DwarfCorp - Holey Donut Games
In this update...

  • Gold ore blocks now produce gold ore, which must be smelted.
  • Gold blocks join copper and iron blocks.
  • New biome - wetlands. Occurs where land is relatively low and wet.
  • New plant - bamboo. Grows in wetlands.
  • Employee info screen is now tabbed and includes some additional info.
  • Backpack isn't a separate dialog, and shows icons.
  • Digging now requires dwarves to equip picks. Miners come with a pick already so you won't notice - but this is the first step toward equipable items.
  • Why not make tables and chairs out of peppermint??
  • Kill things on the debug menu now uses the selection buffer so it will be more useful if you've got a pest problem.
  • Sliders on options screen show a value (where it makes sense)
  • Added confusing slider for species limit - 100% means 100% of the default limit of 15.
  • Building floor will now queue up a dig task first.
  • Fixed bug that let creatures spawn without beyond species limit.
  • Fixed bug that made craft icons vanish.
  • Added hotkey (esc) that closes popups.

Holdfast: Nations At War - AGS | Refleax


Game polish on all fronts! Optimisations, multiple bug fixes, user interface amendments, better error handling, combat additions and gameplay balance. We’re also making good headway on those long-awaited gameplay features similar to what you’ve experienced in our prior major update releases featuring naval warfare, player-built defence as well as the class system.

Come have a read at our latest blog post. You’ll be able to gather a first-hand look on some of the new features present in this BETA release.

What To Expect? A Brief Rundown
Optimisations sat at the forefront of this update’s development as we delved into ways to improve CPU utilisation when a lot of players are on screen. Everything from functions used to animate players, movement, the minimap, name tags, player markers and various other implementations in the game’s ever-growing code base received iterations. Pending that you’re not already limited by dated hardware, you will experience a better framerate.

Towards the same effort, our one-man art department embarked on optimising over 30 game levels that make part of Holdfast’s current map selection on both the naval, coastal and army war fronts to cut down on draw calls.



Bugs which saw an introduction due to the massive number of additions in the recent major update releases are being tackled and undergoing testing in this BETA. Work on improving error handling when a player is unable to connect to a server is in progress. We’re aware that there are still issues with this system and development will continue in the coming week to flesh things out before release.

As part of our polishing endeavours, the game’s user interface couldn’t go untouched. New additions to facilitate selection, improve upon design as well as the user’s experience. Players are now provided with the option to auto-join the round, the spawn menu has been restructured to show the attributes tab from the get-go and remain visible as players opt between different class selections, a new launch splash screen, changes to the server browser and multiple other additions.



Up next are the gameplay integrity changes. Guardsmen are no longer always guaranteed to kill other classes in the rank and file with a single strike. Instead, they have been equipped with muskets that have a greater reach when compared to other classes. Due to this integrity change, we have done away with the slight differences in weapon reaches on bayoneted muskets between factions.

Grenadiers now tank less damage when hit by a melee weapon as they had their resilient trait reduced by 10%. Firearm accuracy for the Light Infantry class when crouching and firing has been increased from 10% to 13%. Those playing a support role and carrying a pistol are now provided with a chance to kill a foe with a single shot if they are only a few meters away. If you miss your target, you’ll end up in close quarters without a melee weapon equipped so choose dearly.



Combat mechanics will be seeing changes, bug fixes and new additions in this update. You are now able to quickly bash and stun an opponent through secondary attacks. Kick an opponent while having a sword equipped or your fists at the ready. Similarly, you can push them away when wielding a bayoneted musket, axe, boarding pike or even a flag by pressing the ‘F’ key. Secondary attacks have limited range and are only able to deal upwards to 5 damage.

We’ve also ironed out an issue which caused players rotating and striking to miss their target more often even if they were playing on servers correct to their region and using a stable internet connection. Crouching animations have been changed to help players better distinguish the direction a strike is coming from. Stun timers have also received amendments to incentives players to block after they’ve been struck by a melee weapon and managed to survive the hit.



Those with a keen interest in map customisation will be pleased to hear that we’ve significantly expanded the selection of spawn-able object overrides with the inclusion of over 150 new props! Buildings, fortifications, artillery pieces, rocks, trees, shrubs and more. You’re now able to override and define your own spawn point locations on maps supporting the Army Battlefield and Assault game modes thanks to one of our recent additions.

