Stormworks: Build and Rescue - RoboJon


Dear Stormworkers,

In this week's minor update, your engines can explode!

Advanced engines that have overheated will emit a plume of black smoke from their exhaust. If you don't act quickly to reduce their temperature, they can burst into flames before completely shutting down.

There are new particles that show the flow of water gushing between compartments in your vehicle, as well as improvements to the way fluid connectors work. You will also find a new electrical connector for use in advanced vehicles, and looking at the engine of a spawned vehicle will show some information to help you monitor its status!

We've also been continuing to balance the new vehicle mechanics based on the feedback you've been giving us. This is an ongoing process, so expect more changes coming in the next few patches. If you're having any issues with the behaviour of a particular vehicle, remember to email it to stormworks@mcro.org with a brief description of the problem, or post an issue on the Stormworks Issue Tracker (accessible from the main menu and pause menu in-game) and leave a link to your vehicle on the workshop. Having vehicles with consistently reproducible problems makes it a lot quicker for us to find and fix specific bugs.

The full list of fixes and features in this update and the patches from earlier in the week can be found below.

Much love <3

The Stormworks Developers

Patch Notes

v0.4.21-22

Feature - Vehicle state is saved when vehicles despawn and restored when a vehicle comes back into range (logic and physics state)
Feature - All connectors can be picked up in the same way as handles
Feature - Fluid connector no longer requires electricity to connect (sending an on signal to the connector will detach it instead of attach, can also be detached manually by grabbing it while it is connected)
Feature - Engines can now catch fire and explode when overheated too much
Feature - Looking at an engine in advanced mode will show a tooltip with its current status to make it easier to diagnose issues (fuel, electricity, coolant, exhaust, air, overheated)
Feature - Circuit breakers can be renamed and a default state can be set
Feature - New particles show the flow of water between two volumes when a door or hatch is opened
Feature - Added electrical connector component

Fix - Rebalanced aerofoil forces in advanced mode
Fix - Rebalanced engine temperatures
Fix - Coolant in engines filters to water only
Fix - Component mass now shows mass value correctly when less than 1
Fix - Increased generator capacity
Fix - Rotors dampen when in water
Fix - Engines with 2 exhausts produce smoke from both
Fix - Increased engine pitch by 25%
Fix - Increased aircraft engine mass
Fix - Fixed radiators not working as well in one direction
Fix - Engine fuel consumption, coolant operation and exhaust particles reduced
Fix - Fixed rotor physics desyncing in multiplayer
Fix - Fixed being kicked out of seat in multiplayer when another player returns a vehicle to the workbench
Fix - Fixed trim not being updated properly after parsing seat state
Fix - Separated fluid/torque/electric from data logic in component info panel
Fix - Buzzer and foghorn now use electric
Fix - Increased volume of foghorn
Fix - Fixed some vehicles with custom doors getting stuck in an infinite load
Fix - Improved performance of vehicle damage system when many collisions are being generated
Fix - Vehicles no longer fly into the air when exiting the character editor in singleplayer
Fix - Character special outfits belonging to a vehicle are correctly reset when returning the vehicle to the workbench
Fix - Engines now state that they use diesel in their descriptions
Fix - Fluid tanks can be set to spawn empty
Fix - Fixed missions with fire crashing multiplayer games
Fix - Reduced wheel grip to improve stability of wheeled vehicles in multiplayer
Fix - Reduced brightness of paintable sign additive
Fix - Fixed circuit breaker rendering incorrectly when flipped
Fix - Fixed water not draining from compartments to open air when above water level


v0.4.14-20

Feature - fluid tanks have weight relative to their contents
Feature - engine temperature rebalance so engines will overheat if run at full throttle for too long

Fix - rebalanced underwater propellers to consume more power
Fix - electric motors reversing
Fix - underwater propeller no longer makes particles when above water
Fix - electric generator pulls less power at low rps
Fix - additive surfaces in editor
Fix - docking doors now allow water through
Fix - resolved crash involving handles
Fix - rebalanced electric consumption / production
Fix - fluid nozzle in advanced mode
Fix - fluid hose in advanced mode
Fix - clutch no longer drains a lot of electric
Fix - fluids spawn in tanks and compartments when spawned from mission
Fix - modified scaling of pump force
Fix - suspension now passes power through
Fix - rotors now turn faster in normal mode
Fix - inventory boxes now have buoyancy surfaces
Fix - resolved reversing gear with gear box
Fix - resolved issue with power components that are not attached to anything
Fix - flooding buoyancy pipes issue
Faeria - Atmaz
The Llamacorns are coming, and with them: The Blossoms of War.

