World of Guns: Gun Disassembly - -=NE=-
Join us on our Twitch or YouTube channel on Saturday!


1. 19:00 (UTC +00:00) join our Twitch or YouTube channel!
- World of Guns project review!
2. 19:20- 19:30 NRS2 promo code and model review.
3. 19:30 Next round of our Championship! BT MP9 competition!
Rules can be found here
Nov 30, 2018
Prehistoric Kingdom - Mau


November’s Devlog is here!

For our eleventh (yes, eleven already!) monthly progress post, we prepared some more in-game sneak peeks, as well as long awaited reveals, so let’s just jump straight into it!



Keeping on the trend started last month, we’re going to present charts expressing development progress for each respective month. In November, our programmers got more involved in furthering the important systems needed to complete the ‘creation’ phase of the game.

Not only did we begin polishing our building system and create the necessary interface layouts for it, but we also started cracking down on more complex construction features, such as fences and paths, which we are going to show more for in the months to come. Our intent for this late part of the year and the early part of next year, is to keep developing and polishing our creation mechanics in sight of the first pre-alpha build completion.





Building Tools

Like we mentioned earlier, all our programmers got more involved in the game-making process, resulting in an increased progress pace all across the board. While we still have a long way to go before our creation systems are completely finished, here’s a sneak peek at our early building system. In the near future, we would like to add more visual indication of building placement; you can count on particle effects and even construction site effects. Moreover, the building models themselves will get more love: plants, custom path foundation and even their own animations (e.g. a full restaurant would be buzzing with guests).

Please keep in mind these clips were recorded on a test level and are NOT representative of final graphics.

http://prehistorickingdom.com/blog/wp-content/uploads/2018/11/BuildingTest.mp4?_=1

Obviously the building system wouldn’t be much without proper demolition and selection, so here’s a reminder of the mechanic vision we’re going for when it comes to these two features. In the next couple of months our 3 programmers are going to be busy with bringing these concepts to life, dividing their workload in 3 main tasks: fence/path making (Matt), building, selection, demolition and assorted visuals (Mau) and finally level design and shader work (Victor).



Audio Systems

As we explain in more detail in the ‘Audio’ section of this blog post, we have gone great lengths into adding audio features to the growing game. Here’s a short video to illustrate:

http://prehistorickingdom.com/blog/wp-content/uploads/2018/11/RestaurantSoundscape-1.mp4?_=2

UI Implementation

Our gameplay programmer has finally gone ahead and turn all those lovely GUI concepts into actual, functional game interface. It might not look like much progress from the demo, but the quality increase is definitely there, compare and contrast.

http://prehistorickingdom.com/blog/wp-content/uploads/2018/11/UISFX.mp4?_=3



As always, our art staff has been super busy with asset creation. It’s actually kinda scary how quickly they are cycling through their assignments: soon enough, we’re gonna run out of cool things to show.

Building Models

This month would oversee the completion of 67% of the buildings bound to appear in the Early Access release. As such, we are excited to show more of the park’s future scenery, as well as some fences and other important structures.


A variety of lamps and light posts can be used to decorate your pathways during storms and night time.


A classic staple of any zoo, players can use tables to create their own parks and sitting areas.


Sturdy and tall, the electrified metal fence is great for containing some of your most precarious creations.


The wooden cable fence is used to contain small animals and is recommended for exhibits with moats or trenches. Whilst functional, some unhappy creatures may find it easy to escape if not cared for correctly.


Akin to designs found on farms, this fence provides high visibility at the cost of lower security.


Security cameras are used to monitor and notify Park Rangers of escaped animals. Players should be conscious of their directional properties as the small security camera can only see one perspective.




The Visitor Dock allows guests to enter the park via ferry transport across the ocean. One way in and one way out – what could possibly go wrong?




Thriving with entertainment and hungry patrons, the restaurant serves as a place to eat for guests of all ages. Squint and you might just catch some easter eggs inside the top floor!

