Improved efficiency of noise program compilation and quality of error messages.
Bugfixes
Fixed a crash that would sometimes happen after deleting a blueprint from the library. more
Fixed crash related to train schedule containing only temporary stations. more
Fixed GUI inspector vertical align value inconsistency (middle instead of center). more
Fixed LuaInventory::sort_and_merge when used on cargo wagons with inventory limits set. more
Fixed that distractor robots would show in the bonus GUI under the follower robots section. more
Fixed that reading invalid chain signals wouldn't work correctly. more
Fixed yet another ghost connection error related to consistency checks. more
Fixed some cases of multi-layered icons not being scaled correctly. more
Fixed power switch connection consistency problem. more
Fixed "Confirm Message" key-binding not working when bound to some mouse buttons. more
Fixed backwards/forwards max speed fuel modifier related to two-headed trains. more
Fixed interactions of assemblers and underground pipe connections blocked by induced fluid mixing. more
Fixed setting entity ghosts to minable=false didn't work. more
Fixed that the statistics GUI would show count values < 0.5 as "no count". more
Fixed a performance problem with high speed idling trains on circular rail networks. more
Fixed signal placement visualisation for special cases related to straight diagonal rail. more
Fixed that items supposed to be removed on clearing cursor (copy, cut, paste, blueprints from blueprint library etc.) were put into character corpse. more
Fixed uranium cannon shells shooting backwards when aimed closed to the tank.more
Fixed Programmable Speaker alert textbox not losing focus when pressing ENTER. more
Fixed desync caused by setting font colors on buttons. more
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Due to the huge success of last week’s closed beta period we’ve decided to OPEN THE BETA once more this weekend! This means that you can play Goat of Duty again, starting tomorrow Friday 17th, from 4pm CEST until Monday 20th, 10am CEST.
For those of you who already played the beta
The game is still on your Steam Library: just open the game during the beta period to play again!
You will keep the Goat level you reached during the previous beta
For those of you who DIDN'T play the beta, this is what you'll find
Free For All Mode: Everygoat for themselves! Play in 10-goat matches to become the goatiest goat alive!
Three Different Maps: Future Farm, Mountains in Space and Space Station. Sci-fi scenarios to goatify your opponents in futuristic ways!
Five Goastumes: Level up during the Beta to unlock new skins (goatstumes) like Robogoat, Goat of War, Goatzilla, Overgoat and Inmortangoat (any resemblance with popular characters from other IPs is pure coincidence)
This is an exclusive, free beta that only the players in our Discord Server will have access to, so don't forget to join our Discord server to receive your own Beta Steam key through this link: https://discord.gg/UJHwTbU
By joining our Discord, you will also join the goatiest community in the world! Learn before anyone else what we are adding to Goat of Duty, share your thoughts and comments to influence the development of the game, participate in fun and crazy activities and share lots of goat memes with your potential new friends!
If you’ve been patiently waiting for news on when you can pick up OCTOPATH TRAVELER on Steam, the answer is… right now.
The game is available to pre-purchase, ahead of its launch on June 7, 2019. Not only that, but anybody who gets the game now will also get a set of 11 exclusive wallpapers, featuring beautiful character art for the eight main heroes, and some of the stunning locations from the game.
OCTOPATH TRAVELER for PC brings the game’s distinctive HD-2D graphics to life like never before. It features a unique visual style that combines detailed 2D characters with beautiful 3D environments - you won’t have played anything that looks quite like it.
The game also features eight characters, each with their own skills and storylines. From haunted thieves and enthusiastic apothecaries, to naïve scholars and noble warriors, there’s someone for everyone in this motley crew and, rather brilliantly, you can play through their tales in any order you like.
You’ll also have to make smart use of their skills - both in and out of combat. Every character has ‘Path Actions’ - unique abilities that can help you progress the story, find hidden items, or get an edge in battle.
Speaking of which, OCTOPATH TRAVELER features a deep, strategic battle system. Enemies are tough and resilient - you’ll have to identify their weaknesses and use your party to exploit them if you want to succeed.
OCTOPATH TRAVELER will be available on Steam from June 7, 2019 with English and Japanese audio, and English, French, Italian, German, Spanish, Japanese, Traditional Chinese and Simplified Chinese text.