We look forward to continuing expanding on similar functionality in future game updates. It’s been great seeing event hosts make good use of these features. Rest assured that you’ll be seeing more support from us on this matter. Have a look at our Wiki for a list of spawn-able props.

Holdfast Wiki - Spawnable Props (WIP)



Participate In The BETA!
Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details on the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.

Everything present in this BETA is still a work in progress and bugs are to be expected.

https://discordapp.com/invite/holdfastgame



We greatly appreciate your participation in the BETA. Do let us know if you face any issues.

Once again, thank you for your support and until next time, may good health be yours.

You'll be hearing from us again soon.

- Anvil Game Studios
Survive the Nights - a2z Interactive
Hello all,

Thanks for checking out our 32nd devblog! We’ve released the 0.11.31 patch to our experimental branch on Steam. Thanks very much to all the testers finding current issues. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes. Please do your best to check against the list of changes and report bugs to our tracker.

Changelog
  • Resolved issue which caused containers to break over time. Previously broken containers should now work without item loss.
  • Resolved issue with containers which could cause the server to crash when pressing the 'take all' button.
  • [All] button now only goes grey in the inventory when you can actually take all the items. Button also works for a stack of only 1.
  • Container capacity UI now says 'Slots used' to make it clearer how they work.
  • Container quantity UI no longer gets clipped.
  • Resolved issue which would sometimes leave plays on the server after they'd disconnected.
  • Campfire drops no longer spam warning referencing particle systems on the server.
  • Large workbenches now work.
  • Trailblazer achievement now gets triggered at appropriate time.
  • No longer possible to log out while there are zombies nearby.
  • Locks now remember the player that set the code. This allows them to always retrieve saved pin via notifications.
  • Player that set a lock can now always auto lock and unlock their locks regardless of code.
  • Lock combinations now scramble when the lock is snapped shut.
  • Scrambled lock combinations are now persistent between players.
  • Improved notifications and hints surrounding lock functionality.
  • Added overall improvements to lock consistency. Previously there were issues when restarting the server.
  • Resolved errors being causes by players interacting with locks and trees far away from your player.
  • Vehicles should be most stable when stepping out of them while they're parked on certain surfaces. Previously they'd pop up and roll.
  • Removing weapon attachments while the inventory is full no longer destroys the attachment.
  • Tweaked various weight related UI in the inventory so that it always displays correctly.
  • Tweaked inventory weight calculations to make the whole system more stable.
  • Trying to pickup ammo while inv is full no longer says the item was picked up.
  • Added 5 new player starting points.
  • Zombies should no longer disappear when traversing/going through doors. This requires more community testing as it was hard to produce internally.
  • Zombie behavior transition between night and day should now be more consistent. Night zombies also transition behavior to day just before the new day UI.
  • Raised ceiling in house_10 building so that zombies can get up stairs.
  • Added security glass windows to house_10.
  • Increased size of global hint reset button in settings and added a warning message explaining what it does.
  • Improved scenarios where melee attacks wouldn't make contact while stood very close to AI.
  • Resolved issue which was causing PvP bullet hit detection to be unreliable.
  • Passive AI now fully ignores the player while they are in godmode.
  • Passive AI should no longer visually die around the player on entry into night time.
  • Small alterations to zombie agro, hearing and vision mechanics to improve their behavior.
  • Server no longer spams warnings that items cannot be spawned in barber shops.
  • Players now receive various hints on death which should help them with basic gameplay like crafting bandages and wooden clubs.
  • Dead zombies no longer appear frozen and animated in place when joining a server between their death and cleanup.
  • Drops should no longer drop through rugs.
  • Generators can now be placed in containers when they have no parts or fuel.
  • Vehicle effects like engine sounds and lights now update correctly when the vehicle is updated while there are no players inside.
  • Electricity meters and breakers panels now play animations again when being interacted with.
  • Fixed additional issue which was causing pump action and arg15 to spawn in houses.
  • Fixed issue which caused maps searching to be global between players. This stopped individual players finding maps.
  • Rag variants now stack in the inventory.
  • Disabled oil pump pickup since it currently serves no use.
  • Fixed sidewalk height on entry into old town.
  • Chickens now have a small chance of playing a rare idle sound.
  • Dirty and clean rags now give a hint when picked up for the first time. Indicates that bandages can be crafted.
  • Trash piles around the environment can now be harvested for various objects.
  • Large bushes can now be searched for berries.
  • Small swimming pools can now be searched for dirty water.
  • Wooden table can now be searched for worn planks.
  • Increased overall chance of harvesting berries in summer and spring.
  • Mail boxes can now be searched for tinder.
  • Fuel can now be pumped from gravity fuel tanks.
  • Lounge chairs can be searched for planks.

