This set of 3D models contains various historical and modern scatterguns: a cheap way of hurling lead in large quantities. Models included in the pack: 1. Benelli M4 Super 90 2. Browning A5 3. Remington 870 4. Mossberg 500 SPX 5. Spas-12 6. Winchester Model 21 7. Pancor Jackhammer 8. USAS-12 9. Winchester Model 1897 10. SAIGA-12
Comrades! While we are making the continuation of the game, you keep breaking the stuff that was already made, and that’s cool! In cases when our script writer is frustrated as a vegetable and is communicating with the cosmos (and this happens all the time), the programmer starts picking his nose out of boredom. Such an activity is bad for the shape of his fingers, he still has a lot of code to write, so we try to engage him in doing other things (assembling Rubic’s cubes, embroidery, etc.) With your help, it’s much easier to make the programmer do something useful, because you find very interesting bugs that we try to fix… or try to make you think that this is not a bug, but a feature. We made a small update and here’s the list of some important bugs that we fixed. (Spoiler alert!)
When you were sitting comfortably in a vehicle while installing an oxygen station, a container, or the crap imposed by the developers, they tended to be installed in the point of your sitting in a vehicle (which could happen on the other side of the map). Such magic won’t happen anymore.
When picking up an item’s blueprint that was already researched on the research table, the table got peeved and stopped working. We punished the table and fixed this bug.
When throwing a corpse from a long distance at bare wires in the communication point the quest didn’t count as complete. We fixed this.
After passing chapters 2-3, the marker for Normandy shouldn’t disappear anymore (although, yeah, there’s no use in it at the moment).
When you decreased the radiation 6 times lower and then immediately saved and loaded the game, you didn’t get the task of exploring space. Maybe it was for the better, what is there to explore? But we fixed it anyway.
Your lovingly built space station broke down and holes appeared in it even when you weren’t anywhere near it. This is realistic, however, we didn’t plan it to be like that, so we fixed it. Now the station breaks down as we intended it to, only when you are near it.
The enemy replaced the pages in the encyclopedia and some categories didn’t coincide with the items. You noticed it and we fixed it.
Having magic abilities like David Copperfield you could pass through the closed door of the service module. Unfortunately, you can’t do this now.
The information trigger near Knight-Errant created a marker that led nowhere. We fixed this, so now it doesn’t do that.
Added the discharge cell description. Although it’s quite understandable without a description that a discharge cell is a discharge cell and that it discharges something and you can find it in some place where something discharges. Easy peasy!
Some items in the game cloned themselves and we fixed that. However, if you saved after the cloning happened, the already cloned items will remain, but the new ones won’t appear.
Added a sound effect when you pick up the crap imposed by the developers. We know how “important” that is, but you asked us to add it.
If you loaded right after sending cowchickens to space, the control panel stopped working and you couldn’t complete the quest with the bio module because of that. We fixed that.
Fixed the bug with disappearing showcases with dead hamsters and built-in containers. This fix works only for saves before you noticed the item’s disappearance. Otherwise, you won’t be able to restore the disappeared item — space has devoured it.
So it goes. And as always, we are available for your feedback, suggestions, and bugs. You can send them via anything, but it’d be more convenient for all of us if you join our Discord troops. Although, a good ol’ mail will do as well (if it’s not the snail one).
Hey Survivors, We are proud to announce that the ‘Alpha 18 Streamer Weekend’ is finally here. We have partnered with over 130 streamers from 27 countries.
We will be running the Streamer Weekend event from Friday, October 4th starting at 12 pm CST through Sunday, October 6th. Expect a public experimental to follow sometime Monday afternoon October 7th.
Many will be streaming all weekend and giving away Free Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.
Ever wanted to make an asset? With many great assets under his belt, KingLeno shows us how to make, edit, and share and asset via the Asset Editor. Add and remove props, trees, paths, and much more! Create your own customized assets!
We have just released an update to the 1.3.0 beta for THREE KINGDOMS. This includes the following changes:
Fixed an issue where Jia Xu did not have armour equipped at the campaign start
Guo Jia, Jia Xu, Huang Gai, and Pang Tong now have the correct attribute bonuses for each of their three character levels in custom and multiplayer battles
Huang Gai now has an older voice
Guo Jia and Jia Xu’s events now only can happen for Han factions so Yellow Turbans no longer get them
Reverted changes to Lü Bu’s unique ability which doubled its cooldown
Fixed an issue where item sets did not correctly display ownership of individual items
Fixed an issue where bonuses from passive abilities could stack if units left the radius of ability and then re-entered it (such as the ability of the Chanters)
Devastating Roar: Added a 15-second timer to Sun Ce’s Devastating Roar ability so that it no longer gives -50 morale for the rest of the match
Desperate Cry: This ability will only be available when the enemy force is stronger Desperate Cry Ability usage cap has also been reduced to 2 from 1
Venomous Shot: This ability is now capped at three uses to stop Taishi Ci destroying whole armies with it
Slight decrease in accuracy to bow-equipped Heroes to counter the increased missile vulnerability that all heroes now have
The fatigue cost of combat in Records mode has been decreased from 30 to 25
Production Line : Car factory simulation - cliffski
1) [BUG] Fixed bug where graphics on RHS of screen corrupted when viewing maintenance overlay on a screen wider than 4096 pixels. 2) [Feature] Search bars on R&D and task picker now create a drop down of items to click on as well as zooming to the first item.
3) [GUI] There is a new button on the showroom screen that allows you to toggle between the normal and (new) summary view.
4) [Bug] Fixed wrong display of points-per-minute on the R&D screen for designs. (purely a visual problem). 5) [GUI] Battery indicator now shows supply values over 100%. 6) [Bug] Fixed bug where if you changed a floor tile using the factory decoration several times, then removed a slot, only the first change is remembered. 7) [Feature] Mods can now include scenarios in the \modname\data\scenarios folder and they will be recognized. (still only 1 per map for now). 8) [Bug] Fixed some bugs relating to manufacture of powertrains (upgrades were not mutually exclusive) and stop start engine upgrade not requiring the correct components. 9) [Bug] Fixed rare bug that gave an error about being unable to highlight a tutorial window. 10) [GUI] Improved and expanded initial tutorial 11) [Bug] Aluminium is now available as a resource everywhere once you research alloy wheels OR aluminium bodies. 12) [Bug] Fixed error in the way imported components were being calculated on the components efficiency screen, meaning they were sometimes assumed to be imported when stockpiles were being run-down instead. 13) [Bug] Fixed UI anomaly on the lines showing incoming resources to a slot on huge maps when partially zoomed in. 14) [Performance] major speed-up of the processing of customers for late-game with many customers and cars in showroom for a long time.