After all the feedback we have received the past half a day from the community and first players of the game we have finished an initial hotfix with some fixes and improvements. We are still monitoring further feedback and we expect to roll out more of these smaller patches in the upcoming period to make sure the game runs as smoothly as possible for you all without any major issues.
Now, let's jump into further details.
OVERALL
The global inventory capacity has now been changed to 600 instead of 300. We have also made further adjustments to some of the items taking up too much slots but you can read more about those changes under the "Items" section of the patch notes.
The global inventory slots amount has now been changed to 100 instead of 50. We are considering making the global inventory global and not unique per server in the near future. This would mean players have the same global inventory in each official server. Stay tuned for this.
Changing languages in-game no longer requires a full game restart.
Added the server name to the in-game menu UI on the bottom left part of the menu. This allows players to see the server they are in.
Added a health percentage number to the UI.
Fixed a bug related to switching language where it would not always actually switch language.
Fixed a bug causing servers to dissapear from the server list after some hours.
PERFORMANCE
Fixed some major server stability issues. We are monitoring the servers closely to aim for no further issues. (hopefully)
Fixed an issue causing the game to potentially freeze when starting up.
GAMEPLAY
The Landsunk: Residential capture point no longer spawns a buggy (vehicle) when capturing. We have changed this to a weapon spawn for now when capturing. The buggy will be worked on and added back as soon as all the issues are fixed.
Fixed a bug related to the flashlight sound where, when the turn on / off sound was playing it could be heared across the whole server.
Fixed a bug related to the push to talk icon not always showing. When talking in-game now the icon should properly show.
Improved the melee hit box radius detection to improve the melee fighting with Nether. This is still something we are monitoring.
FIXES & CHANGES
Arachnid Eggs now take up 1 global inventory slot instead of 2.
Bandages now take up 1 global inventory slot instead of 5.
Pain Pills now take up 2 global inventory slot instead of 5.
First Aid Kits now take up 5 global inventory slot instead 10.
Rations now take 5 global inventory slot instead of 10.
The rest of the food consumables now each take 1 global inventory slot instead of 5.
Updated the item description of the glider. The description now explains better how this item works.
OVERALL
To craft an SVD you now need a 7.62 barrel instead of a .45 barrel.
OVERALL
Updated some render distances for some objects that was giving players an advantage. (they could look through certain objects and stuff)
Updated some render distances for some smaller objects including windows. (to prevent them unloading too early)
Fixed some flying concrete parts in the Lakeside safe zone.
Fixed some flying objects next to the Lakeside safe zone.
Fixed some stairs next to the Lakeside safe zone. These stairs ended up in a dead end. (roof)
Fixed a building that was missing collision allowing players to walk through. This building was in the Litchfield area.
Fixed the metro entrances at Bridgeport where there was an invisible wall blocking players.
Fixed an ambulance loot spawn next to the Bennett Park where were was not always loot spawning when opening the crate.
Added missing grass around the Maple Street beach area.
Added missing grass next to the Riverside outpost.
Overall lowered the amount of golden crate spawns. We will closely watch further community feedback from here and keep working on this.
As this is the first time we are opening up the servers for a wide audience there's always a risk of issues and we kindly ask for your patience in case of any unexpected events. Especially given the fact that we pushed the release date to TONIGHT instead of in 1 week.
Want to help us out? Have any feedback? Want to share some ideas for the game? Here's what to do:
We highly recommend to join us on our forums at http://forums.fredaikis.com/. Just create an account (scroll a bit down on the home page) and you'll find the Nether: The Untold Chapter section. There is all the room for you to create threads about your ideas or to report any issues. You could also share them through social media however it's best for us if you'd use the forums for this.
Have a major issue? Have something really important to tell us? Here's what to do:
The best and fastest way to get in contact with us is through support. You can do that in 3 ways: 1. Join the Nether: The Untold Chapter Official Discord and PM the bot (see it on the right) called: "Nether Support". - We'll be in contact there. 2. Go to http://support.fredaikis.com/ and create a support ticket under the "Nether: The Untold Chapter" section. 3. You could also send us an email at: support@nethertuc.com
For now, we wish us all, players and developers, a great release. Hope to see you all in the game soon!
Note 1: Patch notes might be changed if we need to fix or add something.
Patch ETA: update will roll out any time from now.
Patch type: client & server update.
Estimated downtime: just a server restart needed. Client will need to be updated.
