Hope everyone is well. This update I've been focusing on a rare hard crash caused by an occasional save corruption. These changes should reduce the likelihood of the game crashing on load. I've also fixed an issue with moving objects.
Thanks for continuing to file any bugs you come across. Stay tuned for more hotfixes and updates.
-addressed possible glitch loading stairs -can correctly move ticket machines, maps, lvl 2 powergens, grills, and billboards correctly even when balance < £0 -no longer autosaves mid floor editing/sculpting or object scrapping to prevent rare save corruption errors saving during these processes -prevent bill boards erroneously saved off floor space from crashing loads -can no longer place grills on cells with only wall corner pillars
Rocksmith® 2014 Edition REMASTERED LEARN & PLAY - UbiJurassic
Take practice to the next level with 5 intermediate exercises to improve your speed, accuracy, and technique when playing guitar and bass! Practice Linear Playing, String Switching, String Skipping, Hammer-Ons, and Pull-Offs with volume 1 of intermediate exercises designed by The Notetrackers. The DLC will be available today on Steam. See the tunings and arrangements below.
“Guitar – Intermediate Linear Playing Exercise 1” – E Standard - Lead “Guitar – Intermediate String Switching Exercise 1” – E Standard - Lead “Guitar – Intermediate String Skipping Exercise 1” – E Standard - Lead “Guitar – Intermediate Hammer-On Exercise 1” – E Standard - Lead “Guitar – Intermediate Pull-Off Exercise 1” – E Standard - Lead
Bass
“Bass – Intermediate Linear Playing Exercise 1” – E Standard - Bass “Bass – Intermediate String Switching Exercise 1” – E Standard - Bass “Bass – Intermediate String Skipping Exercise 1” – E Standard - Bass “Bass – Intermediate Hammer-On Exercise 1” – E Standard - Bass “Bass – Intermediate Pull-Off Exercise 1” – E Standard - Bass
We would like to apologize for the last of feedback over the LAST months, but we have had some spike of work, that we need to keep funding the game development, plus we have had to commit the game engine migration to the 2018 version of Unity in order to try to improve the game overall performance and finish integrating some of the last features in UDD.
One to the last mechanics that we are finishing integrating is the origami fight where you are able to transform some of the enemies into origamis and later on summon them to help you fight in the melee combats.
We are also finishing the final boss fight that will take the game to its logical conclusion and allow us to finally come out from early access.
We will be posting on a more regular basis as we move forward in the weeks to come ahead, so stay tune to the next announcements or visit our website for the development blog.
This update adds a (much requested!) new way to Manipulate objects in Custom Rooms.... introducing Maker Pen Handles!
Handles allow for you to perform actions such as Move, Rotate, and Scale in a single axis instead of all at once.
This update doesn’t remove the ability to Move in all axes at once, but simply extends the functionality. The other addition here is local axis manipulation. After rotating an Object you can now move it in local space.
So what's changed with the addition of Handles?
Local axis movement (on by default). The top right most toggle on the Maker Pen lets you switch between local space, and world space.
The text for Snap and Align have been swapped in for icons. Align is the left most toggle, and the Snap toggle is the center between Align, and local space.
You should be able to use Align in screens mode
While using the Move, Rotate or Scale tool, you can click on an object to Quick Select it and the new Handles pop up.
Drag a Handle in the desired direction to Modify it in a single axis.
For the old functionality, grab anywhere on the Object to modify it.
If you go in an edit a Maker Pen shape, you can use the Scale tool to get the same functionality as the Manipulate tool.
While in the Move, Rotate and Scale tool, you can tap the trigger to select an Object, clearing the previous selection. To multi-select you must switch to the select tool.
We've also added some quality of life improvements to Circuits:
Circuit inputs now support default values - use the Configure tool to assign a constant. No Variable Chip required!
Improved support for tooltips and wiring of circuit groups
And a new Room Chat Menu!
Use it to chat with other players around you!
For VR players, the menu is on the underside of the watch
For screens players, find the chat menu in Quick Comms
Plus a couple of bug fixes, including:
Fixed an issue where the Circuit board "+" pins were pink
Fixed the KREQ Sign in Frontier Island
Added functionality to support up to 40 teams for custom games
Fixed a few bugs with the Fade World feature while in Edit mode. Sorry about that!
Fixed a bug where platform locked items could cause display issues
And finally, we're beyond excited to announce that PlayStation®4 players can now purchase Rec Tokens!
Find them in your Watch -> Store -> Get Tokens
Note that Rec Tokens purchased on PC and items purchased with Rec Tokens on PC won't be accessible on PlayStation® (and vice versa) - though earned items will always be available on all platforms!
