MXGP 2019 - The Official Motocross Videogame - Milestone Community Manager


We have collected the opinions of journalists, expressed in the reviews of the largest specialized magazines.
We also focused on the comments of our favorite YouTubers, in order to understand the mood around the game.
We are really happy and impressed by the results of our survey and we would like to share this goal with you.



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Dead Monarchy - Dead Monarchy Studios


Hey guys,

It has been a very busy month and I apologise for the lack of updates, but sometimes life just gets in the way of things especially when you are a solo developer. Earlier I've had to cope with the loss of a family member and all the procedures that follow after someones death like getting death certificates approved and contacting government services etc and in addition to that, I've had a few health issues myself. Recently gotten multiple blood tests and a CT scan, but so far the results are positive so I am very grateful for that.

That said, I have not been idle with development and I in fact have been pushing forward. The main reason for the delay is again tied to the world map. There is a 3rd party tool that I use that is related to the maps and there is currently an issue that I am waiting for to be patched out. So because of that, I cannot really move forward with an update. So I'm doing my best to work around it and wait until the new patch releases.

Earlier in the month I showed pictures of the forest biome map and I have mentioned on the forums that the upcoming update would only include the forest biome map but due to having to wait for this tool to update, I've actually gone ahead and sculpted the other 4 maps.

The buildings will eventually be overhauled, I still need to create the architecture for each biome, currently all buildings are just using one tileset, but the sculpting for the terrain has at least been finished.

It is honestly a lot of work and my doctor says I should be resting more, but I wanted to at least get this done before the end of the year and things look to be on track. The stressed peaked today when I locked myself out of my house, left my wallet inside with the keys/money and was refused by a medical clinic that I had waited over a month and a half to get a booking in. That said, you can't sweat the small stuff lol. For now, I am just hoping you guys can understand my current situation. I'll release a new update as soon as I can. ːsteamhappyː

These pictures were taken directly from the editor, so the proper lighting is not present.

Forest:



Wasteland (Plains):



Desert:



Swamp:



Tundra:



Cheers,
Kevin.
Oct 24, 2019
DemonCrawl - Therefore Games
Highlights
  • Fixed Pendulum item crash - thank you to Dexbonus for finding this issue!
  • Fixed support for panning the board with arrow keys - thank you to MiniMatt for finding this issue!
  • Fixed "Freak Accident" achievement incorrectly getting unlocked by dying in Classic mode
  • Fixed Classic mode overwriting your progress in Quest mode
Clicker Warriors - Open World Interactive
New Features
  • Added new auto loot system. Auto loot works only if there is empty slot in inventory. If inventory is full, the system starts to stack items.
  • Added auto loot button which is located inside the inventory. By using this button auto loot can be enabled or disabled.
  • Added button to save the current progress of the game.
  • Offline gain system changed. Now you can progress and loot items while offline.
  • Talents can be upgraded quickly by holding down the increase level button.

Balancing
  • Reduced the speed of Assassin by 50%.
  • Balancing scaled down.

Improvements
  • Level change buttons are now disabled while charge skill is active.
  • Upgrade scrolls can be added to craft slots again.
  • Send items to craft slots button only sends craft items first. Upgrade scrolls will be sent if there aren't any craft items left.
  • Tutorials will be enabled sequential slower.
  • Locking progress will be unlocked upon revival.
  • Boost bonus duration is now greatly increased.
  • Boost duration is now displayed.
  • Raycast area on buttons are now larger. It's now easier to click or tap on menu buttons.
  • Talent window scale rate changed.
  • Items inside crafting slots are now saved to the database.
  • Safer transaction system implemented.

Fixes
  • Items stat issues fixed.
  • IAP on iOS is now working.
  • Character selection screen text issues fixed.
  • Multiplier hitbox issues solved.
  • Fixed some talent issues but caused another not game breaking issue.
  • Fixed some assertions related script not found because of the localization changes.
  • Ground minions height fixes.
  • Fixed effect locator issues.
  • Fixed background asset issues.
  • Talent exception fixed.
  • Notification circles fixed.
  • Revive bug fixed which caused character selection screen not appear.
  • Fixed character screen header text issues.
  • Ad request window sorting group fix.

Backend
  • Server stabilization improvements.
  • Network communication improvements.
  • Server port fixes.
  • Safer network communication between server and client.
  • Addressed the ServerNotResponding error.
Dungeons of the Fallen - hamstermp
Hi fellow Adepts,

Two patches rolled out recently. Summary of changes below:

Balance:
  • 1 point of innate hp/s regeneraition added from lvl 1
  • Passive HP regeneration stops working after being hit. After 5 seconds, the regeneration starts working again. You will see a green cross near your hp bar indicating that the healing is active. Note that regeneration from spells like restoration aura is not affected and it heals you whether you are being hit or not.
    Regeneration is a powerful stat if stacked and you can heal some crazy numbers. Before the patch, it allowed you to withstand attacks even from the most powerful enemies. From now on, if you keep getting hit the bonus simply won't work. You need to actually avoid the attacks in order to regenerate passively.

