Stormworks: Build and Rescue - Deltars


Dear Stormworkers,

This week we are releasing the flares that we announced last week!

The new flare launching block fires a flare when triggered from logic. There are various types of flare, with options for illumination, smoke, parachute, and projectile power.

The illumination flares produce a huge amount of light, making it brighter at night when over 1km away from the flare. The illumination flares can also be seen at a distance, making them useful for signalling and finding your friends in multiplayer.

Parachute flares catch the wind, and slow the fall of a flare as it falls through the sky.

Smoke flares produce smoke, in a similar way to the old flares you can spawn in missions.



Flares produce heat, making them a useful emergency tool in the arctic to warm players back up quickly. But please use flares responsibly, they are very hot, so don't use them too close to trees...

We have had tonnes of fun making and testing the flares, and are testing loads of cool new features at the moment. We have some really great changes on the way and can't wait to share more info about this next week in the announcement post.

Much love <3

The Stormworks Developers

Path Notes

v0.9.25

Rework - Game temperature general system rework
Fix - Temperature falloff for heated/safe zones
Fix - Tree fires are now hot for the temperature probe
Fix - Temperature probe mesh errors
Fix - Temperature probe description updates
Fix - Deprecated components sometimes appearing in inventories
Fix - Rare CTD with multibody components
Fix - Removed "The Orb"

v0.9.26

Feature - Flare Launcher

Fix - 3D markers showing in photo mode
Fix - Editor logic tooltips font colour incorrect
Fix - Editor tooltips not showing for certain logic types
Fix - Time flickering on creative menu slider
Fix - CTD caused by speaking into a mic for an extended duration

v0.9.27

Fix - Resolved development issue
Aigor Escape from Bishop - GravitStudio
Jan 17, 2020
Paradox Vector - MKSchmidt
I have uploaded the latest build of Paradox Vector.

I have added a number of new features, and am hoping to get some good feedback from players. It's just a few minor changes that I hope will add a bit of polish to the game experience.

Music
I have added music to each level.

Fade in and Out
Each level transition now fades in and out, preventing some of the abrupt starts and stops of previous versions. I think this can still be improved, but I am hoping it looks and feels nicer than before.

Upside Down Bridge
It's just a small detail, but you may notice that the bridge between level two and three is now upside down in relation to the rest of the world.

Improved Frame Rate
I added a script that should improve the frame rate, especially in the out-door level. I have more ideas I want to implement that will improve it even further in future updates.

Once these updates have been tested and finalized, I plan to start adding a lot more content to the game. I have ideas to make each level a bit longer and more complex. I also want to work on some kind of in-game menu that will show the player's progress, and maybe a map of some kind.

I'm not a huge fan of cut scenes, but I do want to have some more in-depth story telling at least at the beginning of a game, and once certain check points are reached.

For the next few weeks I hope to get a lot done here, so it's a great time to offer any feedback you might have. Of course I will also be going through all the discussion threads and making sure I have captured everything already mentioned. Reminders can't hurt though, and the more people I hear from regarding a particular issue, the more likely I will address it sooner, rather than later.
TROUBLESHOOTER: Abandoned Children - Dandylion
Hello everyone. This is Troubleshooter development team.

We received the issue that English translation is mismatched.

Development team is looking for the cause for now and it'll be updated again soon.

I'm sorry for the inconvenienct and we'll fix it as fast as we can.

Thank you.
Black Skylands - CM Peligro
Hi everyone!

Today we’re taking a closer look at the game with a brand new gameplay trailer. Feast your eyes on the gorgeous pixel art, punchy weapons and beautiful biomes:



Wishlist us on Steam and stay tuned for more detailed updates!


Hungry Couch Games & tinyBuild
Jan 17, 2020
Drug Dealer Simulator - noisemail
Hey there!

Another Friday has come, so let’s take a look at a new Drug Dealer Simulator devlog! This time, we’ll talk about the role of the lighting system and the gameplay mechanic that is strongly correlated to it.

In a drug dealer profession, you’re always exposed to the possibility of losing the product during its delivery. One false step, one suspicious behavior, and you're drawing unnecessary attention. It’s no secret that these kinds of situations are the real magnets on cops. Sometimes trying to act normally isn't enough, so it’s better to hide in the shadows and try to prevent that risk, but you also need to know how to do it.



During the day, the source of the light is the sun, we can’t argue with these laws of nature :) But when the brightest star on our sky hides behind the horizon, we can only count on the moon or the artificial lights, like street lanterns, building entrances or motion sensor halogen projectors that you can meet in some parts of the ghetto. Each of these illuminations has its influence on the player's visibility, that depends on the distance from the light source, and also, the obstructions on its path.



Some places are particularly dimmed or out of sight, like alleys, building corners, gates, or bushes. This visibility decreasing spots are marked on the map, and players can make use of them both by night and by day. But as we mentioned before: you need to know how to do it. That’s why you should consider if hiding in a proper situation will help or make things even worse. The player's actions, like standing or crouching in these points may also be taken as strange behavior, and draw the attention. Maybe you’ve never seen a person standing in bushes or crouching in the alley during a day, but it would surely look suspicious.