Hi all! Today, we are probably releasing the biggest update, since we took over development of the Guild 3. Before we can jump into the patch notes, we wanted to drop a few words regarding Multiplayer. We received lots of comments, that we should focus on single player instead of multiplayer. We understand that from a player’s point of view. Nevertheless for development reasons we had to make the choice to also work on multiplayer now, because integrating MP at the end of development would have been very complex and very likely error-prone. Anyways as you will see with this patch, we are of course focusing on both modes. So what’s added in EA 0.9.0? Well, check-out the patch notes below. We hope you enjoy everything we added!
NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game. 1) Open your games library and right-click on "The Guild 3". 2) Click on "Properties" and in the following menu on the tab "BETAS". 3) Enter the code "multiplayerbeta" and then click on "CHECK CODE". 4) Now choose “mp-beta” in the beta dropdown above the input field. You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. It then takes a moment for the necessary data to be downloaded before you can play. We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game. If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: - 61111 TCP & UDP - 36895 TCP & UDP - 36975 TCP & UDP
New features - One very often requested feature has now been implemented - The new storage keeper. The UI was entirely reworked. You can now define for every item, how many you want to keep in your storage, how many items should be sold via the front store and you can also modify the sale price in the front store per item. Items are pre-filtered fitting to the business. You can change those filters so you have absolute control. You can also set per item if they should be sold at all. - With the new storage rules we are also releasing in EA 0.9.0 the long awaited rework of manual trade routes! Setting up trade routes is now way less complex but also less error prone. To assign an automatic or manual trade route, just click on the wheel icon right next to a transporter. It will open a new UI, in which you can assign existing (saved per building) trade routes, or set up a new one. You can also assign the automatic route to the transporter. From now on you can select more waypoints, you can define the maximum amount of items per slot. Upon finishing a trade route, the transporter will send you a notification if there had been issues on that trade route (if he/she wasn’t able to at least fulfill one transaction). - In order to make routes more fail-safe, transporters will from now on not instantly leave, just because they weren’t able to buy all items yet. They will have a wait time and will do another check for item availability before they are leaving. Transporters will now also regularly check if they can upgrade the amount of carrying slots. - Transporters that are adhering to the storage rules (= on auto) will now realize properly that they don’t need budget for getting items from businesses/warehouses the player controls. - We finally reworked the economy in the game. The citizens have needs now which they try to fulfill. The needs of the citizens depends on their social caste, the amount of citizens in a caste, product groups, season and weather. Every month (= 12 times per round) those needs are evaluated and adapted. Of course prices of resources and products are updated accordingly. - While reworking the economy we also fixed and properly implemented front stores. Citizens will now again also come to your businesses front stores to fulfill their needs. Be aware that there are some factors (eg. price, reputation within the village/district, customer satisfaction of the business, etc.) that have an impact on whether they are attracted by your front stores or not. - One other big thing that wasn’t working properly were the far-trade markets. You weren’t able to sell items because of the UI, you weren’t able to trade with far-trade markets which are placed in water, you weren’t able to select far-trade markets on the area map or in trade routes. So lots of things to solve. Therefore we made bigger changes to the system. From now on you can select far-trade markets via the area map and via trade routes. One thing we also changed is, that when you enter a far-trade market, a market UI shows up, so you are able to buy and sell goods. Additionally sea far-trade markets can now be accessed at the ports of a city. - Often requested, now it’s in: The tutorial. You can now start a tutorial by selecting the new scenario map: Humble Beginnings. The tutorial will guide you through the core concepts of the game. When not playing the tutorial, you are, from now on, still able to get more information on the core concepts of the game. A new help menu was added (can be found on the right side of the HUD), which contains several game play chapters. Additionally, the most complex windows in the game now display a question mark icon in the header. Clicking on that icon will give you more details on how that window works. - In EA 0.9.0 we also reworked the guilds in the game. You will now properly be invited but your dynasty will also be kicked out of the guild again if your reputation and attitude are not matching with the guild anymore. Joining a guild will grant your dynasty now buffs or even actions. We also changed the guild window to be properly usable. - In order to be able to chat to other players, we now added a chat window to multiplayer games. - The erect building window was also updated to provide you with better information why a building is locked, or why it can’t be afforded. We also added now proper tooltips to locked items in the production UI. So from now on you should know why you can’t produce an item yet or why an action is still locked. - We also added a few smaller but, in our opinion, useful features to the game to make your life a bit easier. From now on whenever you can’t afford an action a pop-up will inform you about that. Also you are now able to destroy items directly in a character’s inventory. As the feedback for the new pausing was not very good, we added a new “Slow-Mo” game speed to the game as a first step to tackle the issue.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
Balancing - With EA 0.9.0 we changed who can inherit a family’s legacy. Before our changes also the spouse (who didn't belong to the family’s bloodline) was able to become leader of the dynasty. Also children were able to be leader. This made it very hard to wipe out a family and it also created lots of bugs related to the family tree window. That’s why we changed that now. From now on only true-blood and adult family members can become leader. - The black widow poison can only be applied on characters which are not in a building, so it’s less powerful. - Adjusted thresholds for when the AI decides to spend money on certain things - Adjusted thresholds for when AI Master allows transporter to spend money on inventory items - Transporter can now buy any inventory item from the market to enhance their capacity - Transporters will not start a new route during rest times, once they come back to their home building, they will rest until the work day starts again. - As requested we changed the starting age of the first avatar to 18 years. Therefore we slightly reduced life expectancy. - It is now possible that your characters could return with an illegitimate child from their long distance journey. - We adjusted the number of businesses a dynasty can own and also adjusted the number of employees those buildings can hire.