Animation

We are excited to reveal the first in a series of animation showcases, the Edmontosaurus using the Hadrosaur rig! We have been hard at work creating the base animations that are gonna help outline the animal’s future behaviour in the game, making sure the movements match not only the animal’s look, but also its size and presence. Keep in mind most of these animations will be used again for the other hadrosaurs in Prehistoric Kingdom, albeit with slight variations and adjustments. Enjoy!

https://youtu.be/7mJp70Snc6w



Music

This month was unusual for our musical composition, as we experimented more with the game’s music pieces that add to the soundscape, but aren’t ultimately part of the main soundtrack, persay. The restaurant needed some love, so Byron thought of composing two jazzy tracks to complement the structure’s atmosphere. They are the kind of music you would expect in restaurant, lobbies, and assorted fancy places (such as elevators, they are undeniably fancy). We had a lot of fun with this experiment especially, since it allowed us to play with variations of our main theme that would otherwise not see the light of day.

https://soundcloud.com/byronmckay/a-merry-little-kingdom

https://soundcloud.com/byronmckay/jurassic-jazz

Sound Design

On the sound design front, we have been making progress with general SFX, preparing sound files for every part of the first alpha build. When it comes to environment, we have been breaking audio queues to fit the different climates we have, as opposed to the broader sea-plain-forest system we were using. Following comes a taste of the tropical wet sound design. Keep in mind we would like our in-game system to feature different sound zones depending on the current climate implemented.

http://prehistorickingdom.com/blog/wp-content/uploads/2018/11/PK_DevLogAmbientScape.mp3



Last month saw the last of our Early Access receive their default skins. Seeing as how that means we have no more modelled animals to reveal, we will be focusing instead on each species’ alt skins, infant skins, and genetic variations.

New Skins & Animal Revamps

We have shown the new Trike designs last month, and since, our animal texture artist has been hard at work bringing those renditions to life through the revamped Triceratops! Enjoy all the 4 skins, 2 for each species!







With that in mind, we decided to give our other ceratopsians some well deserved love. Welcome the remaining alt skins for Protoceratops and Psittacosaurus, as well as a reworked 3rd alt skin for Styracosaurus!







All this new content gave us a great opportunity to take a family picture, for no less than the ceratopsian family and relatives! Enjoy Prehistoric Kingdom’s Marginocephalia!



Spinosaurus Reveal

It’s time! Like we announced in our previous blog post, we would be revealing the design for the first confirmed animal to make it into Prehistoric Kingdom after the initial 50 animals, Spinosaurus aegyptiacus! While we won’t actually start production for this animal until soon after the initial release, we are excited to present our take on this large carnivore’s design, hoping that you’ll be as fond of it as we are, and hoping that it may put some curiosities to rest.

Check its Artstation presentation for a better look at the lit and flat colored versions of the concept.


The peculiarly short-legged Spinosaurus will make for a fine addition to any park it is put in.

___

Thank you for reading November’s development update!

We’re gonna continue working towards meeting all the internally set goals for our first pre-alpha over the coming months, effectively making this our #1 priority. The creation part of the game is the most challenging by a large margin, but each month we get closer and closer to the expected results. Stay tuned!
___

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___

If you would like to check out our past blog posts, you can head to the official one here!
Nov 30, 2018
Community Announcements - bignic
- attempted fixed: white screen crash on gtx 1060/1050/970/980/860 (fullscreen issue with nVidia drivers from 10/10/2018)


FROM 1.2.9 BETA
- fixed: quitting during battle and re-loading the game reset the day's progress but not any research.
- endless mode: regularly scheduled battles will challenge top tier gladiators less often
- new: added some stats to mouse-hover in ludus
- fixed: incorrect save state was sometimes deleted (if you lost in endless mode, it might have deleted the save state for regular game)



NOTE: If you're still experiencing issues PLZ contact@dolphinbarn.com or submit a new forum post with your specs directly from Steam > Help > System Information. Indicate if you are running nVidia ShadowPlay / Win 10 Game Bar / Steam Overlay / Discord / OBS / etc.
After the Collapse - Anarkis Gaming


Summary: Update 0.4.9

Here's a massive update for After The Collapse. It includes a lot of new content which we will be detailing in this post. But, first of all, a short summary:
  • Interactive Tutorial
  • New weapons, armors, crafting stations and technologies
  • More balanced difficulty settings (with more events)
  • Construction skill & progress
  • Fixed all the crashes on the french version (our deepest apologies)

Interactive Tutorial

While it was initially planned for the 0.5 branch, it was made obvious to us (from your feedback) that a proper tutorial was needed quickly. This is now done. It introduces the game's basic concepts while telling a short story. It also gives some information about the game's world and story-line.