Thanks much for the continued support. We’ll keep smoothing out this .11 build and get it into proper shape for a solid alpha build. We couldn’t do it without the continued dedication of backers willing to help test for issues and suggest fixes and improvements.

Links
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Our Lovely Escape - Bonesy
Hello everyone,

We apologize for scarce communication regarding the game's progress. Development has been hectic for the developers, as illness and other factors have played detrimental rolls to an otherwise timely schedule. This has resulted in a significant silence on both of our parts.

However, we are happy to see we've gotten back in more consistent touch with the developer as of recently, and after talking with them, we are both confident in a final release date of next month, September 2019. We are still finding out a specific date in the month, but are currently aiming for mid September, around the 2nd week or so. The game will release in both English & Simplified Chinese,

Thank you all for your patience and continued interest, we hope you'll all enjoy the game upon release!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

大家好

我们就游戏开发进程汇报的缺失向广大玩家们表示道歉。开发进程以及最终发售日期受到了开发者的患病以及其他因素的很大影响。这导致了我们在此前不得不保持沉默。

但是最近我们重新与开发者取得了联系,在商讨过后,我们都有信心确定游戏能在下个月,即2019年9月发售。我们仍在探讨具体的日期,但是初步估计会在9月中旬发售,游戏在发售时将提供英文与简体中文两种语言的支持。

谢谢玩家们的耐心,我们希望你们能在发售后享受这款游戏!
From Head to Toe - onegin13


Hi, we've just made an updated version of "From Head to Toe" for Mac players who don't have a 2-button mouse. It allows to use Arrow Keys instead of LMB and RMB to progress in the game.

As always, thank you all for playing, and let us know your thoughts about the game in reviews and comments.
Atomic Heart - Tanya
In the past games were made by small teams with primitive technologies. Nowadays, games are a new reality. The veteran of the industry, Richard «Levelord» Gray, tells how the Mundfish studio creates Atomic Heart.

https://www.youtube.com/watch?v=h080rL_Jkc8&feature=youtu.be
Fishing Planet - Dennis_FP


With only one day before the Final Round of Fishing Planet Anniversary Cup, we’re thrilled to give you the names of 20 most proficient and skilled Salmon anglers, who will fight the final battle tomorrow on the mesmerizing Kaniq Creek in Alaska for the official title of FPAC Champion and other valuable prizes!

1 HG-ABATAP_01
2 SteamingPolak
3 FU_BlackPlague
4 PH_PatrickJane
5 GiDRA_ONikS
6 FU_icenice
7 FU_Winzall
8 cc13
9 PRO.s_CLUB_HEINO
10 CN.YuLuo.REDfloweR
11 LGD.Jonny
12 NoName_Enot
13 Foxiii
14 GiDRA_ViC
15 GiDRA_Duke
16 PBA-NoobSaibot
17 NewbieGoodfun
18 LGD.DouFuRu
19 KP_Ambro789
20 LGD.LaoKK
Aug 17, 2019
Reflections ~Dreams and Reality~ - Bonesy
Hello everyone,

This is a quick note, just dropping in to say the game's price has been reduced at the developer's request as of 8/17. Instead of the old price of $14.99, the game will now permanently with $9.99, with the exception of sales.
Terminal Conflict - GFK


History Coming Alive
In the West, not much is popularly known of the struggle that brought Communism to power in China. Some would say, it is a matter of general disinterest, while others point to the decades of deliberate obfuscation being Beijing government policy. Today, this part of this history comes alive at your fingertips as we aim to shed some light on the tale of the Chinese Civil War. With its many battles and heroes, it is among the most consequential and dramatic of our modern era.