Art - Several corrections in LOD's of different objects. - Bounding boxes for several props have been added. - The far trade markets via land in the rest of the scenario maps have been reworked so that they look more like real markets. - Brand new building: storage barn. - Optimizations and bug fixes on several scenario maps.
Content - We reworked production chains and adjusted the skill trees a bit. We added a few more products to make the production chain a bit more complex and increase dependency on other skill trees. We also adjusted the base prices of products so that you won’t be able to afford the most high level items right from the start of the game. Adjustment of the prices of skills, buildings and nobility titles will follow in a future update. - The storage barn - the warehouse for the villages - is now available once you gain the title of “Resident”.
Performance and stability - Fixed a bug that caused the game to have performance drops in certain intervals. - We changed the way the game is loaded up. Before the window often got unresponsive, which lead players to believe that the game crashed. Also the logo movies were stuttering horribly when being played. Loading up the game should now work properly.
Bug fixes - Fixed a bug that caused the game to not allow more than 8 add-ons per building, even though the building should have had 16 to 24 addo-on slots available. - Fixed a bug that caused the game to crash upon selecting a destroyed building via the area map. - Fixed several crash bugs related to very specific cases in post-combat action handling. - Fixed a bug that caused the game to not allow players to move to far trade markets via the area map or building list. - Fixed a bug that caused the game to crash if the building window was open while the building was destroyed in the background. - Fixed a bug that prevented players from selecting a market by clicking on any of the tents. And we fixed, that from now on all elements of the castle are clickable. - Fixed lots of bugs related to moving the whole family from one residence to another residence. - Fixed a bug that caused the head of the family to stop the currently assigned actions upon placing a building. - Fixed the localization text for the stand guard actions so it’s properly representing what the action is doing in the game. - Fixed a bug that caused characters to not enter a building via the enter building action if they are too far away. - Fixed a bug that caused the game to not show the “Not enough money” window upon trying to purchase a building. - Fixed a bug that made wooden fences undestroyable. - Fixed a bug that caused the game to allow players to place a building on a position where another building has already been placed. - Fixed the unlock order of some of the items. - Fixed a bug that allowed children to throw rocks at characters within a building. - Fixed a bug that prevented the new owner of a building (traded) to fire or automate employees. - Fixed a bug that caused city gates to be targetable objects. - Fixed a bug that caused the collision-box for far-trade markets to not have the proper size. - Fixed a bug that caused the game to still show calendar entries for characters that have already died. - Fixed a bug that caused the game to show calendar entries twice if the player has more than one family member in an office group. - Fixed a bug that caused the game to crash if the family member list became too long. - Fixed a bug that caused the game to not create all AI dynasties when the match starts. - Fixed a bug that caused the game to allow multiple pregnancies for one character simultaneously. - Fixed a bug that was showing buy and sell price of an item from the market point of view. Now buy/sell price label are inverted and represent the player’s point of view. - Fixed a bug that caused the game to always choose the leader of a family to be the one that passes a verdict, despite another family member was the office holder. - Fixed a bug that caused the game to allow characters to apply for an office position despite the office not yet being open for applications. - Fixed a bug that caused transporters to sell items needed for production. - Fixed a bug that allowed children to execute grown-up tasks. - Fixed a bug that caused characters that are gathering resources to gather more than the specified amount. - Fixed lots of bugs related to transporter stack sizes not fitting trade route specifications. - Fixed lots of localization bugs. - We removed some of the options in the options menu as they were not working or weren’t supposed to be even available. - Fixed a bug that caused the game to show the item tooltip of an item currently being dragged.
