KINGDOMS - Cyfieithydd
Greetings, lords and ladies of KINGDOMS!

This week can be really called as "Map's week" because most of the time i was testing, scripting, tweaking, balancing and fixing worlds map. It was quite tricky to combine all old map's elements (Orientation, diplomacy) with new added elements (Troops movemet, taking resources spots, making camps for troops etc.). Initially i made two separate map's modes (after M pressing and diplomacy one), that can be switched, but after endless testing i realised that such design just doesn't work as needed. So i combined these two modes in one to see the whole situation in one place: discoveries, kingdoms, troops movements, resources and diplomacy. And you know what? I'm finally happy with result:)

Also as you know from previous devlog i was making some changes in map's controls and navigation. This week i was polishing all this stuff, spend several days just to make maps look more or less acceptable - added DOF, chaged camera angles during zooming (most tricky part), changed some UI.

This week was really challenging and i really hope that we're closer and closer to so long expected release. Stay tuned, because i really wan't to bring you something special for this Christmas.

Cyfieithydd


  • Thinking of return old map in hand instead of compass, need to know your opinion about this, guys;
  • Map camera transition is now smooth enough when zooming camera in and out, tweaked;
  • Fixed issue when catapult refused to shoot during siege, because of wrong animation transition;
  • Removed dilomacy section from City Hall table, now everything in working on M, the problem is - the purpose of City Hall? The thought is following - staff can be hired with cityhall build, but this causes another problem - small villages can't be at war? Dilemma. Foe now, only large Cities can send armies;
  • Fixed bug when leader didn't hied general before declaring a war;
  • Added some randomness to AI's troops management - AI can change troops equipment in a random way, the problem here is to make smiths, woodworkers and traders to add proper equipment to City Hall chests;
  • Fixed issue, when settlement didn't change color on the map after conquest;
  • Fixed issue when resource location (iron ore) didn't change color on the map after conquest;
  • Added notification whenkingdom declares war to kingdom;
  • Fixed issue when unknown kingdom name was visible in notification;
  • Farms now can be build ONLY at the distance at least 500 m to the settlement - the reason is to make farm part of nearest kingdom;
  • Added backwards shaking animation to block movement;
  • Forest are now visible on the global map;
  • Tried to use unique music when on the global map, sounds good. The problem here is that player can open the map quite often, music change can be annoying;
  • Archers still don't want work as neededduring sieged, spend two days (!!!) trying to make those ... to shoot in the right direction, no luck:( Removed archers from the walls for now
  • Added date and time to maps UI;
  • Thinking to make representional icons for each NPS (CK2 style), tat can be used on the map, need good solution for generator;
  • Finally finished the script that makes UI to close after pressing ESC and NOT causing pausing right after, works fine;
  • Changed issue when player could save during crafting or sleeping (Causing critical save bug);
  • Fixed issue when time scale wasn't chaged properly for moving troops during sleeping or crafting;
  • Tweaked quests a little - only one quest from one person in the day. Imao, quests were a bit annoying at every dialog start;
  • Fixed issue when game time wasn't'returned properly after exiting global map;
  • Added DOF effect to the global map camera, it was quite tricky to make things riight here, because i wanted to make DOF depend on camera zoom parameter. (No DOF from high perspective, DoF at close perspective) + camera Y angle also depends on zoom, was working on proper formula for smooth DoF and angle changing;
  • Still working on issue when attaking soldier can pick up two targets in the city during siege (So some people stay unattacked);
  • Tried to all AI function to K-editor, to make AI leaders burn bandits shaks as well as player, no luck:(
  • Changed nain menu scene a but to match coming update, looks epic:)
  • Fixed issue when wolf could take players HP at larger distnace;
  • Removed some not used colliders NPC, to make pathfinder buld way to destination more proper;
  • Chaged camera tonemapping a bit;
  • Fixed issue when game didn't find saves location in MyDocumants with non-latin and non-cyrillic letters;
  • Fixed issue when road didn't start calculation properly after loading a save;
Coffee Talk - slashgear29

Hi everyone!

To celebrate the upcoming release of Coffee Talk on January 29, 2020, we are hosting a fan art contest open for all!

