Crossout - XO_Team

https://www.youtube.com/watch?v=jKd3FiKEZpE
Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders can win the Prize! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.ru containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize should your video win!

In this episode:

Join the official Crossout community and subscribe to Targem developer page on Steam!
CarX Drift Racing Online - FiraZ
Change log

Added Vinyl Editor



Customization for the following cars:
  • Bimmy P30

  • VZ212

  • Sorrow
A new category in tuning for all cars

New headlights and taillights for the following cars:
  • Mifune (1/1)
  • Pirate (1/1)
  • Bimmy P30 (6/1)
  • Wutend (4/2)
  • DTM 46 (3/1)
  • UDM 3 (1)
  • Loki 4M (1)
  • Godzilla R3 (1)
  • Horizon GT4 (2/1)
  • Atlas GT (1/1)
  • Fujin SX (2)
  • Panther M5 (1/1)
  • Samurai II (1/1)
  • Burner JDM (1)
  • Magnum RT (2)
  • Phoenix RT (1/2)
  • EVA MR (1/1)
  • Piranha X (2/2)
New dyno interface

New game modes
Tandem drift in single player mode


Assetto Corsa Competizione - Luca
Dear ACC racers,

Assetto Corsa Competizione Early Access release 6 is finally out! Restart your Steam client in order to download the latest version of the software and start immediately enjoying the Nissan GT-R Nismo GTR (Model Year 2015 and 2018, equaling two new cars) and Monza Circuit at its best!
Thanks to a large-scale code refactoring operation, new features and improvements have been implemented, such as: Motec Telemetry recording, CPU optimizations, allowing for general performance improvements and deploying more cars on track, Multiplayer netcode, overall stability, server configuration improvements, upgrade to rain visuals, a new Free Camera tool, the new F6 (TV onboard) camera set and two new F1 (driving) cameras, the Radar widget and a bunch of other optimizations and tweaks.

Please visit our forum for the complete changelog and more details on the new features. Have a good ride in ACC!

v0.6.0 Changelog

- Added Nissan GT-R Nismo GT3 2018 model year.
- Added Nissan GT-R Nismo GT3 2015 model year.
- Added Monza Circuit.
- Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
- Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
IMPORTANT: old camera settings will be lost.
- Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
- TV onboard (F6) cameras added for available cars.
- Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
- Rewrite of multiplayer/gameplay code to improve stability and session progression.
- Ingame menus restructured and divided into Garage and Pause menu.
- Ingame HUD reorganised and added session status widget.
- New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
- Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/index.php?threads/0-6-multiplayer-server-configuration-for-server-admins.54830/
- Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
- Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
- UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
IMPORTANT: your previous menu, graphical and game settings will be lost.
- Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
- Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
- Added session type tags in the UI car selection page to help identify entries eligible in different race types.
NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
- Added model year tag in the UI car selection to help identify car models in different evo versions.
- Assist options will now reliably update when changed during a session.
- Further adjustments to headlight effects in TV cameras.
- More realistic full formation lap with AI.
- AI aggressiveness tuning.
- AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
- Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
- Improved raindrop effects on car windshields.
- Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
- Automatic wiper assist now reacts to water spray and not just rain.
- Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
- Improvements to car vs. track surface collisions.
- Audio channel usage optimization.
- Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
- Added new spotter messages.
- Added race communication alerts.
- Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
- Important race communication alerts are displayed for a longer time.
- Better highlights overtake detection.
- Optimized CPU use on all threads.
- Optimized replay memory usage.
- Optimized netcode and bandwith usage for Multiplayer servers.
- Volume and audio settings now affect the intro music.
- Added video sequences volume.
- Fixes to various car LODs to reduce pop-in in racing scenarios.
- Adjusted driver position in the BMW M6 GT3.
- Adjusted driver steering animations.
- Adjusted wet tyre shader and added ambient occlusion on tyres.
- Fixed potentially wrong resolution and crashes when starting the game.
- Fixed multiple crashes occurring when quitting sessions.
- Fixed replay time multiplier not resetting on session change.
- Fixed potentially wrong car location detection.
- Fixed static car shadow fading out at high speeds.
- Improved tyre model combined grip.
- Improved tyre heat model, especially in overheat conditions.
- Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
- Tweaks in preset setups for all cars (we highly advise to not use older setups).
- Improved vertical surfaces aero model.
- MoTeC Telemetry implementation.
- Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
- MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
- Added native DBox SDK support.
- Added option to enable/disable native Fanatec LEDs.
- Setup minimum fuel load set at 2 litres for all cars.
- Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
- Steering ratio tweaks for all cars.
- Monza BoP A adjustments for all cars.
- Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
- Sand traps now slow the cars down.
- Fix to unreliable car spawn in certain situations.
- Flipped cars will automatically spawn in the pits.
- Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
- Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
- Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
- Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
- Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
- Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
- NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
- NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
- NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
- Backend servers: improved reconnection stability.
- Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
- Passworded servers can now be created.
- Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
NOTE: The Broadcasting API is temporarily disabled
Super Beam - studiopaloalto
Score Policy by Combo has been Added
0~5 hit combo : +1
6~10 hit combo : +2
11~20 hit combo : +4
over 21 hit combo : +8

Now Get more Scores!!
Robocraft - RapheePlays
Hello Robocrafters!