It took a lot of time to write, more so than all the rest of the update combined, by far. Yet, it's probably far from fail-proof and bugs are likely present.

Feedback is more than welcome, as it's very difficult for me to evaluate a tutorial for a game I built.

Weapons and Armors

We added mid game weapons and armors to fill the gap between the early "stone age" equipment and the modern one. Those weapons (with ammo) and armors can be produced locally after you have researched the associated technologies and built the appropriate crafting stations.

The weapons are home-made pipe weapons. Like those two:


Simply put, they are less efficient counterparts to the gun and shotgun. Their advantage is that they can be both produced with metal, wood and charcoal and the ammunition is simple to make.

Same goes for the armors. 2 variants (standard and heavy) of a metal armor. Doesn't require much to build, they offer decent protection for their cost.

This is part of our first pass at balancing weaponry, equipment and pacing.

Difficulty / Event System

Another response to feedback:

The Standard difficulty has been tweaked: bandits with modern weapons will no longer spawn until you have the Electronics tech. Other events have been slightly tweaked to even things out.

The Hectic difficulty level has been renamed to Difficult. The above requirements for Electronics are no longer present, but outside of that, it's generally less "hardcore" than before. Which makes it a decent option for experienced players.

We added 2 "tribal raid" events for the mid and late game. You'll also notice that bandits, settlers and tribals carry much more varied gear.

Settlers

To reduce confusion about some skills, we renamed Carpentry to Construction. It's, now, used only for building purpose. Building speed is now influenced by the construction skill and settlers gain experience as they build more stuff. All crafting recipes using that skill have been moved to "Crafting" instead.

In a similar fashion, the previously unused Mining skill is now used when survivors are breaking rocks and boulders (instead of Disassembling).

While at it, we added a few more traits and jobs.

General Notes

There's a lot more stuff under the hood, making the game more stable, more moddable and generally speaking easier to use.

Full Changelog

Additions
  • Interactive Tutorial (it was supposed to be a 0.5 feature, but due to popular demand we had to tweak our roadmap a bit)
  • Building furniture/walls/etc increases the builder's skill at construction
  • Building speed of furniture/walls/etc proportional to their construction skill
  • Raiders with modern gear won't attack until you've researched the "electronics" tech in standard difficulty
  • 2 new weapons: Pipe Pistol and Pipe Shotgun
  • 1 ammo type: pipe weapon ammo
  • 3 new armors: Spec Ops (top tier, loot/trade only), light and heavy metal armors (buildable)
  • Armor Forge building (build basic tier armors, no electricity needed)
  • Weapon Forge building (build pipe weapons, no electricity needed)
  • A new armor related technology (Basic Armors)
  • A new weapon related technology (Pipe Weapons)
  • Increased equipment variety on bandits and tribals
  • The axe gives a bonus to the 'disassembling' skill
  • Zone size is displayed during placement
  • Pathing to moving agents is much more reactive, which will improve combat behaviors
  • Gametip for 1st time building placement (explains rotation)
  • 5 new achievements (techs + tutorial)
  • New traits and jobs for your survivors
  • 2 more tribal attack events for the mid and late game.

Changes
  • Renamed skill "Carpentry" to "Construction" (as it's what it actually does, after all)
  • The few recipes using "Carpentry" are now using "Crafting"
  • Breaking rocks properly use the "Mining" skill instead of "Disassembling"
  • Armor technology has 2 tiers now. One for the construction of basic armors (leather, metal), the second one for the maintenance of modern armors.
  • Reordered tech tree to make room for pipe weapons
  • Edited some jobs to account for the construction skill
  • Reorganized how and where armors are produced (leather armor and metal helmet moved to the armor forge)
  • Heavy metal armor and flamethrower give the "heavy duty equipment" trait while equipped (settler heavily slown down)
  • Increased base damage of the (rare) flamethrower from 10 to 25 per "bullet"
  • Increased bullet speed of modern firearms (pistol especially) and tweaked damage output
  • Rebalanced event managers: Standard is a bit easier, Hectic became Difficult (as in, it's playable if you really know what you're doing)

