Added a new hairstyle for Lux (Birthday Girl in black).
Bug fixes
Guns which hadn't been acquired or unlocked could sometimes be equipped too early in the game (e.g. the rocket launcher). Fixed.
Ammo boxes would sometimes contain ammo for guns that hadn't been acquired or unlocked. Fixed.
When moving to a new area, ammo was only being refilled to the initial capacity (before skill point upgrades). This is now fixed; the upgrades are applied at each scene load.
The "C" key was not available for remapping. Fixed - you can use it now.
There was a bug in Mono (the underlying .NET framework powering the game) which could corrupt the save files for PCs configured with European localisation. This is because European localisation formats decimals with a comma (e.g. "on sale at 1,99" instead of "on sale at 1.99") and this could sometimes result in the game saving a floating point number (i.e. decimals) incorrectly. The bug in Mono has been fixed and the new Mono framework is now being used in the game. [Rosa Park]The enemy agents were being spawned in a fixed location, but this part of the game is open space and the player can easily take Lux a long way from the spawn location. This could result in the game appearing to stall, as Lux could be too far away for the AI to find her. This won't happen any more as the enemies are now spawned close to Lux, regardless of where she is.
Improvements
I've unlocked Chapter Select right from the start of the game. I've included a warning on the screen, pointing out that the story won't make sense. I think this is an improvement - you should be able to do whatever you want with the game. It will also help if players get stuck due to save file corruption, although I think that issue has finally been fixed in this build (see the note above about the Mono framework bug).
Other Stuff
Jess: the blonde version of that hair style is already in the game, you mustn't have unlocked it yet. Just keep playing. :)
This week I'm pleased to announce that both barre and power chords are now available as part of the chord selection in AudioTheory Guitars.
This means two new chord sheets, plus a few all-round tweaks to integrate them where they need to be. Here's a rundown of what's changed:
The 'quick select' popup (opened using the cog icon under each chord) is now tabbed so barre and power chords can easily be accessed
The 'all chords' page (where the chords can be viewed/ selected with diagrams) is also tabbed to view the power and barre chords in this format
The chord box slide-out menu (introduced in version 1.2.0) now contains options to open the barre and power chord sheets, as well as a set of three 'quick load' options to load a set of common open/ power/ barre chords to the chord box
One more thing, with the introduction of barre and power chords, there are now chords that don't start at position zero. These wouldn't be viewed in relative terms when using a capo, and if you're using them they won't scale. So everything that starts at zero scales, everything else does not. I'm confident that this keeps everything intuitive when using a mix of open and barre or power chords with a capo.
We also have a couple of smaller miscellaneous new features that have made their way into this update:
There is now the option to select 'no chord' from the cog popup. This leaves a blank space in the grid, useful if you want to work with less than seven chords on screen.
All chord sheets now display relative to Eb tuning when this is being used.
And that's just about everything. Thanks for reading and keep practicing.
Greetings! Another update/patch that brings shiny new stuff. New extra game options to customize your game, new upgrades to buildings and a lot more, check it out!
[New/Added] - Added a New possible ending - Added an Objectives Panel, so you can keep track of the state of an ending - Added Auto-Feed individually and the threshold that will trigger it in the Options Panel - Locations and NPC Camps finder Panel - Added new game options to customize your game at the start - Added a starting option to make NPC Camps respawn - Set Number of NPC Camps - Supplies by Plane - Item quantity on Locations - Zombie quantity - Option to force player set up the encampment (to prevent player choosing best places to set up) - 2 new Steam Achievements - Added Concrete Wall Upgrade - Added Concrete Houses Upgrade - When a character is afraid, scared, encourage or confident will display the proper emotion after the given action - Added 8 new Junk items to scrap - Guitar melee weapon - Santa Hat!
[Fixed/Balanced] - After an interaction with a NPC Group, a random event would occur - Brute will no longer follow if you try to lure him far from the camp - Exit to Menu question before exit - Balanced on different game difficulty settings - Zombie hordes traveling on road will return to it if lured out - When exploring if an interaction with an NPC Group occur, would always attack (friend or foe) - Added a change for NPC groups to spawn neutral - Tooltip improvements - Opening the Split/Join panel will auto close the inventory - UI scaling problems on the Armory and Split/Join Panel - Brute will damage your encampment if it's left unguarded - Other minor bugs
The next update, will bring a lot of suggestions by the community, like proper equipment slots, head, body accessories, more locations and a lot more!
Hi everyone! Today we’ll tell you about some news of our studio and what we’re working on at the moment. We would be glad if you get interested in our latest games.
1) Bus World Announcement
This is a game about disasters and driving various buses. Bus World is not a usual simulator. You will have to rescue people in extreme conditions. Moreover, you will experience technical difficulties. And finally, one of the maps is Chernobyl Exclusion Zone! Take a look at the trailer:
In our forest will be found a lot of all kinds of animals, but one of the most dangerous creatures is a wild boar. It is not very big, but strong enough to knock the hero down. He is also fast and can easily Dodge a sword strike. But, if you adapt, you can still overcome it.
This update includes a round of optimizations on the client and server to improve stability and performance. Many small things were worked on and small bug fixes were addressed also.
The major statistics on items (Space, Weight, Quality, Durability) have been rewritten to allow more fidelity and accuracy to allow for more control of these values, especially over very long amount of times. However you should not see any change in-game regarding this.
So what am I working on next? The buff system! I will be completely rewriting this system as I wish to use this system much more than I am now, so you can actually see the results of your actions on your person in more detail.
Soviet 152 mm self-propelled gun-howitzer (SPG) aimed for suppression and destruction of the enemy's manpower, artillery and tanks. 2S3 Akatsiya entered service of the Soviet Army in 1971.
The vehicle is armed with a 152 mm howitzer D-22 based on a modified variant of the 152 mm D-20 towed gun-howitzer. The main gun can be elevated from −4° to +60° with a turret traverse of a full 360°. The Akatsiya can fire high explosive projectiles at a maximum range of 18.5 km depending of used charge or rocket assisted projectiles up to 24 km.
In the 50s, the major military doctrine of the USSR was a large-scale nuclear war and the development of artillery was not given due attention. This remained until the late 1960s, when the Soviet military industry started developing its own SPG in response to the already in service of the U.S. Army 155-mm M109 self-propelled howitzer which was capable of firing nuclear projectiles.
2S3 Akatsiya SPGs were exported to foreign countries. It is currently in service with a number of countries, including Russia. https://youtu.be/FnPmHDeUj30