Last week we revealed that players will be able to level up their weapons with Cray’s giant robotic claw! Today we wanted to reveal more information on how you upgrade weapons.



As you deal damage (or heal) in matches, your gun will earn XP. Let’s say you have a robot equipped with lasers and nano’s. If you spend all of your time dealing damage with lasers, the XP you earn in game will be given exclusively to that weapon. If you ONLY used nano’s, then you would only receive experience for your nano weapon.



However, if you deal damage and heal at the same time, the amount of XP that you’ll earn will be split between the two respective on much damage or healing you caused with each weapon. So if you spent a lot of time dealing damage and only a little time healing, then you’ll gain a significant amount of XP for the damage dealing weapon compared to the healing based weapon.

Level up!
Once you have filled the XP bar for a weapon, you’ll be able to spend Robits to level up that weapon! There are ten levels to progress through for over 30 weapons which means there are 300 opportunities to level up your arsenal! The weapons level will be shown in your inventory.



But you will upgrade your weapons from the weapons tab on the home screen.



But what happens once you level up a weapon? They will increase in firepower. Here are the stats of a level 1 Tier 0 laser



And here are the stats for a level 5 Tier 0 laser



It will take a significant amount of time to level up a weapon completely and we’ll reveal how all of these these new changes will affect Matchmaking very soon!

Build, Drive, Fight
ReelBigKris
Mar 4, 2019
Tower of Time - Event Horizon


Dear Players,

Based on the feedback we have received recently, after previous Patch with crafting changes, we have rebalanced the game in an attempt to make it equally challenging as before.

Changes were made to health scaling and defense stats of the enemies on higher difficulties, as well as selective changes to their damage and abilities, for certain enemies.

We hope it will make the game challenging again on hard and epic difficulty. Please be so kind and let us know.

We have also fixed some of the issues with Turkish language not displaying properly in certain UI elements.

Cheers,
Event Horizon Team

Mar 4, 2019
Swords & Souls: Neverseen - Argl
Hello Souls!

I hope you're all doing great! For starter, here is a fresh gameplay video:
https://youtu.be/1hhJGJpsQ0U
User experience
We improved UI all around to make sure the game navigation is clear, enjoyable and provides all the information you want. It was a tough design challenge but we're happy with it! Here are some examples:

Juicy points to spend!


Cute popup for town interaction


New stages highlight


More stuff!
And as always we keep adding content, like this new enemy who can regenerates himself!


See you next month for more news! <3

Argl & Kuho
Mar 4, 2019
Brutal Alice -The Hundred Day's War- - chicchi0531
BUGFIX
-Fixed a bug that freezes after opening with chinese
Mar 4, 2019
Panic Room 2: Hide and Seek - Panic Room
💥Prepare for the maintenance!💥

Dear "Panic Room 2: Hide and Seek" Players!
Today, March, 4 - from 14.50 - 15.10 (UTC), we'll have maintenance.

The game will be unavailable at this time.
We apologize for inconveniences!
TFF: The Final Frontier - Moonlit Games
Greetings rebel captains!

As we've mentioned earlier, we are currently focusing on the ship design - coming up with ideas for new vessels, making sketches, concepts and models of vehicles that will be eventually implemented in the game. So we’d like to share with you a few of those!





Behold the fleet of the Holy Human Empire! The HHE, as a faction dominant in the known Galaxy, has a long, militaristic tradition. We try to portray it in the design of the ships, that are efficient, lethal and somewhat rigid. Let us know if you think that we managed to capture it. :)

The images above present two different motherships. Mothership is a center of your formation, your in-game flagship during the ongoing run. However, it’s rather dangerous to fly alone, so at your disposal, there are also different support ships. On the three images belove you can see the support vessel of the HHE. Keep in mind, that they are smaller than the motherships, and your battle formation can consist of a mothership and several support ships. The kinds of vessels and their deployment can (and will) be crucial during the battles!







Share your thoughts about the design and (if you still haven’t), add TFF to your wishlist!

https://store.steampowered.com/app/711590/TFF_The_Final_Frontier/
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