The Man Behind the Legend
One of those colorful characters that participated in this struggle, is a man called Zhu De. A person of some military skill, well educated and a regional Warlord, he was initially inclined toward the Nationalists rather than the Communists. Yet, Zhu De eventually embraced Communism under the sponsorship of Zhou Enlai - abandoning his previous ambitions in favor of a life dedicated to self-sacrifice. It is this change of heart that eventually led him down the path towards founding and becoming the Commander-in-Chief of the People's Liberation Army and the architect of its victory over the Nationalist Kuomintang.



If you select Zhu De, he will serve as a voice illustrating the military symphony of the Chinese Civil War. His strategy heavily emphasized proper logistics, long-term results, and above all - loyalty. It was his tactics of grand feints, deferred results, and asymmetric engagements that historically tipped the scales in towards the Red camp. Depending on the distribution of influence and force across the map, the general presents you with numerous challenges and opportunities for furthering the interests of the Soviets and putting your own mark on history.



Multiple paths to final victory
It all starts with the arrival of Zhu De, a chain of narrative and decisions that perfect exemplify what we are aiming to achieve in Terminal Conflict: a detailed Cold War simulation with historically plausible outcomes with a large amount of variation. Below you can see how the Zhu De chain of events is designed.



When Zhu De is selected as an active character the game instantly checks for the historical conditions that can trigger decisions related to him. Most of them are connected to the control of certain regions, and most of them trigger a decision that has a larger scale narrative and gameplay consequence. Let's play one example of how this could unfold.

A good Commander acts
Being in a proxy war, with Zhu De sent by Mao as your liaison officer to the Chinese Liberation Army, you will have to makes some thoughtful choices when the conditions are as favorable as you can make them.



Being a warlord, Zhu De can attract quite the company. Speaking in his favor is one thing but it is ultimately you that decides.



After a long series of battles, an opportunity to savor victory may present itself. While it may seem a mere philosophical matter, the effects are quite real.



Your strategic play on the short term and the long term will matter as there may also come a time when the mainland is all but secure - save for an island bastion of the Nationalists. Leaving Taiwan for last maybe a low-risk strategy but potentially with the long term effect of keeping the enemy out of reach. Consolidate your position or perhaps the moment has come to remove the enemy once and for all?



Now, is your opportunity to follow Zhu De's path and see if the life and works of a legend can be improved upon. The triumph of the Chinese Communist and that of the Soviet Union is yours to forge.



Mighty Cheers,
Leif 'Greatexperiment' Miler and Alfred 'Zeress' Frendo-Cumbo

*********************************************************

Upcoming Development
I) NEW tutorials are in productions and the official MANUAL is soon going into print! Halls are busy in Washington and Moscow!

II) People's interests decision chain is in the works for the USA faction and is in full production.

III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power?

CHANGELOG
AI
  • AI has now gotten a new ability and will correctly score all used effects
  • Fixed an issue where the leaders would not be correctly recruited
  • AI now properly checks if a particular region can be targeted by Leader abilities
  • AI leader recruitment now values focus needs
  • Fixed an issue where the AI wrongly looks at focus prioritizations targets
  • Fixed an issue where the AI did not use correctly 0 cost Leader abilities
  • Tweaked Juche ability for AI use
  • Added a new balancing where we slightly increased the favor for interest and increased leader power score
  • Various other smaller AI tweaks

GAME
  • Fixed an issue where the Sea Unit Movement in non-focus theaters is now correctly allowed if you already have a friendly sea unit in your enemy-controlled region
  • Fixed a memory leak issue caused by texture allocation
  • Failed maneuver attacks into focus theaters no longer incorrectly charge
  • People interest
  • Unable to DISEMBARK into non-focus theaters where the opponent has a presence in the target region
  • Fixed Tito's Ability Samoupravljanje wrongly having an EndTurn value of 2, instead of 1 and Samoupravljanje now correctly grants 1 influence instead of 2
  • Fixed an issue where you were awarded twice the amount of decisions in case of one-sided disarmament

FOCUS
  • NEW RED DRAGON RISING: Enabled the ability to select and play the Chinese Civil War where the USSR can use Peng Dehuai or Zhu De
  • Selection of 'Hollywood Investigation' now activates 'Red Scare' & 'Joseph McCarthy' policies and now requires selection of both Red Scare & McCarthy for completion
  • Completion or Failure of 'Hollywood Investigation' now activates 'Olympus Rising'
  • Politics of Poverty now requires that the Marshall Plan NOT be enacted