The contests last from today until the 26th of January 2020. The winners will receive Steam key of the game two days before the game is out and a special art of the winner (or OC of the winner) drawn by the lead artist of the game, Dio Mahesa

Rules:
  • You can submit more than one art, but you can only win once
  • Tweet your fan art and mention @coffeetalk_game and #coffeetalk
  • You can include your OC, but the art has to feature at least one Coffee Talk character. Check out our Twitter feeds if you need more info on other characters in the game that didn’t appear in the demo
  • The contest will last from today, December 13, 2019 to January 26, 2020. Any submission after the aforementioned date won’t be counted as part of the contest
  • We will choose 5 winners: 3 winners based on the jury's decision, 1 winner based on most likes on Twitter, 1 winner based on most retweets on Twitter
  • If the winner has most retweet and most like, we will choose another winner for the most likes
  • The winners will receive: Steam key of the game two days before the game is out (January 27, 2020)
  • 3 winners based on juries decision will also receive an artwork of themselves (or OC) in the form of Coffee Talk art, drawn by the lead artist of the game Dio Mahesa

If you have any other questions regarding the contest, please do not hesitate to ask in the comments below.
Monster Jam Steel Titans - Rainbow Studios QA
Titans Update
v1.4.0

New Features and Content
Titan Challenges
Grave Digger, Max-D, and El Toro Loco wait for you in Monster Jam University! Compete in 12 Titan Challenge events designed to put your skills to the test. Unlock game-changing rewards by taking 1st Place in each event.

Career Plus
Arena, Stadium, and Outdoor careers re-imagined at Steel Titan difficulty

Overcast Monster Jam Trucks
Overcast variants of Grave Digger, Megalodon, and Dragon. Unlock each by placing Top 3 in a Career Plus.


Bug Fixes & Improvements
  • 3/4 Camera
  • Drone Camera
  • Moved Split Screen to Main Menu
  • Added more destructible objects
  • Enhanced tire particles
  • General AI improvements, especially in outdoor events
  • Basic Steering Wheel controller configuration
  • Added support for Shifter peripheral
  • Added INI support for Steering Wheel controller mapping
  • Added Restart option to Pause menu in Career
  • Head-to-Head brackets are generated using current Standings in Career
  • Improved stunt detection
  • Reduced stunt exploits
  • Improved performance in Timed Destruction and Free Ride
  • Miscellaneous visual improvements and bug fixes
Conqueror's Blade - Sapozhnik
This week we announced Wrath of the Nomads, reintroduced White Elk Fort and kicked off new contests and discounts - all of which are detailed in the moving picture below. Note that this will be the last video round-up of 2019, so you’ll have to try to keep abreast of the news all on your own for the next couple of weeks. We have faith in you - you got this!

https://www.youtube.com/watch?v=rSy-cUjRsPw
Dec 13, 2019
Tabletopia - ardenissunset
Check out expansion to Wingspan that focuses on European birds.



1-5 players; 40-75 minutes

In this first expansion to Wingspan, we increase the scope of the world to include the regal, beautiful, and varied birds of Europe. These birds feature a variety of new powers, including “round end” powers, powers that increase interaction between players, birds that can cover multiple spaces to make future actions more profitable, and birds that benefit from excess cards/food. The European birds are designed to be shuffled into the original deck of cards (and cards from future expansions).
Tools Up! - All in! Games || Luke


Dear Renovators!
Firstly, thank you for the fantastic reception of Tools Up! Now, we’re using your feedback to make it even better!

For the past few days we’ve been gathering your suggestions and have rolled up our sleeves to put some of the ideas to work.

Here’s what’s new:
  • Improved object targeting priorities
  • Added new tutorial boards before the beginning of levels
  • Decreased action controls input lag
  • Changed the order of tooltips on the first level, to emphasize that it’s possible to rotate the camera without opening the blueprint
  • Paint spills can no longer occur on the first level
  • Throwing items is now easier
  • Blocked possibility to throw objects near the dumpster to prevent them from getting stuck on a wall
If you’re happy about the changes, please consider dropping us a review on Steam!

Now, we gotta go - there’s more work that needs to be done. You can expect more news from us next week. In the meantime, please don’t stop sharing your fantastic suggestions and ideas with us!

Have fun!
Monster Jam Steel Titans - THQ Nordic


Vienna/Austria, Palmetto/Florida, December 13th, 2019 – Monster Jam Steel Titans is getting a MASSIVE update TODAY that includes enhanced gameplay features! The “Titans Update” is free to Monster Jam Steel Titans players and will expand upon the fan favorite title bringing more competition with a Career+ game mode; Monster Jam Overcast trucks; plus, fun and challenging new obstacles to find in the expansive open world.

Trailer: https://www.youtube.com/watch?v=3xumwKwbrmg
Link to patch notes: https://www.monsterjamgame.com/titan-update/

WHAT: A new patch that packs in new content from the Monster Jam universe and features requested directly by the Monster Jam fan community. Players can look forward to the expanded Career+ mode, Monster Jam Overcast trucks and new obstacles to find in the big open world, including boost pads, jumps, and loops.

WHEN: NOW! Friday, December 13, 2019

WHY: THQ Nordic and Rainbow Studios first entry into the Monster Jam video game series has been very popular with the extremely active Monster Jam fans. The Titans update delivers what these fans have been asking for and more!

HOW: This update will happen automatically when the game is launched with an internet connection. Monster Jam Steel Titans is available for Xbox One, PlayStation 4™, Nintendo Switch™, and for PC.