Card reveals, lore stories, and more!

Read the full blog post here

It's Faeria Friday
Oct 5, 2018
Deliver Us The Moon - KeokeN Interactive


Dear astronauts,

We’re happy to announce that we’ve just released a new patch for Deliver Us The Moon: Fortuna! The patch mostly focuses on eliminating a number of bugs. We’ve listed our fixes below:

General
  • Fixed a rare bug where the game would get stuck after the splash screen;
  • Game objects no longer turn invisible when changing graphics settings on certain devices (also known as the ‘blue screen’ bug);
  • The inverted y-axis option now works correctly for both mouse and controller throughout the entire game.
  • Completed a crucial overhaul of our saving system;
  • The FPS cap is now higher than 60 FPS;
  • Fixed an issue where the astronaut’s animations would get frozen after closing the astrotool too fast. Preventing further interaction with other objects;
  • ‘The Cosmic Marveller’ achievement is now achievable again!
  • Made it easier to unlock the ‘Goodbye, Old Friend’ achievement;
  • Made it easier to unlock the ‘Moonbear’ achievement;

Fesenkov Launchsite
  • Fixed a bug when confirming contact;
  • Fixed a number of level streaming issues in Fesenkov Launchsite;

Pearson Space Station
  • It is no longer possible to block your way into Pearson Space Station off by using a specific airlock;
  • Fixed an issue with level streaming in Pearson Space Station, before the Life Support puzzle;
  • Fixed an extremely rare issue where an oxygen canister was missing at the end of Pearson Space Station;
  • It’s no longer possible to lose more oxygen than intended when you press the sprint button while floating in zero gravity;

Copernicus Moonhub
  • More community member names are now present on the Memorial Stone;
  • Improved understandability of the code hint in Copernicus Moonhub’s Crew Quarters;
  • The MPT Center’s UI (Copernicus Moonhub) now shows the correct text and imagery;
  • Updated first comm. part to make its placement more clear during the ASE repair sequence;
  • Various minor improvements to performance;

Copernicus Outpost 1
  • Fixed a rare saving issue where the astronaut could not interact with the monorail driver seat after loading the game in Copernicus Outpost 1;

Reinhold Crater Base
  • Collision is now improved in the Reinhold elevator, making it impossible to glitch through the floor;
  • The ‘A Sliver of Hope’ hologram is now properly saved in your Astrotool;
  • Various minor improvements to performance.

HOTFIXES - October 9, 2018
  • Fixed a bug where the player would keep dying on load, when jumping during a save;
  • Fixed a bug where the mainmenu screen would stay black and empty;
  • Fixed a bug where the credits would not start playing properly;
  • Fixed a hinting overlay on a monitor after loading at the start of spacestation;
  • Placing ASE animation improved;
  • Various minor improvements to performance for Copernicus Moonhub;
  • The monitor that would trigger the reinhold controlcenter cutscene is now interactable after load;

Shadow of the Tomb Raider: Definitive Edition - MJCrystalD


We are proud to announce the first of seven new DLC adventures for Shadow of the Tomb Raider - The Forge. Available as a free download to all Season Pass holders, or as a standalone purchase, The Forge will launch worldwide on November 13th.



In her DLC debut, Lara must brave the lava-flooded Forge of the fallen gods to uncover the secrets of Kuwaq Yaku. Throughout her journey, she will uncover details about a friend’s ancient legacy, and overcome a danger long thought to be lost in flame. The Forge delivers a brand-new challenge tomb, playable in both solo and co-op. Players who complete the challenge tomb will be rewarded with the Grenadier skill, Brocken outfit, and Umbrage 3-80 weapon.



A completely new adventure, The Forge is the first of seven monthly DLC releases available through the Shadow of the Tomb Raider Season Pass, providing players with an abundance of fresh content, challenge tombs, co-op experiences, weapons and outfits, and additional narrative side missions. Additionally, The Forge will introduce Score Attack and Time Attack modes.

