ThreatGEN: Red vs. Blue - ThreatGEN Team


Update 1.2 introduces the highly anticipated single player mode as well as several feature updates and bug fixes:
  • Added resource cost display to the action tree (action menu) buttons
  • Made vulnerability remediation targeted (asset specific)
  • Made incident response targeted (asset specific)
  • Increased the length of time that the remote user stays "logged in"
  • Updated the targeting visual to an animated target rather than just turning the asset green
  • Added an alert sound when it is your turn
  • Updated how SIEM/IDS Sensors behave when discovered as being controlled or denied. Once they are discovered, they stay discovered
  • Made the "grayed out" more obvious for the "end turn" and "+" buttons
  • Mute button now mutes all sound and not just the background music
  • The yellow "+" button no longer shows on action buttons (in the action tree) if they are not available to play
  • Adjusted the prerequisite for system hardening
  • Added "A.I. Behavior Setting" (starting seed) in settings, which controls the random number generator for the games initial starting configuration (vulnerability placement). This ensures that groups of teams start with the same configuration for training and events
  • Tightened up game mechanics for DoS, making sure that a denied asset overrides any other abilities/actions on that asset until the DoS is cleared
  • Player will now lose money each turn that they have an asset in a denied state
  • Added a "negative milestone" that lets the player know of the new denied asset penalty
  • Fixed pivoting issues related to social engineering as well as the remote user
  • Fixed a bug related to firewall visibility when port scanning in certain zones
  • Fixed a bug where successful social engineering wasn't making some assets visible upon compromise
  • Fixed game restart sync bug in internet games
  • Fixed a bug that allowed players to end their turn when it wasn't their turn (breaking the game)
  • Fixed games not reporting to the leaderboard (live events only)
  • Fixed "play for score" win condition not working properly
  • Fixed turn timer reset issues
  • Fixed remote user behavior bug (consistency between red team and blue team)
  • Fixed bug that allowed players to play actions from the action tree when it is not their turn
  • Fixed re-targeting bug (selecting a target, removing it, then re-selecting it caused scan to return "unsuccessful")
  • Fixed a bug that caused the action cards to get out of sync
  • Fixed "code review" bug that wasn't actually finding vulnerabilities, it was just buffing overall defense
  • Fixed a bug that never allowed the yellow shield to show over the Radio 2 asset (for blue team)
  • Various minor visual and audio tweaks
Nov 19, 2019
Soko Loco Deluxe - rubna
The first patch for Soko Loco Deluxe is now live. This patch mainly fixes crashes, some bugs, and applied some balancing. Here are the most notable changes:

Change notes:
  • Fixed a crash when selling a locomotive
  • Fixed a crash when pulling a train out of a station while it's loading
  • Fixed a crash when loading in cargo that has been picked up
  • Fixed a crash when loading a non-existent map
  • Bug fix for trains not colliding properly on vertical tracks
  • Changed the order/way some upgrades work

More patches will come in the future, which will address some difficulty balancing, new features, QoL stuff and (probably) more bug fixes. Stay tuned!

Thanks to everyone who's reported a bug!

- rubna
Sokpop Collective
Rekindling - Sfs Studios
The main focus of this update was to improve the overall stability and use of the game. That being said what is the best way to get rid of vermin? Cats of course!



One of the bigger bugs/annoyances we have solved have been the weird "scroll" rules of the game not scrolling when a menu is open and instead scrolling on the menu. Rekindling will now scroll/zoom on whatever your mouse is over as seen below.



The other big thing we have done is we have re-done the pathing logic for survivors. What this means for you is survivors will no longer lag the game when trying to go to far off areas. As well they will now be able to find their way anywhere across the map when before they where limited to a smaller area around them.

Lots of the bugs and improvements we have fixed and changed this update have come from you guys! Keep the feedback coming.

