Nov 20, 2019
Infected Shelter - darkbluegames.ltd
Update --- v.1.0.1

+ Chinese localization added!
(You can change the languages in the Options -> Gameplay menu.)

+ Biome randomization starts after the first boss is defeated (in next runs).
(Earlier started only when the second boss was defeated.)

+ Smaller text fixes

If you find any bugs / errors or have any suggestions / ideas please write to us in the Discussion forums.

If you find any localized texts that seem truncated, please make a picture about it or write us exactly the visible part of the text.

Thank you!
Nov 20, 2019
SUPER BUILD - jaynesh
+ Explore the beauty of your world in a whole new way. Access first-person mode by tapping on a character and pressing the "Control character" button on the bottom left corner.
+ Chop trees, farm crops, and mine gold in first-person.
+ Ride your horsie.
+ Added two distinct game modes:
== Survival sandbox!
== Ultimate sandbox!
+ Added setting to change brightness / saturation.
+ Improved area loading speed.
Nov 20, 2019
Wizard And Minion Idle - Dandelion Games
  • Fix: Offline Synergy exp.
  • Fix: Class tooltip fixed for the Trait part on Beastmast & Animist.
  • Fix: Conjuring Demons Trophy visual when bought is now displaying properly.
  • Change: Barn Gathering base exp increased from 1 to 3.
Nov 20, 2019
Spellcaster University - Julius
This update focuses on solving event-related bugs and optimizing memory management. The occurrence of events should be much less inconsistent during the campaign, or on long game sessions.

New : new Monk events
New : custom students for kickstarter backer
New : credits page

Balance : Aquarium artifact produce less gold
Balance : Cat artifact less efficient
Balance : orcs are a bit thouger

Major Fix : major bug in events apparition now fixed (no more affected by time spent in game)
Fix : memory optimisation of game data
Fix : memory optimisation on level loading
Fix : teachers are now more affected by the "Distracted by the Menestrel" buff
Fix : some specific portrait elements now correctly shown (some noses and warts)
Fix : typos in events and events answer
Fix : smoothier main menu animation
Fix : nicer light on castle on main menu
Fix : monk questline fixed
Generation Zero® - Avalanche_Graham


Hello Survivors!

We are very pleased to announce the very first expansion to Generation Zero, Alpine Unrest.

Alpine Unrest ($7.99/€7.99) picks up the story one month after you first landed on the beaches of Östertörn, and takes you to a new as-yet unexplored island, Himfjäll.

https://youtu.be/_deoOhwAAYE

Himfjäll offers new areas and locations to explore in this formerly popular ski resort. You can scout for machine activity from atop snow-covered ski-slopes, or scavenge the derelict cafes and shops for supplies.

The centerpiece of the island is the hotel, Björntunet. Having previously been abandoned during the machine invasion, it’s recently been reinhabited by new “guests”; although these visitors look to want to stay for more than just a weekend trip.

Key Features of Alpine Unrest
  • Explore the beautiful, yet treacherous, snow-covered island of Himfjäll
  • Expand on the story of Generation Zero with new missions
  • For the first time meet with survivors, other than those in your group.
  • New achievements and collectables for those that like to explore.
  • Do battle with the fearsome new “Apocalypse” class machines.
  • Expand your arsenal with the new KVM 89 Squad Automatic Weapon and KVM 59 Machine Gun.

NOTE: Some features (Apocalypse Class Machines and New Weaponry) releasing with Alpine Unrest will be available to everybody, regardless of expansion ownership. These additions will be available, along with all of our typical bug-fixes and improvements, when Alpine Unrest is live

https://store.steampowered.com/app/1157550/Generation_Zero__Alpine_Unrest/



Farmer's Dynasty - SwordsOfTheSouth



We're streaming on Twitch starting at around 10 am CET!

Invasion 2037 - ChiefBeavers
*** INVASION 2037 - UPDATE 1.0.5B HOT FIX NOW AVAILABLE ***
Attempt to fix for crowbar attack animation for old savegames
Fix : you can repair your car starting at 25% damaged or less
Fix : the sheriff’s office collision floor
(Restart Steam to receive the update immediately)
Nov 20, 2019
Hearts of Iron IV - Addaway
Today's Development Diary by Podcat



Welcome to another dev diary for La Resistance. Today we are back talking espionage, namely Operations. These are like big impact missions that may require multiple agents as well as resources and preparation time. I also have some other stuff to cover.

