year for vacation. Happiness +10.)

  • Right to arms (Allows Nuggets to own personal weapons. Injury rate +20%, Happiness +5, Wild Animal Attack chance -50%)

  • Industrialist - Nuggets completely shift away from environmental protection and instead increase production. (Factories +15% efficiency, pollution rate increases by 50%)

  • Nuclear Testing (In rare cases, Nuclear Facilities can experience a meltdown. However, rocket building +30%)

  • Water Filtration (+25% to water refill rates, water buildings decay 5% faster)

  • Pesticides (Farm yields +15%. Sickness rates +5%.)

  • Fertilization (Farm yields +15%. Happiness -5 due to smell.)

  • Scientific Focus (Research rate +15%, Creator Point production -15%)

  • Religious Focus (Creator Point production + 15%, Research rate -15%)

  • Sanitation (Sickness rate -15%, water usage +15%)
PLEASE NOTE THAT THIS FEATURE IS A WORK IN PROGRESS AND WILL ONLY BECOME AVAILABLE AFTER THE STEAM RELEASE.















MAKE SURE TO ADD THE UNIVERSIM TO YOUR STEAM WISHLIST


https://store.steampowered.com/app/352720/The_Universim/ [img
Beat Saber - Lokiman
This minor update of Beat Saber adds Angel Voices by Virtual Self as a new track into the game and it is now available by default from the start. No need to "unlock" it by finding an Easter egg anymore.

Additionally we also fixed incorrect BPM for $100 Bills level in One Saber mode which made it look like it ended in the middle of the level.

PS.: If you were running mods and are now having issues we would like to inform you that all currently available mods are not official (not made by us) so we can't really help you when they stop working and we can't provide much support. It is because every mod right now is more like a hack to the game because Beat Saber never provided a way to be properly moddable like you may know from other games. Please contact authors of your mods to provide the support and please wait until they update them for the current version. We will also try to help with this as much as possible.

Thank you.
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