Adapt or Perish - phr00t
  • Units will now consider if a unit is about to die before shooting more at it. This will speed up both your attacks, and enemy attacks on you!
  • Fixed a pair of very rare backend crashes that may have caused the build list interface to become unresponsive. Hopefully this will end this hard to reproduce bug!
  • Fixed a timing bug when setting game speed in the Options menu (instead of the + / - hotkeys)
  • CPU performance improvements in calculating "unit died here" icons in "fog of war" areas
Feb 21, 2019
gRally - ghiboz
v1.0.17.13 of 21 Feb 2019
Fixes:
  • Removed duplicated stages if more version on disk;
  • Removed second moon;
  • Fix #683 for the trimonitor issue;
  • Drive UI shown on Pause on certain stages;
  • Path check on gArena;
  • Dynamic dirt issue on G2;
Adds:
  • Video config: for multi monitor setup you can set which monitor runs menu and the simulation;
  • Tyre choice now changes dinamically the tyre 3d model;
  • First and experimental Ansel implementation;
  • Controls config: Smoothness parameter for force feedback;
Improvements:
  • Showroom graphics;
  • Vegetation: now billboards rotate and don't fly away when you're near trees;
Substance Designer 2018 - Jerc
Substance Designer 2018.3.1 - 2018.3.3

Fixes, fixes everywhere!

2018.3.3
Fixed:
  • [Content] PBR Base Material outputs does not have the right group name

2018.3.2
Changed:
  • [Bakers] Add a label indicating the current suffix setting for "Match By Name"
Fixed:
  • [Graph] Crash while manipulating split points
  • [Graph] Invalidation issue when input node bitdepth is changed
  • [Graph] Thumbnail computation options no longer work
  • [Graph] Empty space is displayed under the breadcrumb with a specific UI layout
  • [Graph] Link style is incorrect in context
  • [Graph] Thumbnails are not correctly displayed in function/mdl graphs on Hi DPI screens
  • [Content] Shape Splatter Blend Color: no option to specify the normal map format
  • [Content] Spelling mistake in linear interpolation tooltip
  • [Content] Normal Transform does not handle mirror and skew transformation correctly
  • [Content] Gradient Axial, Radial, Circular do not support random functions
  • [Content] Gradient Radial does not work correctly in non square
  • [API] output_exporter.sbs always needs to be updated when using export_output script
  • [API] Crash after using export_output script
  • [API] Fail to set numerical value of annotations on Compositing Graph inputs
  • [Explorer] Random crash when saving a project
  • [Explorer] Can't open sbs with uppercase extension
  • [UI] "New Substance" window size is not persistent
  • [UI] Right click menu on function instance is not consistent with compositing graph
  • [Bakers] Crash when opening the bakers on a specific mesh
  • [Bakers] Wrong computation for DXR bakers when UVs have a 0 ordinate value
  • [Updater] Crash when canceling updater
  • [3D View] Sphere primitive has its UVs offset by 1 unit
  • [Cooker] Random dithering when cooking bitmaps
  • [Player] Window control buttons are small
  • [Player] Button icons are broken

2018.3.1
Changed:
  • [API] Add SDConnection.getOutputProperty() and SDConnection.getOutputPropertyNode()
  • [API] Add doc about all resources definitions
  • [API] Change SDSBSCompNode annotation property 'visibleif' to 'visible_if' for consistency
Fixed:
  • [Graph] Hitting the TAB key a second time does not close the Node menu
  • [Graph] 3D View badges does not work correctly in some situations
  • [Graph] Read-only packages can be modified
  • [Bakers] Progress bar acts in a weird manner when loading a very high poly mesh
  • [Bakers] Artifacts on mesh with in-facing normals
  • [Bakers] Bakers output and parameters widget can't be uncollapsed
  • [Explorer] 3D resources are loaded when a package is opened
  • [CmdLineArgs] "--news hide_changelog:true" does not work anymore
Substance Designer 2019 - Jerc
Substance Designer 2018.3.1 - 2018.3.3

Fixes, fixes everywhere!

2018.3.3
Fixed:
  • [Content] PBR Base Material outputs does not have the right group name

2018.3.2
Changed:
  • [Bakers] Add a label indicating the current suffix setting for "Match By Name"
Fixed:
  • [Graph] Crash while manipulating split points
  • [Graph] Invalidation issue when input node bitdepth is changed
  • [Graph] Thumbnail computation options no longer work
  • [Graph] Empty space is displayed under the breadcrumb with a specific UI layout
  • [Graph] Link style is incorrect in context
  • [Graph] Thumbnails are not correctly displayed in function/mdl graphs on Hi DPI screens
  • [Content] Shape Splatter Blend Color: no option to specify the normal map format
  • [Content] Spelling mistake in linear interpolation tooltip
  • [Content] Normal Transform does not handle mirror and skew transformation correctly
  • [Content] Gradient Axial, Radial, Circular do not support random functions
  • [Content] Gradient Radial does not work correctly in non square
  • [API] output_exporter.sbs always needs to be updated when using export_output script
  • [API] Crash after using export_output script
  • [API] Fail to set numerical value of annotations on Compositing Graph inputs
  • [Explorer] Random crash when saving a project
  • [Explorer] Can't open sbs with uppercase extension
  • [UI] "New Substance" window size is not persistent
  • [UI] Right click menu on function instance is not consistent with compositing graph
  • [Bakers] Crash when opening the bakers on a specific mesh
  • [Bakers] Wrong computation for DXR bakers when UVs have a 0 ordinate value
  • [Updater] Crash when canceling updater
  • [3D View] Sphere primitive has its UVs offset by 1 unit
  • [Cooker] Random dithering when cooking bitmaps
  • [Player] Window control buttons are small
  • [Player] Button icons are broken