-

Update on the new launcher
As some of you may have noticed the launcher release got a big bumpier than we had liked. While we had fixed several issues since the stellaris launcher it seemed that HOI4 had a share of unique issues also :/ I’ve looked at telemetry and it seems like mod use is mostly back to pre-launcher-release so it seems most players are back on board with mods, but there are still reports of issues. We released a 1.8.1 hotfix for some issues at the end of last week and we are working on a few things on the game side since. I have been chatting with the team working on the launcher and they will have a launcher bugfix patch out next week (the new launcher updates without us having to update the game or bump version number). While they are mainly looking at bugs at the moment, they are also working on some UI improvements for mod navigation that should be ready during next month.

-

Operations
Operations all require at least one agent to perform, and some require more than one (in fact some powerful ones require more than you might have as a non-spymaster, making their access more limited). They also all need some level of network to have been built up in preparation.



Operations all need preparation before they can be launched. This is usually produced equipment, agents or a cost in industry over time. We use this last one as an abstract representation of funneling economy into bribes, making or creating counterfeit cash etc where military equipment makes no sense.


In this example we are using the local resistance to saboutage resource extraction and we need to supply the operation with 250 support equipment
You can here also set the operation to just launch when ready if you do not care about timing, or if you want it to keep repeating.

Once preparation is done an operation can have multiple phases. The most common is 3 - Infiltration, performing the job and exfiltration. We have a pretty cool system for this where phases can be mixed and matched and have different costs associated with them. For example if your operatives need to paradrop into location at night it may require transport planes, but if its a neutral border perhaps only some economic bribing is needed to slip in. Operations can take quite a while to perform and will lock up your operatives during this. Operatives can also have traits that affect both chance of better outcomes as well as making them cheaper/faster.
The more times you perform an operation against a target the more difficult it gets. This kind of auto balancing simulates that the enemy will plug holes in their security based on how you have previously broken through.

There are two main types of operations: Gatekeeper ones that give you infiltrated assets, which in turn allow you access to other, more powerful operations.


Infiltration

These are all gatekeeper operations with added benefits.


(note that this resistance contact ones lets you specify a target state. Some operations target nations, some take states and others strategic regions)

Infiltrate Army - Gets you an asset inside the enemy armed forces. Gets you more info on their armies, techs etc.

Infiltrate Air Force - Gets you an asset inside the enemy air force. Gets you extra intel on their air forces, air techs etc.

Infiltrate Civilian Government - Gets you an asset in the enemies government. Gives more intel on their production, buildings etc.

Make Resistance Contacts - Get a local contact in the underground resistance. This helps boost resistance growth.



Other operations

Several of these require some form of infiltration to be in place first. Often they will need resistance networks, a certain amount network cover and other limiters also.

Steal Blueprints - Depending on the outcome and what kind of infiltration you have done you can get research speed bonuses, ahead of time or full unlocks of technologies.

Targeted Sabotage - Use your contacts in local resistance and strengthen and focus sabotage in an area

Boost Resistance - Strengthen the local resistance

Capture Ciphers - The old “steal the enigma” trick ;) Capture clues to the enemies cryptos and gain progress on cracking them. Requires that you have a crypto department.

Coordinated Strike - Allow setting up air strikes and launching a surprise attack. This will let us simulate things like Pearl Harbor and the devastation that the germans wrought on soviet air forces on the start of Barbarossa. Your agents prepare an area that will see a strong intial strike. You need to set up your air force missions before and when the operation triggers the strike will happen (and war declared if you are a nation allowed to do this). It works for port strikes and strategic bombing.

Plant False Intel - This lets you create “fake troops” to trick the enemy. These troops will look like regular divisions to the enemy, although they will disappear into thin air if the enemy gains full intel or end up in combat with them. They don’t consume supplies and are not able to capture territory. Fake troops work an all of your non-allies, but a nation needs to be picked where to seed the false information. Bonus point if you do this and put Patton in charge of them ;)



Rescue captured operative - Its bound to happen that one of your Operatives get captured while out on mission. If this happens they will be leaking intel to the enemy, but you will have the option to mount a rescue operation and get them out to safety.

There are also some things we will wait until next week to reveal...