Modding
  • Events can go in their own files loaded by an event manager now, making the whole process much less annoying
  • Note that the "Construction" skill is still called 'Carpenting' (yes, with that typo) in game files for compatibility purpose.
  • Added "AutoSelect" flag to equipment presets. If set, the NPC will select one of each weapon/armor/headgear (quantity=probability) in file and automatically add required ammo if need be (see tribal_basic.json)
  • Events can be gated by specific technologies

Fixes
  • Extremely unlikely crash (clicking on an animated object at the first frame of the game)
  • Many crashes caused by the French translation (sorry about that)
  • Generally speaking the UI library is much more robust when encountering unexpected characters
  • Missing unique icon for armor technology
  • Issue where a raider would get "stuck" in place not finding their path toward the target
  • Bug where people would occasionally go "explore" (0,0) coordinates
Jupiter Hell - ChaosForge
This release is a wrap-up of the 0.3.x branch - additionally we added the promised configuration options, bugfixes, and did a bit of temporary optimization for OpenGL (true performance pass will happen after first Vulkan release).

Check out below for the full changelog!

We still await for your feedback on the 3.3 additions!

Beta 0.4.0 - November 23, 2018 NEW #278 - resolution and fullscreen now in-game configurable NEW #279 - keybindings now configurable (simple mode) NEW #285 - active and passive light count configurable CHANGE #284 - minor optimization pass FIX #286 - fixed shader quality option not fully working FIX #287 - no more crash on picking Running trait FIX #288 - fixed SoB damage values

Restart Steam to force the update!

Next update (0.4.1) will be out in around two weeks, and it might be the first Vulkan based update!
Nov 30, 2018
Sector 452 - Joseph
Hello everyone,
I am back once again to show yet another changelog. This time around I was trying to get as much stuff done as I can but some things did not get finished. My overall goal was to get this update out within the month of November. I have done some multiplayer changes in terms of gameplay and maps, one of which is SectorC. This map has been overhauled completely compared to the last update and you can expect to see it get more detailed as time goes on. The general layout though has finally been finished.
Another change (which sadly didn't make it in this update) was the intro sequence. I had been working on this intro for quite some time, but there is just somethings that are not done yet so expect it to be out in beta 1.4! There was also some improvements to controller support such as you can now fly the ship without the need of a keeyboard!
I also added in mod support into the game, but I will add documentation on how to make them in the next update.

Anyways here is the full changelog:
*Added Faction Support
*Redesigned the inventory system
*Began work on more singleplayer stuff
*Significantly improved the pickup system
*Added the singleplayer intro into the game
*Added the new logo into the main menu
*Disabled movement when call vote is active
*Fixed a few Map Voting issues
*Optimized the level editor code
*Added a user interface to the vehicles
*Added Mod Support
*Added custom gamemode/custom code support
*Fixed a slight bug with the pause menu not working for controllers
*Finished the level editor
*Full Controller Support
*Multimonitor Switching
*Updated the game to 4.21
*Slightly improved performance
*Updated SectorC
*Fixed a small kill feed bug with "The Architects"
*Slightly tweaked the chat system
*Added the ability to change round duration
*Updated TakeOver
*Created a base model for the new characters
*Added in a leveling system
*Began work on land rovers for planets
*Added Wormholes
*Updated Lockdown
*Added in a quest system
*Slightly improved the scoreboard
*Updated San Heights Mall
*Removed extra copies of maps
*Added more info to the existing maps in the map selection list
*Fixed some localization issues
*Fixed a bug that prevented bots from spawning
Nov 30, 2018
Eternal Card Game - dwd_admin


Defiance is coming soon, so we’re kicking off spoiler season with a powerful new mechanic, and we mean that in the most literal sense. Let’s take a look at Pledge!

Defiance: Pledge!
Assassin's Creed® Odyssey - UbiQuB3
Hey everyone,

Patch 1.1.1 is LIVE [Nov 29]!

Patch Size: 2.3Gb

Check out the most notable changes with Patch 1.1.1 below.

Patch 1.1.1
  • Addressed an issue that prevented Tier 6&7 Burning and Poison Damage perks to work properly
  • Addressed various texture issues with robes on multiple characters.
Patch 1.1.0

Check out the most notable changes with Patch 1.1.0 below.