Default controller mapping:
  • Default “accept” button is A(xbox)/Cross(ps4). Default “back” button is B/Circle. This is a standard key configuration in games nowadays and it applies to Dungeons of the Fallen from now on. However, X/Square still works in most cases as an accept button.
  • Inventory UI: Y/Triangle is a new button for dropping an item
  • Shop UI: X/Square is used for both buying and selling items
  • Spellbook UI: changing pages is done using DPAD. For example, you simply hit DPAD RIGHT, when the marker is on the right edge of the spell icon sheet, to move the page forward. X/B was never really intuitive but I couldn’t find a good alternative since all triggers are needed to assign spells.
  • Helps have been updated and a transparent background has been added to each help window in order to improve visibility

Let me know how you feel about the changes. I am always open for improvements. I know that ideally it should be possible to rebind the keys yourself, but I need more time implement it. Actually, I do have the feature ready within the engine, but I need to create a GUI for it and do some thorough testing.
I’m also aware that the controller/player choice menu require improvements.

Next weeks I will focus on a plethora of smaller bugs, improvements and game optimization in order to remove the stuttering on some specific configs.

If you want to report a bug or offer any suggestions let me know in the community page. Also I'm always happy to read some boss fights feedback.

https://steamcommunity.com/app/701610/discussions/0/

Krystian
MXGP 2019 - The Official Motocross Videogame - Milestone Community Manager


New updates just released by our development team.
Now the bike settings can finally be loaded in multiplayer game modes! 😎
We also have:
☑️Added session timer on the qualify info session page.
☑️Fixed AI difficulty during qualify.
☑️Minor UI fixes.
☑️Minor 3D fixes.
☑️Minor bug fixes.
Deep Diving VR - Pawel
HELLO EVERYONE!

We've just updated Deep Diving VR to version 1.03 which brings important stability to the game, check it out:

CHANGELOG:
- improved optimization - you can now change the graphics settings and expect a huge increase in FPS during the game
- fixed an issue where Vive users didn't see their hands in VR


We've spent a lot of time trying to bring you an important, stable version of the game, and we hope we did just that with this update. Check out the underwater world now with improved FPS!

If you are still experiencing some issues, please create a thread in the Steam discussions describing your problem or shoot an e-mail to support@jujubee.pl where we will try to assist you. Your voice matters.

See you in the depths!
NEOVERSE - Tino Gamez
  • Six new Halloween season gears are added. (Little Ghost, Jason's Mask, Tiny Pharaoh, Joker's Mask, Bat Hairband, Little Undead)
  • The ability to turn off the UI of the screen during battle has been added, and when clicked, a screen shot is shot.
  • The problem that the keyboard operation did not match the screen has been corrected
  • The animation was modified when the “Bomb drone” exploded.
  • Modified to allow you to see the current HP when choosing a card during battle.
  • The range of camera control is increased. > Coming with the next update


If the game doesn't work properly, add me as a friend and report using chat to get to the fastest connection.
-Add friend
-64bit version
Outrider Mako - PLAYISM
Shiranui Kaho



Relentlessly annoying and constantly gets in the way of things.

Has an attitude problem.

Just who is this person....

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War Thunder - TheShaolinMonk


We’ve got great news for fans of War Thunder’s naval battles: the first rank V ships will be added in the next update!

Ships will be added to rank V gradually, and in update 1.93, we’re presenting the first two top-tier combat vessels. Today we’d like to tell you about the USS Pensacola, a heavy cruiser and a true titan of War Thunder’s naval battles!

In War Thunder, the Pensacola will be one of the first rank V ships and occupy the new top-tier position in the American naval research line. In the game, the Pensacola straddles the edge between ranks IV and V in terms of her stats, but she also opens a path to researching larger rank V ships. The Pensacola is essentially a light cruiser “on steroids”, an intermediate link between classes that combines the armour and movement stats of a light cruiser with the powerful weaponry of a heavy cruiser. The ship’s main armament consist of ten 203mm guns in four turrets located fore and aft. Her universal artillery includes eight 127mm guns in open mounts on either side. Her close-range anti-air battery includes two quadruple 28mm guns (“Chicago pianos”) and four .50 calibre machine guns.





Attacks from the air can cause problems, since the Pensacola’s quick-firing guns just aren’t powerful enough, and her 127mm guns might not be able to aim at aircraft quickly enough under AI control, so it makes sense to take direct control of the AA guns and fire at aircraft manually. By the way, the 127mm cannons have shells with radio-controlled warheads, which can really help against aircraft. All in all, the Pensacola is a great ship for active combat that deals catastrophic damage with each hit. Naval commanders will be able to take the wheel of the Pensacola in update 1.93 “Shark Attack”. We can’t wait for you to see these massive ships!

Check out the full Dev Blog article here!
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