The possibility of detecting us depends on several variables, such as distance, duration of our visibility, light, and the fact if we’re hiding in the right spot. If you're in an appropriately dark place and without any movement, there’s a chance that the cops wouldn’t notice us at all.

Night-time operations during the police hours are more dangerous and require more sneaking around, but there are also giving us some advantages. It’s easier to lose the pursuit, and our actions have a half less influence on the exposition factor than during a day. So it’s wise to make your tactic, but if your exposition level is too high - consider nightlife to reduce it a little bit.



Direct Video link if the embeed doesn't work

And that’s all for this week’s devlog! Which work hours would you prefer: cleverness and strategy during the day or ninja-styled dangerous night shift?

Let us know in the comments and see you next week!


Jan 17, 2020
Another Brick in The Mall - The Quadsphere

Patch Notes

0.31.0
  • Changed: Rewrote the customer algorithm to have a more accurate estimation of distances and travel time. This change puts a much greater emphasis on the efficiency of your mall's layout.
  • Added: Marketing campaigns can now target a specific product or business.
  • Added: You can now filter between local and workshop saves on the load game menu.
  • Changed: Products on the assign products tool are now sorted alphabetically.
  • Fixed: 'Manage staff' not highlighting the correct employee.
  • Changed: Updated translations with the latest Localizor data.

0.31.1
  • Added: Minimum salary raises. Congress will periodically attempt to pass a law to raise the minimum salary: you can either let the law pass or lobby lawmakers to vote against the raise. If you choose to lobby against the law, the next vote will happen sooner and the cost of lobbying will increase significantly.
  • Added: Sandbox settings for minimum salary raises.
  • Added: The last 2 tracks of music by David Gonzalez.
  • Fixed: A text formatting problem with the $ character.
  • Changed: Updated translations with the latest Localizor data.

0.31.2
  • Changed: Minimum salary raises are now in the context of a workers' union instead of congress.
  • Added: A notification when your workers unionize (currently when you reach $10,000 daily profit for the first time).
  • Added: Notifications 30, 20, 10, 5 and 1 day(s) before a vote.
  • Added: You can now see the job applicants' desired salary on the hire menu.

0.31.3
  • Changed: Lowered the union triggering profit threshold to $5,000.
  • Changed: The first vote now happens 20 days after unionization instead of 10.
  • Fixed: The research menu scrollbar sometimes not working properly.
  • Changed: Updated translations with the latest Localizor data.
  • Added: Early (incomplete) Ukrainian and Portuguese (Brazilian) translations.

You can help translate the latest text on https://www.localizor.io/game/18/translations

If you have bugs to report, please post in the appropriate Discussions: http://steamcommunity.com/app/521150/discussions/1/

If you are experiencing crashes, please follow the instructions and post in this thread: https://steamcommunity.com/app/521150/discussions/1/282992646970591669/
BOSSGARD - [Bossgard] The Sad Snail
You know the drill. We start bashing each other in Bossgard and you're invited to join, all streamed for your convenience.

Tonight's stream will be a bit special because we'll be showing off our latest achievements.

Like, uhm our...



Tune in right here at 20:00 EET!
Deck of Ashes - Ashedrew


ALL CHANGES AFFECTS ONLY MAGNUS PUBLIC BETA IN STEAM

We invite you to join the discussion of Magnus Beta test in our Discord:
https://discord.gg/AgDPcP

To participate in the open Beta test, you should simply choose magnus_public_beta in Steam client. Instructions in two easy steps can be found here: https://steamcommunity.com/games/1016730/announcements/detail/1714114646536691321

Hello, everybody! Today we have a big update for the Beta. It will include Buck's rework as well as changes to Magnus' gameplay.

Buck is a glorious warrior, but we made some mistakes and gave him the wrong gameplay vector. We listened to our community and decided to completely rework Buck. From now on, Buck's gameplay will be much more dynamic. You will feel the power of a warrior, and Haron from the "rare" assistant will become a real fierce beast who is not shy about using his abilities.

Unstopable rage, furious pet, and tons of damage! Meet the updated Buck the Bestial Rage!