Warning: Please note that these release notes contain major story spoilers.
SUMMARY
  • Added support for the 1[SUP]st[/sup] Episode of the Legacy of the First Blade DLC and the third instalment in the Lost Tales of Greece.
  • Added Mastery Level system to the game.
  • Added fast travel points to Mythical Creatures.
  • Added an option to dismantle items directly at Blacksmiths.
  • Wearing the full set of a Legendary Armor now gives more powerful bonus than the version available for engraving.
  • Addressed a display issue that caused Stats upgrades to appear downgraded after Level 50.
  • The Child of Poseidon achievement/trophy will now unlock when conditions are met.
  • [PS4] Addressed an issue that caused screenshots taken to appear black in the Capture Gallery.
  • [PC] Added an option that allows players to set walking speed.
CONTENT
  • Added support for the first Episode of the Legacy of the First Blade DLC, Hunted, to the game.
    • Will release on December 4
    Trailer: https://www.youtube.com/watch?v=UXSUVWj2wxA
  • Added the third instalment in the Lost Tales of Greece, The Image of Faith, to the game.
    • Will release in December
    • Available after reaching Episode 5
    • Quest will appear in the quest log after having met the quest giver in Elis
    • Look for a blue quest giver icon



    FEATURES & IMPROVEMENTS

    NEW! Added Mastery Level System to the game

    • Mastery Level increase specific statistics attached to the Assassin, Hunter, and Warrior ability trees and uses ability points to upgrade bonuses.
    • The Mastery level Menu becomes available when reaching Level 50
    NEW! Added fast travel points to Mythical Creatures

    NEW! Added an option to the game to dismantle items directly at the Blacksmith.

    Miscellaneous:

    • Added a tip to the game on how to quickly source Olive wood.
    • The amount of crafting material being bought can now be increased significantly faster
    • Added more NPCs to the Skyros market.
    • Players can now circulate between Quest filters with LT/RT
    • [PC] Added an option that allows players to set walking speed.
    • [PC] Improved HDR functionality on PC.
    BALANCING
    • Wearing the full set of a Legendary Armor now gives more powerful bonus than the version available for engraving.
    • Fixed Burning Rate formula when too many bonuses were applied
    Gameplay

    • Addressed an issue during the Medusa boss fight that could sometimes reset the quest causing the player to start the quest from the beginning.
    • Addressed an issue that prevented the player from performing attacks underwater when equipping a weapon that allows breathing underwater while the air bar is red.
    • Addressed an issue where Intoxicated Damage or Weakening perk were applied to the player rather than to enemies.
    World

    • Addressed various issues with floating or misplaced objects across Greece.
    • Addressed various issues that caused the player to fall through the map or get stuck.
    • Addressed an issue during the final Arena encounter where the enemy could deal damage even though the player is out of reach of the weapon.
    • Addressed an issue that prevented Weekly Contracts from appearing.
    • Addressed an issue where live encounters wouldn't reappear after losing connection.


    Quest

    • Addressed an issue in Gluten Free where Lagos's son could pop up in dialogues when released before triggering the cut-scene.
    • Addressed an issue in A Mother's Prayer that prevented the player from completing the quest.
    • Addressed an issue in To Find a Girl where Thugs would chicken out of combat if their leader is knocked out in front of them.
    • Addressed an issue in Barnabas Abroad that could prevent the quest from being completed.
    • Addressed an issue in The Final Push that could cause the quest’s objective to disappear.
    • Addressed an issue in Pirate Hospitality that prevented the quest objective to update.
    • Addressed an issue in Unified Front where Euneas would sail away from the naval battle instead of helping the player.
    • Addressed various issues in the Divine Intervention questline that could prevent the quest from being completed.
    • Addressed an issue in Follow That Boat where Kleio could spawn underwater if the player cleaves the ship during the follow Erina objective.
    • Addressed an issue in Breaking Bread where the recommended Quest level differs from the actual level of enemy NPCs in the Fort of Arkas.
    • Addressed an issue in A Bloody Feast where the player could maintain a full bounty bar under certain circumstances.
    • Removed a dramatic black fade from a cut-scene in Athlete.
    Character and AI

    • Addressed an issue where wolves or dogs would drown when kicked in the water by the player. *tries not to judge*
    • Addressed an issue with enemy NPCs who would have a hard time catching up while chasing the misthios.
    • Addressed an issue where Mercenaries would sometimes stop chasing the player.
    • Addressed an issue that caused Mercenaries & Fort Leaders to not deal the intended Basic Attack damage.
    • Addressed an issue where enemies lighting up braziers continue doing so while being hit by the player.
    • Addressed an issue where the Cretan bull stops attacking when the player stands VERY close to the bull's face.