Full(ish) Path notes below

0.51.0
  • Added Cats
  • Added some new animal textures for Penguins and dogs
  • Added builder trait (it was in older updates but got removed. its back now)
  • Changed night to be slightly less dark
  • Changed jobs will now update if they have enough materials way more often
  • Changed cost of wood floor to be wood instead of planks
  • Changed items to be more rare in abandoned structures
  • Changed work schedule change noise to be slightly more subtle
  • Fixed some weird job layering when placing floors
  • Fixed allowing conflicting jobs of building in the same spot to be queue
  • Fixed rare bug with animals becoming an item and disappearing making an endless place job
  • Fixed Pumpkins not spoiling
  • Fixed survivors having conflicting traits when randomly generating. (such as simple and scientist at the same time)
  • Fixed most bugs that happened around pathing failing.
  • Fixed most of the lag that happened around pathing long distances
  • Fixed items sometimes being able to be put in walls
  • Fixed bug that would make survivors try to get items out of solid walls
  • Fixed weird scroll mechanics with menus open
  • Fixed middle click clearing the selected survivor
  • Fixed tooltips on the science menu being off on larger resoultions
  • Fixed tooltips on tutorial menu blocking the bottom menus
  • Fixed rare bug that could allow survivors to get a job from a Zim
  • Fixed leaderboards to not show profane usernames.

0.51.1
  • Changed pathing to be a bit more responsive.
  • Fixed being able to make cooked fish without fish
  • Fixed Items starting in a unreachable state on world spawn
  • Fixed crash with pathing
  • Fixed People trying to pick up guns/hats in rocks forever

0.51.2
  • Fixed people not giving up on trying to reach items they can't
  • Fixed people sometimes not wanting to use doors.
Space Grunts 2 - orangepascal


If you take a quick little look to the changes list at the bottom of this post, you might notice the amount of fixes and tweaks easily outweigh the amount of new additions in this weeks update.. for good reason!  My main goal this week was to squash any bug I ran into, and also rebalance a bunch of things to make the game a bit easier.  With the original Space Grunts game I think I hit the right sweet spot between "difficult but possible" and my aim is to get as close to that with this game.

A few things I did in this update to accomplish that is tweak the settings on a bunch of aliens, from attach chance to hp and more. But I also tweaked a bunch of cards and gave the characters more HP from the start.  I noticed that right now, altho I haven't complete the game, I do have that feeling that I could do it if I don't make too much mistakes.. it might still need a few changes left and right, but it's getting close!

A lot of time was also put in squashing a crash-bug that happened way too often between two levels, and I'm now 99.9% sure I fixed the cause of the crash!

In the latest devlog I also talk a bit about all the polish that goes into getting a game ready for release, so check that out here:


Full changes list:

  • added: new card Drill
  • added: new card Block
  • added: new skill card - Cautious
  • added: Touch controls don't have icons on them
  • added: double-click / tap cards to play (alternative to dragging)
  • added: aliens can now run away from things like fire
  • added: dialogs for player getting sick + better
  • added: Event - Hunter/Predator
  • added: map-view now shows player's head instead of a small orange dot
  • added: inventory + skill cards to continue-game screen

Fixes and tweaks:

  • fixed: reactivated tutorials (oops!)
  • fixed: hud shows +4 on first level entry
  • fixed: wall-shades still visible in darkness
  • fixed: some aliens leave invisible blockade on the map (hopefully)
  • fixed: crash at new level loading (hopefully)
  • fixed: inventory cards now fly properly from A to B
  • fixed: using Boring skill made aliens go into 0hp mode and sometimes unbeatable
  • fixed: tricorder fails if creature dies that turn
  • fixed: increase pause-button touch area (mobile)
  • fixed: fire now damages plasmabombs
  • fixed: "phantom death sounds"
  • fixed: some attack-points on "non-attack" cards didn't register
  • fixed: dialogs/tutorials/info not correctly showing up
  • fixed: added "modifier" cards to the savegame
  • fixed: bibot doesn't show up in level-progress (head-icon)
  • fixed: if player is sick, fists don't do any damage at all (feels weird)
  • fixed: when playing EMP card, opponent doesn't respond to it until ending card-battle
  • fixed: pressing button on character-select screen (without selecting) crashes game
  • fixed: teleport card during uiplaycard does work, but doesn't exit "battle"
  • fixed: Random crashes between level
  • fixed: various moments where a hit isn't doing damage to an alien
  • tweak: added deck-card animation
  • tweak: player being sick isn't apparent (effect is, but what it means isn't)
  • tweak: alien-spawn count now corrected for "alternate routes"
  • tweak: special inventory items aren't shown at entities if already "mounted" (ie.: grunt-boots at acid barrel)
  • tweak: huge amount of stat tweaks on items and aliens (balancing)
  • tweak: flamethrower now ends round
  • tweak: gave characters more HP (balancing)
Cat Quest II - The Gentlebros
Fellow catventurers and doge knights!

