Jan 18, 2019
Hunter Survive Zero - Очередной трип
Update v0.02

New map
Marble It Up! Ultra - Blueteak


More bugs squashed and improvements made as we work toward our next content release. As always thanks to our Discord community for help reporting issues and providing suggestions with our beta branch updates.

Steam Achievements


The first set of Steam Achievements are now here! This first set is linked to all of the medal achievements (chapter and completion) but we will be expanding it in the future with new content updates and multiplayer achievements.

PC UI Improvements


This update includes a number of improvements to the Keyboard+Mouse UI. Navigation tooltips will still show up when using a controller, but mouse UI buttons are now present on all UI screens so navigation by mouse is more intuitive.

Additionally, non-16:9 aspect ratio screens are now better supported with dynamic scaling UI images.

Improvements and Fixes
  • Fixed issue with new player server interaction
  • Fixed 502 Error with friend leaderboards
  • Added safety catch for 0x0 resolution
  • Fixed Discord integration breaking Level Tester exit
  • Improved Level Tester error catching
  • Rewind bug fixes
  • Added Steam Rich Presence initial integration
  • Improved cosmetic UI cubemaps
  • Fixed loud volume at launch
  • Friend Leaderboard now shows Steam avatars
"Life is made up of marble and mud." - Nathaniel Hawthorne
Rising Storm 2: Vietnam - [TW]Yoshiro
Happy Friday!

Happy Friday everyone! Today we have a continuation of the community messaging that went out earlier this week. We’ve heard your feedback and want to address some concerns that were passionately raised.

Objective Blocking
Earlier this week we announced some planned changes to how objectives work and stirred up some controversy over this change.

This quote is from that previous community message:

“Objectives that are occupied by more than 1 enemy will block an Objective’s capture but will not block capture progress. An objective will be allowed to progress to 99% but will not fully complete if more than one enemy occupies the Objective’s capture area. Two or more enemies in an objective can stall out an opposing force from completing capturing a point, allowing reinforcements to provide backup to the contested objective. Additionally, this means that attacking teams cannot just overpower an objective by having more players in the objective and avoiding engagements with the enemy altogether.”

The use of “...1 enemy will block an Objective’s capture…” is a placeholder value and probably should have been left out of that message.

Our goal is to prevent instances where an objective is captured by the attackers when the defending team had a significant amount of forces in an objective (10-20, for example). The value we use for determining the block will likely be a percentage value based on the number of friendly forces the attackers have in the objective area. Defenders would need to match 50-75% of the attacker’s forces in the objective area before a block would occur.

We have not finalized a value for this change and will we run a few CTB playtests in the future to collect feedback before implementing this in the Live game.

Free-rotation for Helicopter Gunners
Helicopter gunners, such as the door gunners on the Huey and the Corba’s chin turret, will have the weapon’s rotation changed to be independent from the vehicle’s rotation. This means gunners will have an easier time keeping their sights on a target without having their aim disrupted by the vehicle’s movement.

Improving North Vietnamese Camouflage Ability
North Vietnamese have a passive ability to hide from recon and avoid being spotted by helicopters. This ability is only active if you are crouched or prone and are not moving or firing your weapon. The vegetation vignette that appears at the bottom of the screen indicates when this passive ability is active.

Currently you must remain still while crouched for 3 seconds and for prone, 1.5 seconds (firing your weapon will cancel this effect). These values will be reduced to make this passive ability more responsive and useful to the North Vietnamese.

We also looking into changing how Squad Tunnels are spotted by helicopters and recon so that they are only spotted after a player spawns near one.

Whitelisting of Community Content
We are adding GOM and Green Army Men to our official whitelist. This means that any server running the latest versions of these mods will be ranked and players will earn XP normally.

Update 1.2.4
We will have a preview of our work in progress changelog for the upcoming Update 1.2.4 later today, so stay tuned!

Thank you for your continued feedback and support.
Community Announcements - steven.hustler
Find food to survive but take some time to rest and regenerate health and mana.
But don't overuse it or you may starve.

