Nov 20, 2019
World War 3 - [F51] Rozmo

Small one, just some improvements to Breakthrough. We're still tracking down the lags that happen sometimes on Breakthrough and we're improving the HUD, stay tuned!

PTE 0.8.2 Patch Notes

[KNOWN ISSUES]
  • Invisible packs are back, we're aware of them and are working on this bug,
  • From time to time the server is starting to lag for a while, we need more info on this one,
  • After spawning on a Mobile Spawn Point you can get a low HP effect,
[IMPROVEMENTS]
  • Changed camera position and rotation on leopard 2 to make it work better with the new Gepard turret,
  • Breakthrough: defenders can no longer go back to retreat zone after leaving,
  • Breakthrough: Zone placement improvements,
  • Breakthrough: minor spawn fixes,
  • Breakthrough: Reversed C and D points on Smoelnsk,
[BUGFIXES]
  • Breakthrough: Fixed a but that sometimes prevented retreat from ending early when all defenders left the zone,
  • Breakthrough: Fixed wrong Leopard version in the base on Polyarny.

- World War 3 Team
Nov 20, 2019
Conan Exiles - Ignasis (Community Team)
Greetings everybody,

We're deploying a new hotfix that addresses additional instances of code injection into game files.

We'd like to thank you all again for your patience and support.

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.





  • Fixed additional instances that would allow for malicious code to be injected into game files.
Kodon - TenkLabsBrianda
Hey there, Brianda again!

Lately we've been working a lot on sculpting features, and this is why our in-house mathematician is currently working on alpha based brushes that will allow you to create your own according to your needs.

We've also been testing lazy and stepping to help create smooth and consistent strokes as well as interpolation which will keep your strokes the same, even if the frame rate drops.

All of this will in short keep surface work smooth, and easy.

This is still a work in progress but I convinced our math guy to give me a couple of screenshots to share with you our concept of alpha brushes.




Vagrus - The Riven Realms - Lares Hill


One of the great benefits of our successful crowdfunding campaign is being able to expand on parts of the game we felt we were unsatisfied with. One such area was Sound Effects, which was largely (but not exclusively) populated by placeholders up till recently.



We are now happy to announce that we have began to cooperate with Gábor Szabó, a sound designer (and a great guy!) who is creating amazing effects for our combat characters and will go on to recreate sounds for all other areas of the game. We are very happy to work with him even though he seems to be enjoying creating sound effects for horrid monsters and undead a little too much. :)

Some good examples can be sampled below:

Jhakra Alpha - Roar

Congregated - Flail

Yrg Warrior - Acid Spit


The Lost Pilgrims Team
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🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

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Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

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Nov 20, 2019
Naxia - Infinite8
We are proud to announce that Naxia will be available on #Steam - 22 #November 21:00 PST.
We are ready to hear your feedbacks.
Hope you enjoy it.
Strategic Command: World War I - SlithFox
As the frontlines began to solidify on the Western front, the sheer concentration of men, trenches, and limited maneuverability made significant advances next to impossible for both sides in the years following 1914.

While the battlefield difference-maker that would be the Tank was still a few years away, in the interim both sides invested heavily in artillery, gas and shell production, while circumstances forced them to rethink the art of launching an attack.

Softening up a target, concentrations of force and the bold mission of sending the cavalry through if a gap was made in the enemy’s frontline were all to be tried in the years ahead.

To this end, Strategic Command World War I offers several key game play mechanisms to help model the necessary developments that were eventually needed to help break the deadlock in Belgium and France.

Recon, Artillery and Breakthroughs

In Strategic Command World War I, Artillery represents concentrations of heavy artillery, and it will be important to conduct research not only to improve your Artillery, but also in Gas/Shell Production.

While Artillery research will improve the effectiveness of your Artillery attacks, Gas/Shell Production will speed up the delivery of shells to your Artillery units. This will enable them to stockpile shells more quickly, and this will be critical for launching concentrated attacks leading to breakthroughs into and beyond the enemy frontline.