    Photo Mode

    • Addressed an issue in Photo Mode where the reset button in Composition Mode would reset photo settings.
    • Improved auto-focus functionality in Photo Mode. When opening Photo Mode it will now auto-focus the player if in view.
    • Improved camera functionality in Photo Mode. The more zoomed in, the slower the camera.
    • Addressed an issue that prevented the player from using the Photo Mode properly when activating while in Predator shot.
    • Addressed an issue that allowed the players to cycle through pre-sets in Preview Mode

    Naval

    • Conquest Battles no longer scale with the player’s level but stay on the region’s level.
    • The inventory ship model will no longer vanish when equipping different ship designs.
    • Addressed an issue that caused an incorrect background color to be displayed for Legendary Lieutenants.
    • Addressed an issue that prevented the player to dismiss Tekton as Lieutenant. Go home Tekton, you’re drunk.
    • Addressed an issue where the thumbnail image of Epic Ship rewards didn’t match the actual look.
    • Addressed an issue where the custom marker would fall underwater when the player marks any location on the open sea.
    • Addressed an issue that caused Sea Shanties to stop playing when switching between “stop” and “resume” actions multiple times. // indecisive much??

    Performance and Stability

    • Optimized game performance and stability.
    • Addressed various issues that caused the player to temporarily freeze.
    Graphics, Animations & Audio

    • Addressed various lighting issues.
    • Addressed various camera issues. Cam.exe stopped working.
    • Addressed various sound issues.
    • Addressed various animation issues with NPC and player character.
    • Addressed various animation issues with the Cyclops.
    • Addressed an issue with Steropes who would slide around in opening roar animation. They see me rollin'
    • Addressed an issue with Ikaros who would harass enemies through buildings.
    User Interface, Menu, and Subtitles

    • Addressed various UI/HUD display issues.
    • Addressed various dialog mismatches.
    • Addressed a display issue that caused Stats upgrades to appear downgraded after Level 50.
    • Addressed an issue that allowed the player to open the Detailed Mercenary Benefits page from the Detailed Mercenary view.
    • Addressed an issue with perks above Tier 5 that wouldn't be displayed properly in the Detailed Character Stats page.
    • Addressed an issue where weapons bought from the In-Game Store didn't show up in the inventory tab.

    Ubisoft Club, Achievements or Trophies

    • The Child of Poseidon achievement/trophy will now unlock when conditions are met.
Nov 30, 2018
Professional Fishing - Raintek
So! Here it is!

Long-awaited Professional Fishing!

We hope you will like the results of our hard work.

Go ahead - download, play and send feedback!

We are waiting for your opinions! With you, this game will become bigger and better!

Play now:
https://store.steampowered.com/app/798420/Professional_Fishing/

Bug reports
We also ask for your understanding in the event of any errors. You can send us a bug report and all other problems.

You can report them via game or post directly on steam forum.


Release changelog
Version: 0.30.11

Changelog:

Added / New:
  • New languages:
    • French,
    • German,
    • Italian,
    • Turkish,
    • Chinese,
  • New map - Germany,
  • Added level restricion for maps,

Changes:
  • Migration to new server,

Kind Regards,
Rafał - Project Manager in Ultimate Games S.A.
Ultimate Desktop Character Engine - elfinik
Version 1.0.4 is now available!
Added to the "Settings" tab:
  • The ability to disable the taskbar (characters will not take it into account)
  • Rotate light: you can rotate the light as you need.

Interface translation for these functions will be in the next update.

Change:
Now characters loaded as .udceab files automatically change their size to 1. Note: do not change the size of the character in Unity, change only the size of the model (scaleFactor).
This will not affect the correctly created models, but it will help to correct a little those models that were created with this error.

May be fixed in the next version:
Jamming of characters between the lower and upper bound, if the distance between them is too small.

If you encounter a bug in the new version, please report it in the community forum.

If you have problems with the new version, you can upgrade to the latest stable version:
  1. Find the app in the Steam client
  2. Click LMB
  3. Select Properties
  4. Go to the “Betas” tab (usually the last one)
  5. Change "default" to "stable"
  6. Save the changes and wait for the update.

...