Historical operations
We also wanted to give you the opportunity to recreate some of the more famous operations in the war. While the generic operations already cover a lot of work done by, for example, allied agents working with the resistance in France and Yugoslavia, there were a few very famous ones that didn’t really fit. Most of these are less inspirations for spy movies and more about Daring Commando Raids (™).

For example, if Germany occupies the Telemark region in Norway, they can now take a decision to begin heavy water production. The decision runs for a fairly long time, and if it completes, the Germans get a bonus to nuclear research. Historically the heavy water was fairly useless for actually building a reactor or even a nuclear bomb, but we decided that if the Germans managed to get it, they would realize that and end up pursuing a better approach.



However, any country with an intelligence agency in a war with Germany can try to sabotage the production plant if there is a certain level of resistance in Telemark. This is to allow the German player to successfully defend by keeping resistance low in the area. Historically, the British had to execute several operations to deny the Germans the heavy water. The most successful was Operation Gunnerside, which completely demolished the plant through the use of explosives planted by a small Commando unit, and which now serves as the basis for our Historical Operation.

There are a handful of other historically-inspired operations, including the German raids to capture or kill Tito and to liberate Mussolini.

Nov 20, 2019
Deadliest Catch: The Game - Raintek
Changelog:
0.13.20
  • fixes in UI - adjusted text fields in Manual and various popups, corrected mouse-overs in save/load,
  • fixed issue with inverted crane controls,
  • fixed issue with vanishing pot that is still visible on the map,
  • fixed issue with a crewman intervening with winch hook while grabbing pot out of the water,
  • fixed issue with pot "bouncing" off the railing while grabbing it out of the water,
  • localization improvements.

0.13.21
  • the counter of sorted crabs (tutorial) decreases when we move the crab back to the table,
  • tutorial UI improvements.

Kind Regards,
Rafał - Ultimate Games S.A.
Moonlit Team
Parkitect - Sebioff


https://store.steampowered.com/app/1129050/Parkitect__Taste_of_Adventure

The big free update to Version 1.5 and the paid Taste of Adventure expansion are available now.
Here's a summary of all the changes:

Taste of Adventure expansion (paid):
  • added new campaign with 10 scenarios
  • added Candyland theme
  • added Adventure theme
  • added River Rapids
  • added Inverting Wooden Coaster
  • added Inverting Spinning Coaster
  • added Vertical Spinning Coaster
  • added Swinging Coaster
  • added Safari Ride
  • added Experience
  • added Clockwork
  • added Shirts stall
  • added Sub Sandwiches stall
  • added Corn Dogs stall
  • added Cookies stall
  • added animated door and gate deco pieces
  • added Lava
  • added turntable segments for Water Coaster, Boat Dark Ride
  • added elevator segments for Wild Mouse, Spinning Coaster
  • added 3D text signs

Version 1.5 (free):
  • added customizable water color
  • added custom image signs (+ modding support)
  • added ride photo sections
  • added spin lock option to Spinning Coaster
  • added free park entry/free food/free ride voucher marketing campaigns
  • added option for continuing to play with all research available after completing all scenario goals
  • added construction costs/remaining value display to shops/rides info tabs
  • added color palette randomizer button
  • added scenario editor tool for marking deco objects as source of bad scenery rating
  • added scenario editor setting for disallowing building underground
  • added "win without pausing" scenario goal
  • added "win without using ride blueprints" scenario goal
  • added "own at least x tiles of land" scenario goal
  • added option for resetting campaign progress
  • added modding support for custom coaster trains
  • allowed using regular path styles as queues
  • allowed overlapping staff zones
  • improved track builder: when deleting a track segment the track builder UI preselects the settings of the removed segment
  • improved Steam Workshop support: savegames, scenarios and blueprints can be updated now
  • improved tracked ride animations to be much more smooth
  • updated Content Manager window to load faster; added search and filters for own/subscribed content
  • updated fountains to be resizable
  • updated underwater tunnels to be buildable anywhere
  • updated guest visualizers to highlight objects with positive or negative influence
  • updated sandbox mode to award all goal rewards from the start when playing without goals
  • updated night mode to be remembered in savegames
  • updated ghost mansion ride to allow more trains
  • updated blueprint builder window to display approximate cost when building without deco
  • fixed some rides (like Go-Karts or Calm River Ride) counting as "coaster" in some statistics/goal completion checks
  • fixed a case where a vandalism wave event notification could get stuck after loading a savegame
...