Lara Croft has mastered an unforgiving jungle, explored vast ruin-filled landscapes, and battled Trinity for the fate of humanity, all set against the backdrop of the Maya apocalypse. Yet even more adventures await in the hidden City of Paititi. New mysteries and challenges will arise, friendships and rivalries will deepen, and above all, new tombs will be discovered in a series of DLCs that expand the world of Shadow of the Tomb Raider.

The Season Pass is available for $29.99 or The Forge can be purchased as a standalone for $4.99.
HEX: Shards of Fate - Dinotropia
Welcome to a round up of the week. Welcome to a round up of the week. Merry Melee Dingleton returns and more!

Read on for full details.
Survive the Nights - a2z Interactive
Hello all,

Thanks for checking out our fifth devblog! The 0.8 fortification update is nearly ready for our experimental branch. We're hoping to have an experimental build next Friday. We are taking on new interns today! Marko and Rik arrived safely and mostly intact this morning. They’ll be getting settled over the weekend before being sized for intern cages..I mean starting with us Monday morning. This could put a kink in our experimental release but we think all should be fine. There will be an update to inform you regardless. 

Some of you have asked about our workflow in the past. It's been something we speak about on  Discord but never really did an update on. We’d like to talk a bit about that now. The community has provided us with a lot of bug reports over the last 10 months. This is how the process is currently working for us. Remember, nearly everything we do we’re doing for the first time. This is the current iteration of our workflow which is ever improving and expanding. 

Workflow - Fixing those Pesky Bugs
When a player or one of us finds an issue a ticket is created. Player created tickets come from our bug tracker. Internally the team uses Trello to report issues. We also use Trello to report the player created tickets. There are 7 steps to getting a bug 'fixed' with our current workflow. 

1. The Report - The bug is reported via our issue tracker.


  Created for example (old tickets are destroyed on tracker)

2. Replication and Ticket Creation - If needed the team will attempt to replicate the issue typically only needed for obscure issues or badly written bug reports. Either way, we will create an internal ticket on Trello. This is done so the team isn't overloaded with ticket repeats and bad tickets. Trello is also integrated with concept and feature adding. 


The internal ticket is created on Trello. More detail may be added here, concepts, ideas and the entire team has access.

3. Branch! A branch of the game is created and development on a fix begins. Survive the Nights is developed like most games in branches. All branching from a master branch (the project you play).

4. Pull Request! Once the developer thinks he has a fix ready he then creates a pull request. Other team members can then check the fix in Unity and ensure all is well. At least two of us MUST test any fix. Once there are at least two approvals on the branch then the next step begins. 


A pull request is created and ready for testing! 

5. Merge! After the original pull request is approved the branch can be merged into our Development Branch. This branch is for internal testing and is always the most up to date branch internally. The team and some mods will test this branch ensuring nothing major is wrong and ensuring the original fix is actually fixed! :)

6. Experimental Release! The game goes to experimental branch and is tested by backers who opt into testing for us. This is a great opportunity for a few more people to get their hands on it before it’s pushed to everyone's download/update queue. Our updates are always pretty large and sometimes issues are found in the experimental build. These issues are fixed via the same process and don’t make it to the next and final step. Some issues of course aren’t found and new ones are always lurking. 

7. Default Branch! We’ll push the experimental build, update the build number and release a patch note on Steam's default branch. This is when the project goes live to all, regardless of the branch you’re in. The process starts all over again at this point. 

That’s how the team fixes issues. It’s basically the same process for adding features. The new feature is developed in a Future/Feature/(FEATURE NAME) branch. Once the dev is happy with it the feature gets a pull request and the process to get the feature in game begins as listed above. 

Fortification Improvements and Optimization
The team has been busy working on the fortification mechanic getting it ready for release. We've spent some time this week on optimizing planks and fortifications. Below you can see planks combine when a player isn't within interaction distance. You won't notice this happen in game but it turns potentially hundreds of game objects into just a handful, so that's good! Planks will uncombine when other players interact with them or when the player shoots them from a distance. 



We've begun adding in world harvest machines. The player can harvest worn planks and nails from these. This will allow you to begin fortification without needing to fell a tree, it will also work great for quick repairs. 