The New Game + update is now playable for all! Try your paws at the game again....but this time with all your levels and gear! Customize your difficulty(up to +999 levels) and challenge yourself to enemies so tough, your fur wouldn't stand a chance!

How to unlock New Game +
1. Make sure you complete the epilogue. You must do this even if you had completed it before.
2. The option for New Game + should appear in the main menu.

Have fun, and do let us know your feedback!

PS: For those who were in the beta, you just need to opt out of it, and the game should just update itself automatically! Thank you for the help! :)

Eternal Card Game - dwd_admin
"If you wish to understand Xulta and its history, seek the Tale Keeper..."

Check out Eternal's new hero, and the new promo theme deck bundle — available in the Store for a limited time!

A Total War Saga: TROY - CA Ella


This week we chat with TROY's game director Maya Georgieva and senior game designer Milcho Vasilev about the ins and outs of the Bronze Age, multi-resource economies, and how Bronze Age battles really went down – read all about it here: https://www.totalwar.com/blog/bartering-bronze-and-battles-troy-and-the-bronze-age/
Tom Clancy's Rainbow Six® Siege X - Ubi_Aspira


There’s a situation going on at the Bank. A hostage was taken, and it’s up to you to ensure their safety. The heist is ongoing, and the tension is coming to a head.

For Rainbow Six: Siege’s first collaboration with Netflix, we are bringing you a short event themed after their Spanish-language series, La Casa De Papel.

From November 20th to 25th, experience your own heist!



RULES OF THE HEIST
The Casa De Papel event is a classic Hostage match, where Attackers and Defenders must fight over a Hostage dressed in the series’ iconic mask and red jumpsuit. Hibana and Vigil are also equipped with the same look, should you pick them to play with.

THE BUNDLES
A full set of four items for both Hibana and Vigil will become available for purchase in the shop during the event and will be there for approximately a year.

Hibana’s Heist Bundle contains the Red Jumpsuit uniform, Emboldened headgear, Tokyo charm and Regal Mint weapon skin for the TYPE-89.

Vigil’s Accomplice Bundle includes the Red Jumpsuit uniform, Nameless headgear, The Surrealist charm and Fresh Paper weapon skin for the K1A.
OUTBUDDIES DX - Headup Games
Hey Guys! I'm sure you'll have a lot of fun with this new version of OUTBUDDIES! ːsteamhappyː You may need to restart your Steam clients for this update to trigger!

NEW FEATURES
  • Getting the Jetpack upgrade will now also unlock a triple jump ability.
  • Performing a wall jump with the Spin Blade instantly refills the Steam Meter
Next to the enhanced running speed (build 1.48), those changes will now unlock Outbuddies` full mobility potential and enable speed-techs on a completely different level.

DESIGN FIXES
  • The Jetpack movement consumes less Steam Meter and can also directly connect to a Steam Jump
  • Buluc Boss Fight: Evade spots are now prompted
  • Dropping from platforms is now accelerated to make it more suitable as an evade-strategy
  • Changed CoOp menu handling: Only the Nicolay player will be able to control the menu
  • The Topa Boss fight could be cheesed when accessing the room with late-game equipment



BUGFIXES & PERFORMANCE
  • Implemented a more aggressive particle handling to ensure stable FR on lower-end setups
  • Shifting from a zoomed-out CoOp display to the 360p compatibility fix was not working correctly
  • Plants sometimes covered the tutorial billboards in the backgrounds
  • The map progress achievements are re-implemented. To claim your achievements with a saved game, load your map screen, then exit to gameplay again and wait for 2 seconds. The achievement should unlock on the game‘ s main screen when exiting after that.

Thank you so much for your ongoing support! ❤️

Cheers!
Julian


https://store.steampowered.com/app/1083310
Community Announcements - Stefan Gop
Win your first Xmas Entry Key in the weekly activity chest! 🗝️

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