I also included a simple Helpscreen. Just press H or click the little Questionmark in game!
Immortal: Unchained - Da'Tau
We want to inform you that replacement keys have now been sent out to everyone who has had issues with the Humble Store during the pricing error of Immortal: Unchained. If you have any additional problems regarding this issue, please contact the Humble Store Customer Support Team. We apologize to anyone who has experienced any inconvenience in this and we hope that you will continue your journey in Immortal: Unchained!

Касаемо ценовой ошибки Humble Store:
Извещаем Вас, что ключи от Immortal: Unchained с дополнительным ДЛЦ Midas Touch были отправлены всем, кто столкнулся с проблемами во время ценовой ошибки Humble Store. Если у Вас есть какие-то дополнительные проблемы, вызванные этой ошибкой, пожалуйста, свяжитесь с командой по поддержке покупателей Humble Store. Мы приносим извинения всем, кто испытал неудобство из-за этого и надеемся, что Вы продолжите свое путешествие в Immortal: Unchained!
Jan 18, 2019
Bunny Mahjo - LadyDilly

This hotfix fixed the issue with the expert achievement. Now if you have all puzzles completed but has no expert achievement you will be granted it when entering the main puzzle level.
Dear Apothecary - Shadowbunnie
Hey all,

Here is a major update. There are no more known bugs. If you want to report one, please use the support email (dearapothecarygame@gmail.com).

Patch notes:

- Added an extra screen that says seeds need to be planted and watered on start of game if no save file exists.
- Added pop-up that says if a non craft-able item being placed in the crafting zone is not craft-able.
- Added pop-up if player puts item on pick up table but there is no pigeon there explaining item is lost and to wait for pigeon.
- Added extra logic if player puts a quest where the pigeon will pick up an item, the quest/reward letter will be placed back on quest table.
- Added extra fail-safe to check if no saved file exists then to spawn player at location on level load.
- Added several changes to make the game easier. At the end of the day, the game isn't supposed to be stressful so the added changes should help.
- Bumped up gold by 10-35 on the majority of the quests.
- Bumped gold up by 100 on a couple quests near end game.
- Added extra Karma from quests from The Headmaster.
- Changed exam due date to day 20.
- Changed due date for funds to day 50.
- Added dirt clump to indicate where an un-watered seed is planted along with a tag saying it needs to be watered when looked at.
- Added SFX for planting seeds.
- Added SFX for watering seeds.
- Added the words "Seeds" and "Spores" to their respective seed/spore bags when you pick them up.
- Added version # to menu.
- Added UE4 logo game icon for Linux.
- Fixed a glitch where combining a non-combinable object would not reset the zones correctly.
- Fixed bug where it would show seeds as 12% grown if player tried to plant it in the wrong grow bed.
- Slightly lowered fireplace volume.
- Locked rotation on all item bags so they're easier to place.
- Reduced size of fire that destroys items on pigeon table when no pigeon is there.
- Swapped out new game parchment for the smooth edge version as unreal rendered the old one as jagged.
- Increased brightness of candle on stairs and on the sides of the fireplace. Moved candle to the left of the fireplace closer to it to light up more of the room.
- Switched position of pigeon feathers and magnolia leaves to make it more logical.
- Removed rogue wine bottle.


I wanted to address the issue brought up before about clipping out of bounds. After adding several fail-safes, talking with other developers about this bug, reaching out to the Unreal Community and user testing I can say that it was most likely caused by an under spec PC, possibly an integrated graphics card. After extra user testing this past week I had a tester that had a under min spec integrated graphics card which caused shadows to not render and default settings to be ignored (high mouse sensitivity, motion blur not being able to turn off).

Please ensure you're using a PC better or equivalent to the minimum specs (Linux and Windows have different specs). If your PC does not meet minimum specs this can cause issues such as the level not loading in properly, ghosting and high mouse sensitivity.

I plan to release another update in the next couple of weeks that will add more tutorial information (with pictures), a public domain poetry book (this won't change gameplay, just something to read) and upgrade to Unreal Engine 4.21. Upgrading to Unreal Engine 4.21 will be a big update for Linux users as the newest Unreal version will default to Vulkan if the user has the API installed along with minor performance improvements.
Jan 18, 2019
Warriors Of Titus - One_Man_Machine
- Added winning reward estimation
- Balancing changes
- Removed experimental health missile pickup ( it was just causing confusion)
- Fixed Enforcer bot which wasn't using skills properly
The Lord of the Rings: Adventure Card Game - Definitive Edition - Tgerritsen

Happy Friday!