Once again thank you for your great support! Want to support us even more? Make sure to share these patch notes with your friends and followers!
For any feedback about the game or this patch please let us know in the comments or link us on social media!
This Saturday is our 5th weekly tournament with again up to 500$ in prize money! We haven't had a tournament for beginners in a while, so that is what we decided to have this week! 2v2, beginners mixed with veterans in teams, no veteran only teams.
In order to make sure the veterans don't team up, everyone has to sign up as a free agent, and we will make the teams, so that atleast 1 beginner per team!
Format: 2v2 Double Elimination(If you lose you go to loser's bracket and still have a chance to win the tournament) Tournament Starts: May 18th at 2 PM EDT/ 8 PM CEST Server: EU (unless players mutually agree otherwise) Prize: Variable prizing based on entry. Caster: twitch.tv/smirkinlive
Today's update brings a new interface option, the Compass, to help you orientate when visiting other farms. We're also adding a few new interesting items, such as the Feed Mixer.
New items:
Feed Mixer
White Bellflowers
Yellow Magnolia tree
New song for the Piano
New customization beard.
New features:
Compass: Enable it on the Interface settings to have a compass showing nearby important buildings.
Bugfixes:
Fixed the pre-placed Tropical Fish pond not giving any fish.
We've got another patch for you with the brand new Hill Encore doors, changes based on your feedback, and bug fixes. Check it out!
Changelog:
Added new doors |TARP| to Hill Encore.
Added Paint type to Order (quest) tasks. It is now necessary to paint the Order truck with the correct color and type.
Corrected how sandblasting increases quality (it should also work on Cabs and Beds now).
Changed the location of Transport Trailer in the garage (between the lifts).
VRAM should no longer limit the loading of textures on LOW settings.
Fixed loading of subscribed mods from Steam Workshop.
Decreased delivery time of Hatch Lights to 2h.
Updated translations.
Added new engine sounds.
Added new exhaust sounds, which depend on the mounted muffler.
Added turbo sound.
Created the modular system of vehicle sounds - Players can modify the overall sound of the truck by mixing and matching different parts (engine, muffler, and turbo).
ModKit updated to version 1.0.129 - we have shared .fbx files for placeholder parts so it is no longer necessary to export them from the ModKit. You can find more information in Chapter 2.6 of the Modding Guide.
And as always: if you like the changes and enjoy playing the game, please drop us a review on Steam and support your brothers of the beard. Thanks!
Welcome to Developer Briefing #24! This week we’re delving into how we’ve designed maps and match mechanics that give players different combat and strategic experiences each time they play them.
How do we achieve this? By having the game change which sectors are active for contention each time a new round starts. More on that below…
One map, multiple experiences
To help explain how one level gives our players multiple battlefield experiences we’ve created a gif of Sainte-Marie-du-Mont’s map that highlights various combinations that you might encounter.
As you can see the map is split into 15 sectors, or three lanes of five.
Depending on which sectors are set active by the server you might have the majority of both teams fighting over one/two lanes or find them being spread across the map if the sectors are in a zig-zag formation.
Each different sector scenario requires different approaches and tactics when it comes to troop deployment, armour usage and unit strategy. Do you focus on a blitzkrieg of the enemy from the front? Envelop the enemy with a wide flank? Send units to ambush the enemy and counter any wide pushes? The choice is yours.
Not just a capture point
The nature of our sector mechanic also lends itself to creating entirely different combat experiences for our players each time they play the same map.
Using Sainte-Marie-du-Mont as the example once again, you could end up fighting through open fields, hedgerows and farm buildings one match...
Then the next time round you could be fighting in a more rural urban setting as you fight to capture the imposing Brecourt Manor compound...
Or even get into the middle of brutal building to building fighting in the town of Sainte-Marie-du-Mont itself!
This means that when you replay a map, you get an entirely different experience to the last few times you battled over it, after all, each map has 99 possible variants!
This sector variety is applied to all current Hell Let Loose maps and will be included in all future ones too, giving our maps a fresh and exciting feel each time your boots hit the ground.
Talking of maps…
The last closed beta before Hell Let Loose’s Early Access launch on June 6th is taking place between May 24th and May 27th.
This will be the first time our snow covered Foy map will be playable and it’s unlike anything you’ve played so far!
Whatever sectors you end up fighting over, you’d better hope that when you charge through the mist you don’t run into one of these…