Reconnaissance bombers will also be important as their main role will be in spotting for the Artillery. The information they feed back to the higher command is then used to help direct the fire of the guns.

Therefore when launching an offensive against entrenched enemy units it is best to:

• Target the enemy unit with a Recon Bomber (ideally with a Fighter unit nearby ready to act as escort). Once targeted, it will appear with a red hex outline on the game map.

• Then bombard the enemy unit with your Artillery, as your prior reconnaissance will make your Artillery fire 50% more effective.

• Attack with your ground units.

• If the enemy unit is destroyed or retreats then consider sending a Cavalry unit through the gap that has been created in the enemy lines.

Recon

German infantry, artillery and cavalry are all in position for a concentrated attack on the fortress of Verdun.

Artillery

Recon target established, artillery begins shelling.

Breakthrough!

Infantry on the brink of a breakthrough at Verdun.

Further developmental achievements will help too, such as equipping your troops with better Infantry Weapons and doctrinal improvements in Infantry Warfare and the Command and Control of units. Not forgetting of course research into Armored Warfare and the introduction of Tanks.

But even with these improvements, the effective tactical use of your Infantry, Artillery, Recon Bombers and Cavalry will make all the difference between victory, defeat, or continued stalemate on the Western Front.



NEXT: NAVAL MINES, MOUNTAIN CORPS, LAND CONVOYS


Pirates, Vikings, and Knights II - Kern


SEEKING AUDITIONS FOR NEXT CLASSES: MALE BUCCANEER AND FEMALE ASSASSIN

EDIT: SEARCH FOR VOICE ACTORS FOR THESE CLASSES HAS NOW CLOSED.

Think you've got the perfect voice to match one of our classes? Come on by! You must have your own equipment with experience in voice acting and of course, examples of things you've 'said' in the past! You should be creative to help with ideas for voice lines, flexible to change, reliable, and willing to work your pipes to fit one or more class!



ASSASSIN
Most comfortable in shady alleys, gloomy dungeons and dark castle halls, the Assassin strongly prefers not to be seen. Really, don’t look at her. She hates it and she’ll cut you.
In service to the Earl of Bamburgh as spymaster, at court and abroad she schemes, plots, spies, blackmails, steals, embezzles and kills to further the noble goals of her good Lord’s house. Operating from out of sight, she knows precisely when to use her natural guile to remain unseen and when to brutally press the attack and eviscerate all who oppose her.
Intrigue, evasion, deceit and cunning are the core of her devious toolkit. She’s not above dirty tactics to trick and outmaneuver her opponents – some people might say that makes her dishonorable, but those idiots are as dull as rusted iron. To them, her methods make her a lying, cheating, sinful, poisonous, backstabbing no-good cowardly murderer. To her that’s just another day at work.
All in all shes a real royal, stuck up princess with a dark and deadly edge to her. Slightly schitzo, unstable, or mentally ill. Think a proper and royal Harley Quinn. Ideally English accent, but can be French, or any other typical European/medieval accent (scott, welsh, irish etc.) Addicted to killing. If she can’t have you; no one will. Remember, she also has a quiet side, whisper some lines where appropriate, as well as add in sudden surprises going from quiet to loud (i.e. sneak attack)

SAMPLE VOICE LINES
  • Unsanctioned privateers! Eliminate those pirates.
  • The pirates! Clap them in irons!
  • To the locks with those pirates.
  • Eliminate those viking raiders!
  • Attack the northmen!
  • Come hither!
  • We must seek the Holy Grail!
  • By order of the king, this land is mine!
  • Off we go. Quietly, now. (**whispering**)
  • I have the treasure!
  • You call yourself men! The Grail is gone!
  • Slow-witted fools, we’ve lost the objective
  • I bequeath thy end!
  • You fouled roustabout.
  • They ought to clap thee in darbies. My steel will have to do.
  • I am much obliged.
  • I’ll be collecting that bounty on you now, thank you.
  • I’ve orders for your immediate execution.
  • Breastplates, bludgeons, backswords and bows at the ready? Good.
  • Sweet dreams, now. (**whispering**) (Stealth Kill)