The word for this week is: new Heroes!

Okay, yeah, that’s two words. Moving on: in the weekly wrap-up for December 14, we shared two of the new Heroes planned for the next expansion (check it out if you haven’t yet). We were jazzed to show off Fredegar Bolger and Dain Ironfoot, but savvy players know that four Heroes are included with each expansion—so, what about the other two?

Well, wonder no longer! Here’s your sneak peek on the Heroes that’ll round things out. (With the standard caveat, as always, that these cards are subject to change before release.)





Glorfindel is an Elf of great renown, with a card to match. He’s got a respectable 2 Attack and Willpower and solid 9 Health, but check out his ability: Each round, if he takes damage, he boosts the Fate Meter by 1; but if he isn’t damaged, he lowers the Threat Meter by 1. If you’re looking for dynamic ways to manage your Fate and Threat, Glorfindel’s a great option.





Much like Glorfindel himself, the cards in his pack are designed with versatility in mind. Elven Blade offers a nice +1 boost to Attack and Health—and, at just 1 Resource, it’s a great Attachment choice when building an Elf-centric deck.





Idraen is a Tactics Hero, so it’s not surprising that combat is where she really shines. Her 2 Attack is decent to start, made more impressive by her ability to ready up once per round after defeating an Enemy. Equip her with Ranger Spear—or any other handy weapon Attachment—and Idraen becomes truly fearsome on the battlefield. Also, as a Dúnadan, you can combine her with Aragorn for a potent Ranger-focused deck. And one more thing: she’s our second original Hero to join the game!





Dúndedain Trap is designed around a new gameplay mechanic: it returns to your hand after its effect expires. Spending just 1 Resource to lock down a non-unique Enemy for two rounds is pretty useful. Being able to do it more than once with the same card is amazing! The trade-off is that Dúnedain Trap is a Sphere level 3 card. It can only be used in a deck with three Lore Heroes—so get ready to build your Arwin, Faramir, and Fredegar Bolger deck!

We’ve got one more sneak peek before we wrap things up: the Woodman Village Location from the upcoming Shadow’s Fall Campaign. What heartless monsters would set fire to such a peaceful place?





Deck of the Week
User kjeld built a deck that’s all about playing smarter, not harder. It can be dicey in heavy duty combat situations, but with some strategic gameplay, you can usually knock out the Objective and get on your way before Sauron’s minions unleash a serious beating.

Kjeld’s Smart and Secret Deck

Heroes:
• Arwen
• Èowyn
• Tom Took


Ally (15)
• 2x Erebor Record Keeper
• 2x Galadriel's Handmaiden
• 2x Gandalf
• 1x Imladris Caregiver
• 2x Ithilien Lookout
• 2x Rhovanion Outrider
• 2x Tom Bombadil
• 2x Wandering Took


Attachment (5)
• 1x Favor of the Lady
• 2x Forest Snare
• 1x Sting
• 1x Unexpected Courage


Event (10)
• 2x A Watchful Peace
• 1x Beorn’s Hospitality
• 1x Fair and Perilous
• 2x Gilthoniel! A Elbereth!
• 2x Mithrandir’s Advice
• 2x Study the Scrolls


We’ve got some big news planned for next week, so stay tuned. Till then, have a great weekend and watch out for those Hazards!

FFI and Asmodee Digital
Jan 18, 2019
Hellbound: Survival Mode - Saibot Studios
Hey guys! How did your 2019 started?

We started it working full time in the Campaign Mode. And during this week there was a very important milestone 😎

Since everybody is with this whatever-age-challenge, here's on the left a draw I (Tobias Rusjan) made when I was 10 years old and wanted to make shooting games more than anything; and on the right is the amazing piece of art of our talented teammate Fernando Muzzio (20 years later):



News are coming soon, stay tuned!

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Tobias and the team at Saibot Studios
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