POLICIES
  • NEW MERCHANTS OF LIBERTY (USA Sub-Saharan Africa): Spend 3 MILITARY to place 1 INFLUENCE for each of your opponent's MILITARY interests.
  • NEW RED DAWN RISING (USSR North America): Set MILITARY to 3 to add 1 USSR ARMY COMMAND to COMMAND RESERVES.
  • Charles 'Lucky' Luciano renamed to C. 'Lucky' Luciano to better fit condition and effect notification boundaries
  • 'Olympus has Risen' now fires as soon as the flag CIAActive has been set to 1
  • Fixed an issue where characters would disappear after a selection

DECISIONS
  • The Promised Land: Fixed second options to better reflect the bonuses and the text AND adjusted its effect order to meet standards
  • America's Playground: now triggered by Enforce Monroe Doctrine as well as America's Playground Focus
  • Havana Conference: now triggered by Enforce Monroe Doctrine, America's Playground Focus, LITEMPO, Spy Network, and Havana Crime Conference Focuses
  • Disabled Charles 'Lucky' Luciano from the start, instead he is activated by Havana Conference
  • Money Trail: Fixed an issue in the that was causing an error when Option 1 or Option 2 was selected and Option 1 can no longer be selected if the CIA has already been created
  • 'Olympus has Risen' no longer activates 'Joseph McCarthy' Policy
  • Fixed an issue where you were able to remove the SUPPORT ability twice from David Ben-Gurion
  • Fixed an issue where some triggers were incorrectly set up in the Chinese Civil War and where one of the change interests was causing an error
  • Updated the independence decision for Ürümqi
  • Updated text wording for The Long Telegram
  • Fixed Idi Amin making a comeback tour with the USA despite being official with the USSR
  • Major overhaul of the Weapons Program's decision effects and Research Breakthrough renamed to Future Generation Progress as well as Scientific Advancement & Triumph of Soviet Industry now require at least 10% progress to trigger
  • Updated Weapons Program with randomized values setup and so that they become a lot more dynamic and balanced its bonuses further
  • Weapons Program advancement decision framework added
  • Random chance of progress assigned to all options in production-related decisions, and Opt. 1 in experimental X for WeaponsProgram
  • Updated Weapons Program definition of Enemy Blueprints
  • Weapons Program sabotage cost set to -1 Elites, sabotage amount to 5%
  • Egg Fried Rice: Updated triggers to better match the correct conditions for Mao's son decision

EDITOR
  • Standardized the use of editor terms for ease of usage, like De/Select, etc
  • Matched terminology as it is used outside the editor, like war -> war zone
  • Clarified the special field to be more succinct

OTHER
  • Fixed an issue where theaters rendering in focus management could potentially cause game instability or crash
  • Various memory optimization for the game
  • Fixed some typos and minor issues with the text
  • Pruned old flags and imagery
Harvested - Vashta Entertainment
Hey there!

We're currently in the process of testing and balancing the four new missions that will be added in Chapter 2 of the campaign. Here, we will give you a preview of two of them - missions 1 and 4.

Exodus:
"Exodus" is the first mission in Chapter 2 of Harvested. Escort refugees along 3 lanes while protecting them from groups of both Multis and Demons. Each lane has its own strategies and dangers. Ignore one of them and your entire base will quickly become overrun!


Aurawatch Monastery:

Aurawatch Monastery is the epic conclusion to Chapter 2. You have 3 days to prepare their defenses for a massive Multis attack. In this mission, you must decide the right point to switch from investing your resources into economy and into defense. This attack lasts multiple days, and has multiple phases, so if your economy isn't strong enough to replenish your destroyed defenses attrition will be your death sentence.

Also, see that Multis unit with the green bubble around them? This is the Multis Destroyer, one of our solutions to the common issue in city defense games where your can place enough towers and let them protect you forever. The Multis Destroyer can out range ANYTHING you build, requiring you to either send a group of soldiers out into the field to destroy it, or sally forth and destroy it yourself.



Release Date
We don't have a firm release date for this content yet - bug fixes ALWAYS take priority - but we are working quickly to get this to you as quickly as we can! As we tweak these missions we are incorporating all the feedback we've received, and continue to receive, from the content we've released so far.

Let us know what you are most excited about in the comments!
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