2018.3.1
Changed:
  • [API] Add SDConnection.getOutputProperty() and SDConnection.getOutputPropertyNode()
  • [API] Add doc about all resources definitions
  • [API] Change SDSBSCompNode annotation property 'visibleif' to 'visible_if' for consistency
Fixed:
  • [Graph] Hitting the TAB key a second time does not close the Node menu
  • [Graph] 3D View badges does not work correctly in some situations
  • [Graph] Read-only packages can be modified
  • [Bakers] Progress bar acts in a weird manner when loading a very high poly mesh
  • [Bakers] Artifacts on mesh with in-facing normals
  • [Bakers] Bakers output and parameters widget can't be uncollapsed
  • [Explorer] 3D resources are loaded when a package is opened
  • [CmdLineArgs] "--news hide_changelog:true" does not work anymore
Feb 21, 2019
Oik 5 - dr.crewcut
Hello Friend! If you are reading this, then you like Oik. And I am glad of it, and it gives me motivation to work. Many of you complain that there are so many RNG in the Oik series. Unfortunately, these are engine problems in which I work. So I decided to say goodbye to Clickteam Fusion 2.5. I do not know whether there will be more parts of the OIk series, it seems to me that this series is already fed up with many. But if Oik 6 comes out, it will be done in another engine. Thank you all for your attention!
Heretic Operative - Xemu
As we finish our mechanics blog series, here are a few tips and tricks on how to succeed in defeating the Cult.

How you spend your early Influence is vital. Spending it on Cell Leaders and other passive resource generators can pay off exponentially, since you can then re-invest those resources.

Don’t be afraid to convert your unused Actions into Fate points - having Fate available can make a huge difference when avoiding a negative Adventure outcome, so you always want to keep one or two points on hand. That said - if you find another source of Fate in the world, that’s very efficient compared to spending your Actions.

Time, in the form of your Action Points is your most limited resource across the game as a whole. Finding ways to save Action Points is tough, but optimizing movement is one of the most effective. Unlocking new travel routes via Townsfolk and gaining free movement points can result in a lot of “free” Actions over the course of the game. Another way to buy time is to slow down the pace of Cult Activity. Prioritize defeating Cultists and gaining Cult Resistance, and that will buy you many more turns in the end.

Nearly every game requires at least some degree of combat. The built-in abilities that your Operatives have will get your through early combats well enough, but beyond that you’ll need to have a plan. There are a lot of options but recruiting mercenaries and researching spells are usually the most consistently available and powerful. Against most enemies, using a high Physical skill Operative (like Whitefang or Onto) is a good way to post some large numbers quickly. Investing in magic can be more versatile for both combat and non-combat utility, and some enemies are very resistant to Iron dice.

Heretic Operative is a challenging game, but with some experience and insight you’ll be able to handle anything the Cult throws at you.

Have strategy insights of your own? Share them with us in the forum, or join the Discord server: https://discord.gg/KfjK973

Scrap Mechanic - Cokkies


Hi Mechanics!

It's been a real joy for us to hear about your experiences with the new Challange Mode. We had no idea there was such an impressive amount of skilled mechanics out there that just burned through all 40 challenges in no time!

Thankfully, those 40 were just the beginning. We've only scratched the surface of what we can do with Challange Mode and next up is the Challenge Builder that makes it easy for you and your friends to build and share your own Challange packs on the workshop.

Keep in mind that you have to beat your own challenges to get them approved for sharing on the workshop. This is so we can make sure that all challenges that get uploaded can be completed.

There are already a bunch awesome challenges on the workshop that you can download and play HERE!

While we are at it, work on Survival mode is going great.
We are right now doing work on less interesting things in the background of the game that knits the Survival mode together. But we should be back soon with a new devblog with a lot of new things.

We will be back soon with more Scrap Mechanic new!

For all the latest news, follow us on
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Rodent Warriors - kasmeltz
Hey everyone,

V 0.1.6.1 is now live. Here is what when into this release.

UI
  • Quest objectives are now marked on the mini map
  • Added Skill Buff Icons to better show what skills are active
Skills
  • Added a timer bar on top of Skeleton Minions
  • Skeleton minions AI now much better

Keep having fun and let us know what you think of this version.

Don't forget to join our Discord if you want to chat!

https://discord.gg/ab24Hc

Kevin
TOK - dr.crewcut
Sarcophag - dr.crewcut
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