The player can gather word wooden planks and nails from wooden objects like tables, fences and junk piles.

AI
We’re smoothing out new rigs and animations in preparation for 0.8. Zombies are now attacking, damaging and destroying planks in game. The gif below is solely to show the mechanic. We’ll tweak board strength along with other fortification materials together. Zombies will not ‘stack’ on windows or doorways. If there’s already a zombie attacking one window the next zombie will try and find another entrance or exit. You will have to defend all points of entry.



We're Hiring!
We're looking for help! If you are or know any programmers/unity developers looking for work in the UK please let us know. We're looking for like minded devs, the project is near and dear to us. The team is very small and being a team player is very important to us. If you'd like to send a CV to support@survivethenights.net please do so :)

As a reminder before we go, we'll be getting these devblogs out weekly. You can check our next set of goals and 0.8 progress whenever you'd like via the  changelog. Thanks for checking in and the continued support!

Links
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Oct 5, 2018
Spider Wars - NinjaFinch

We have been working on a 3D navigation mesh system that will tie in closely to the fauna and flora.
This system will also lay down the ground works for AI.


The above image shows intersecting mesh while the 3D navigation mesh draws without those intersections.

We hope you have a great weekend,
-CarVin Team.
Oct 5, 2018
Frozen Synapse 2 - James
Hi all!
Got some bug fixes for you today.
  • Fixed another serious map generation/accessibility issue
  • Removed aim handle from Advanced Game creation in multiplayer and Skirmish Generator in single-player
  • Fixed a crash in Advanced Game/Skirmish Generator
  • Fixed a bug that could cause you to fail a checkpoint contract if one of your own squads goes through it
Sine Requie: Snake Eyes - Detto il Bello
Greetings Hunters!
The Inquisition reports have been missing for a long time, but fear not:
our faith in the project is still as strong as before!
In this dev-blog, we will discuss the future of Sine Requie: Snake Eyes.

As you may have noticed, our development schedule had slowed down, and we are planning to release SR: SE in 2019 first months.
Truth to be told, this delay is due to the failed Kickstarter: we refused to cut anything from our most loved title. Therefore, we focused on other projects to sustain the studio and maintain the game quality up to our standards.

We are still working on the first video-game adaptation of the brutal Italian tabletop RPG, and, in the next few months, we will resume with our regular updates to show the exciting work done.

The Snake Eyes are not yet closed and the Inquisition has work to do!

MINImax Tinyverse - coldice13
MINImax Tinyverse Community Beta has officially ended.

HOWEVER, we will be bringing you more testing for all of you who would like to explore our Tinyverse at the end of November.

We are very sorry to have cancelled our Beta testing period at the end of October, but as you can imagine, we have a lot still to work on and many new things to develop for the tinyverse and our community.

We will keep you updated about all the advances in the game, and we hope that you can join us in the Steam Beta testing period that will come faster than you think in November!


Steam Beta period and Server schedule

The Steam Beta testing period will be happening on:

PST: November 19th 6pm ~ November 26th 12am
Korean time: November 20th 11am ~ November 26th 5pm
China Standard Time: November 20th 10am ~ November 26th 4pm


During these days we will only have server maintenance during:

PST: 10pm ~ 2am
Korean Time: 3pm ~ 7pm
China Standard Time: 2pm ~ 6pm


The rest of the time the server will remain open for all of you to play the game!

How to participate

We will be having an announcement here and on Discord about how to join the Steam Beta, so please keep following us in both our main community channels.

New Contents of the Steam Beta

We already gave you a preview on our official stream about some of the new contents coming. If you missed it, check the info in What's next.

It will blow your mind!

TO WRAP UP COMMUNITY BETA

Community Beta Events

All the events will be officially over once this announcement is posted, and all the corresponding rewards and prizes will be sent to you during the next week (including tournament prizes.)

Community Beta Feedbacks and Bug reports

We will still be collecting feedbacks during next week, so please feel free to share with us your insights about MINImax Tiniverse in Discord.

************************************************************

"We are very happy to have all the support of the amazing MINImax Tinyverse Community, and we will keep developing more fun into the game for you and those to come into this tiny little world.

and never forget..."


Tiny is Mighty!
...