BUCCANEER
A pirate tank! Heavy and tough, but also a gentle giant and big teddy bear. He will be a big Jamaican fond of certain herbs and crushing bones. Loves to talk, sing, and enjoy the pirate life, but be careful he can get emotional. Should sound big, jolly, and upbeat. Full of energy! Effects may be needed to achieve the right tone. Here's an audio concept from many moons ago of what we're looking for.

SAMPLE VOICE LINES
  • I need da ‘ealer, mon!
  • Ya breaddren
  • They come for war!
  • Go Go Go!
  • Fight dem like the Wolves o’ da Sea we are!
  • Defend!
  • Aye mon, in we go, in we go, in we go
  • Attack the Kniiights
  • Get them rudeboi knightss
  • Attack the Vikiiings!
  • Get dem big ol’ bearded bloodclots
  • Chya need ta follow me mon
  • Lemme ‘ave a sip o dis, rep me boys
  • Ya Blawd A make tha grass grow greenah
  • We gwanta killyaa; and cutchya inta tiny pieces
  • Sixteen men on a deadman’s chest/ yo ho ho and a bottle of rum Rum RUUMRUUUM oh beautiful rum (sing)

CONTACT
We're an easy group of people to get along with and have fun doing what we do. This a great way to get your name and work out there, and fast. If you're interested in applying for the team, please send us an email at octosharkrecruitment[AT]gmail.com or post in the application forums.

As we expect quite a few entries, only successful applicants will be contacted.
Recording & Sending Instructions:
  • Save all files in 44100 hz mono mp3 format
  • Record all of a character's audition lines in one file with minimal pausing between lines, feel free to edit or apply effects if needed
  • Label as Yourname_Character.mp3
  • Put "(Project Name) Audition" in the subject line of the e-mail

Promotional images and character models by: Corvalho
Espire 1: VR Operative - [TW]Yoshiro


The game will be going live for the Oculus Rift, Quest, PSVR, Index and VIVE this Friday, November 22nd!

Join the discussion at the official forums or on the Discord today!
Nov 20, 2019
Arakion: Book One - Lavidimus
Hey Venturers!

A short post to keep all you venturers up to date!
Want more info? Head to Discord!
Have any questions or comments? Leave them below and I'll respond as soon as I see them!

Update 2 beta begins this weekend!
The Update 2 beta begins this weekend with an official release shortly after! This update introduces a lot of underlying changes to Arakion that allow for more agile development and more frequent updates. The goal is to get Arakion updated once per month.

A new developer joins the crew!
Arakion up to this point has been primarily developed by myself. Beginning early next year, a new developer will be joining Arakion fulltime! This will allow better, faster and more accurately timed updates.

Final thoughts. . .
Thank you, everyone, for your patience! In real life events caused a lot of slowdowns the past few months, but I'm back to full steam! I do deeply apologize for the delays but sometimes life happens and we just have to roll with it.

I really can't wait for you to get your hands on this update! It's a lot of fun!
Players have been asking for more posts to stay updated - so would anyone be interested in weekly Steam announcements? Let me know!

Have a wonderful day!
Lavidimus
Planet Coaster - Frontier Developments
Hayo Park Managers!

Yesterday we launched Update 1.13 featuring a bunch of improvements for Planet Coaster. We're happy to say Update 1.13.1 is now available and features a fix for those experiencing issues loading large parks after the update.

Update Notes
General Fixes
  • Fix for crash when loading large Parks
If you encounter any other issues after the update please let our team know on our Issue Tracker.
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