Multiplayer - Bug fixes - Fixed a bug that caused the game to only show combat texts for characters you control in multiplayer games. - Fixed a bug that caused the client to crash upon being kicked by the host. - Fixed a bug that caused the game to show 2 different windows on top of each other upon being kicked out of a session. - Potentially fixed a bug that caused clients to experience very weird graphical glitches in multiplayer games. - Fixed a bug that caused dogs to not be properly synced in multiplayer games. - Fixed a bug that caused the lobby screen to always show the version number of the first lobby in red. - Lots of net objects (eg. Actions, Effects, Events) are now properly removed in multiplayer games which should make MP sessions more stable.
Known issues - The game may crash in multiplayer upon returning from the lobby screen to the main menu. We are working on that and will deliver a fix with the next version. - It may happen that a tooltip remains for a very short time after you already stopped hovering an action. Should be fixed in the next version.
Important information If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help:
right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES... Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
What we are planning for the next patch For the next patch we are planning to implement a new behavior in order to drastically reduce the amount of court scenes. We also are planning to rework how the healing businesses work. Expect to have some diseases in the next patch. On the multiplayer front we will focus on host migration and the possibility to load and join saved multiplayer games.
A short outlook… Our focus will be on adding some more interesting actions for kids and also some early unlocked diplomacy actions, so interaction with other dynasties gets more interesting from the start.
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We value your feedback! If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.0: Google Form Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
"The Red Queen awaits her blood sacrifice and we should not make her wait"
The Red Queen is one of the important characters you will find in Lamentum.
His domains are under the area known as the cemetery and it is said that his thirst for blood is only overcome by his hatred of the Lord of the Maggots and his henchmen.
In Lamentum we have several special NPCs with their own motivations. Partnering with some of them can cause others to consider us enemies ... so you should have care in whom you trust.
The Sightless Wanderer
"One, two, three... All the coins for me! Hee... Hee..."
You can find this NPC in the deepest part of the area known as The Library.
This strange character surrounded by candles will ask us for help to recover some coins that, according to him, were stolen.
You can find these coins hidden throughout Grau Hill. But... Will you return them to whoever claims to be their owner?
The coins seem to be very valuable and maybe there is someone else interested in them.
Dominate your enemies and turn their corpses into monsters you control in this challenging new roguelike from Unfrozen.
We are excited to announce that our delightfully evil roguelike RPG Iratus: Lord of the Dead will launch into Steam Early Access for Windows PC on 24th July. Inverting the classic fantasy RPG tale, Iratus: Lord of the Dead casts players as the newly resurrected necromancer Iratus on a bloody quest for vengeance against those who imprisoned him in his underground tomb.
Wielding an array of occult powers that would make the most talented conjurers recoil in terror, Iratus can use the blood, guts, bones and souls of vanquished enemies to create monstrous pawns to serve as his own personal army. With four different skill trees to master (Alchemy, Magic, Ire and Destruction) and nearly 100 different minion skills to unlock, players will have plenty of options to defeat their foes in turn-based combat and the giant dungeon overworld.
With permadeath affecting not only minions but enemies as well, Iratus: Lord of the Dead challenges your strategic prowess on all fronts. Body parts and essence are a finite resource in the overworld, so you’ll need to think carefully about what you conjure and how it’ll help you exact revenge.
In early access:
Be EVIL: Play as the villain and use dark necromantic powers to crush your heroic enemies.
Advanced turn-based battle system: Learn your enemies’ weak points, exploit them with physical and magical abilities, and attack their minds to drive them insane.
Combat and choices with consequences: Classic roguelike features including character permadeath.
Craft your army from the body parts of dead enemies: Select from 16 different types of undead minions like zombies, vampires, mummies, banshees and more with nearly 100 unique talents.
Choose from four types of necromancer talents that change the way you play, including Alchemy, Magic, Ire and Destruction.
Intelligent enemy AI and multiple difficulty levels to challenge even experienced RPG strategists.
Expand and improve your underground lair with necromantic powers.
Detailed stylized 2D graphics evoking classic dark fantasy atmosphere.
Standout voice acting from Stephan Weyte, who played Caleb in the celebrated Blood franchise.
Iratus: Lord of the Dead will be continuously updated and expanded throughout early access with new content, features and improvements. To stay up to date on the latest developments in this exciting dark fantasy RPG, please visit the Iratus: Lord of the Dead Steampage.
The guys who participated in the development of hack_me and hack_me 2 are preparing to release a non-pushing game, Project DeepWeb (_me). The piece is interesting, I advise you to familiarize yourself with the trailer and add the toy to your wish list. https://store.steampowered.com/app/975620/Project_DeepWeb/