Enjoy!
Your Rainbow Studios & THQ Nordic Team
Walking Zombie 2 - Corwin8
Contents:
  • The final part of the City of Sun!
  • Steam achievements!
  • Quests, cutscenes, bossfights!
  • New minigame: repairing of a printed circuit board
  • New stationary weapon - AA gun
  • New RAGE mode
  • New melee weapons (Machete, Fire axe, Chainsaw)
  • Christmas decoration
  • Springfield - you can try ULTRA HARD hacking minigame
  • Optimization - fixing of crashes in big locations like Science base or Sewers
  • New visual of searching zone on a waypoint
  • New feature in quests - watching camera footages
  • 3 new skins
  • Completely new graphics for Woodlands
  • Notification system for waves on enemies
  • Shop - dynamically offering more weapons
  • Shotgun - maximum range added
  • New redeem codes
  • Bugfixes (around 300 issues solved)

We are working on a new city, Northtown, full of quests, new weapons, and a story that is nearing its finale!
Wolcen: Lords of Mayhem - calistaen
Community translation: Deutsch - Français

Hello everyone!

Today, we would like to offer you one final Hotfix to improve the loading times for everyone, add localization for Spanish and Polish languages in the language selection menu, and add some improvements for other localizations.

We would like to thank all the community members who worked on the localization for Content Patch 2, we’re happy to work with such a great team and we will be moving shortly to the localization for the release of the game. We’re all very excited to start working on it!

Please don’t forget that you can join the Community Localization team. Currently, our team is composed of translators for French, German, Russian, Simplified Chinese, Brazilian Portuguese, Polish, Hungarian and Spanish languages.

If you’re interested in joining the team, you can contact Calistaen on our Discord server.



  • The Loading Times improvement on the client side has been deployed for everyone, you don’t need to make the -PLL manipulation anymore to activate it. However, we recommend that you put Wolcen on a SSD hard drive, if you have one, to have the best loading performance with the game.


  • The Polish localization has been implemented. You can provide your feedback on that localization on this topic. A major thank you to Noriaa and Kamil Gajda "d4ntes", they worked a lot to make sure that the Polish language is available for you today and they definitely deserve hugs.
  • The Spanish localization is now available in the game menu! You can provide feedback on the Spanish localization on this topic. Many thanks to Ashok and Ldtime for their work!
  • The German localization has been updated. You can provide your feedback on this forum. Many thanks to CoTTo!
  • The French localization has been improved on the Gameplay side. Don’t hesitate to let us know if you find issues with it on this topic.
  • The Brazilian Portuguese localization has been updated. You can provide your feedback on that localization on this topic. Many thanks to Felipe Vianna and JonasJTG!

Next week, we will provide you with another status update for the game. Stay tuned!

Useful links :
Wolcen's Official Website
Wolcen's Beta Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions votes

Social media
Wolcen's Official Discord server
Wolcen's Twitter page
Wolcen's Official Facebook Page
Wolcen's Reddit
Wolcen's Instagram Page

Community websites:
German Fan Site: http://www.wolcen-game.de/
Russian Fan Site: Wolcen RU

Community Announcements - zane5
Added / New

-Option to remove the 60FPS cap.
-Orbital camera mode.
-Right-side view angles in classic camera mode. Cycle by tapping or holding 1 or 2.
-Possibility to zoom in freecam mode.
-Proving ground selector.
-Main menu background animation.
-Ingame ads. They can be disabled in the settings menu.
-Korean and Chinese languages added.

Improvements / Adjustments

-Mousewheel now works to scroll on the controls menu.
-Removed slight FOV increase when trucks were driving at >6m/s.
-Heavily reduced the jump between each zoom level.
-Replaced free camera precision mode by 2 keys (Numpad 3/9) to change movement speed.
-Mechanisms that were previously actuated using number keys in the advanced menu now use ctrl+number. This is because camera modes are starting to creep up on number keys.
-Freecam controls now have their own section in the controls menu.
-Slightly smoother fog on the F1 minimap if your graphic card supports VFetch.
-Areas explored by remote players in MP appear clearer on the minimap than simply uncloaked ones.
-Depth of field settings no longer vary with daytime states.
-Reduced rain volume
-

Fixes

-Fixed missing force feedback for some joysticks and gaming wheels.
-Removed the Manual gearbox achievement from gameplay and from the achievement menu.
-Classic camera will no longer move above obstacles when driving under obstacles. Unless there is no room under.
-Multiple intro pictures being displayed, with a separation in the middle of the screen. The intro will now display a single picture.
-Removed error in log about missing UserMediaPaths.xml. This file is optional.
-Dev menu now hidden when taking screenshots if "Show HUD on screenshots" is disabled.
-Achievement requiring a type B-130 have been updated to work with its newer version.
-Fixed a possible mesh corruption when generating extensionless meshes with close to 65k vertices.

Additional note:
Most achievements have been rechecked and earned at least once during tests.
...