Cards changes
  • Hilt Strike - (Then) Deal 14 damage. (Now) Deal 8 damage. Battle Rush: Apply Trauma;
  • Dangerous Wound - (Then) Put Inflammation on the enemy. (Now) Apply inflammation to the enemy. Battle Rush: The effect is repeated twice;
  • Timely Lunge - (Then) Anticipation. Phoenix. Deal 3 damage. Deal 3 more damage for each card played. (Now) Anticipation. Phoenix. Deal 4 damage. Deal 4 damage more for each card played;
  • Crushing Swipe - (Then) Deal 9 damage. Deal 3 more damage for each of your Strength. (Now) Deal 9 damage. Battle Rush: Deal three times as much damage;
  • Brutalizing - (Then) Unplayable Ash: Increase your Strength by 2 for every 20 Health you have lost. (Now) Unplayable Ash: increase your Strength by 1 for every 10 Health you lost;
  • Lick Wounds - (Then) Unplayable Ash: at the end of your turn, restore 8 Health if you have not spent any Mana per turn. (Now) Unplayable Ash: at the end of your turn, restore 8 Health if you did not return a single card to the Battle deck the last turn;
  • Dying Anger - Mana cost reduced from 4 to 2;
  • Anti-Scratch Defence - (Then) Restore 7 Health. Get 1 Shield. (Now) Restore 10 Health. Get 1 Shield;
  • Stunning Might - Mana cost reduced from 5 to 2;
  • Healthier than Sick - (Then) Choose an enemy. Take off the negative effect for every Inflammation applied to it. (Now) Choose an enemy. Take off the negative effect for every Inflammation applied to it. Battle Rush: Apply Inflammation;
  • Mark of Victim - Mana cost reduced from 1 to 0;
  • Mark of Rage - Mana cost reduced from 1 to 0;
  • Mark of Curing - (Then) Was cost 1 mana. Restores 1 health per hit. (Now) Mana-cost reduced to 0 mana. Now heals for 2 Health;
  • Mark of Inflammation - Mana cost reduced from 1 to 0;
  • Dirty Bite - (Then) Unplayable Ash: Apply Inflammation on a random foe at the end of your turn every 3 rounds. (Now) Unplayable Ash: Apply Inflammation on a random opponent at the end of your turn every 2 rounds;
  • Knock Off - (Then) Unplayable Ash: Deal 1 damage to a random enemy at the end of your turn, and stun him with a 10% chance. Your Strength does not increase the damage of this card. (Now) Unplayable Ash: Deal 3 damage to a random opponent at the end of your turn and apply a Stun with 10% chance. Your Strength does not increase the damage of this card;
  • Bestial Defense - (Then) Unplayable Ash: If your Health is less than or equal to 30, get a Shield for every kill of an enemy. (Now) Unplayable Ash: When your health drops to 30 or lower, you get a Shield;
  • Ash Howl - (Then) Deal 10 damage. Deal 3 more damage for each card with the Ash property in the Ash deck. It cost 5 mana. (Now) Deal 10 damage. Deal 2 more damage for each card with the Ash property in the Ash deck. Mana-cost was reduced to 2 mana;
  • Prolonged Strike - (Then) Deal 9 damage to a random enemy. Deal 3 less damage to each next enemy (no more than three). (Now) Deal 10 damage to a random enemy. Deal 2 damage less to each next enemy (no more than three);
  • Defensive Strike - (Then) Deal 5 damage. If the enemy dies, you will receive a Shield. (Now) Deal 8 damage. If the enemy dies, you will receive a Shield. Battle Rush: Deal 15 damage;
  • Breakthrough - (Then) Remove Shields from all enemies. Deal 5 damage for each Shield removed. (Now) Remove Shields from all enemies. Deal 7 damage to all enemies;
  • Heavy Bandaging - (Then) Restore 10 Health. You will have 1 Mana less the next turn. (Now) Restore 10 Health. You draw 1 card less the next turn;
  • Punish the Wounded - Mana cost reduced from 3 to 2;
  • Wrath of the Warrior - (Then) Deal 10 damage to two random enemies. Restore 15 Health and increase Strength by 2 until the end of the battle for each opponent killed by this card. (Now) Deal 20 damage to two random enemies. Increase Strength by 4 until the end of the battle for each opponent killed by this card. Mana-cost was reduced to 4 mana;
  • Maturation - (Then) Select an opponent. Remove all inflammations applied to him and inflict 4 damage for each inflammation stuck. If the enemy has less than half Health, deal him twice as much damage. (Now) Choose an opponent. Remove all inflammations applied on him and inflict 5 damage for each inflammation stuck. Battle Rush: Deal twice as much damage;
  • Fast Execution - (Then) Select an opponent. Kill him if he has less than 20 Health. This card cannot be missed. (Now) Choose an opponent. Kill him if he has less than 30 Health. This card cannot be missed;
  • Domination - (Then) Deal 10 damage. Deal 2 more damage for every 10 Enemy Health. If the enemy dies, you will restore all your Mana. It cost 5 mana. (Now) Deal 20 damage. Deal 4 more damage for every 10 Enemy Health. Battle Rush: If an opponent dies, recover all Mana spent this turn. Mana-cost was reduced to 4 mana.
New archetype: Might and Protection

A list of cards that form a new archetype:
  • Stone Fist;
  • Empowering Protection;
  • Blade of Woe;
  • Reactive Armor;
  • Ancient Ritual;
  • Aid from the Spirits of the Hunt;
  • Might Makes Right;
  • Wrath of the Ancestors;
  • Finish off the Wounded;
  • Berserker Rage.
NOTE: Until the end of the beta test, the cards will be without art.

Magnus changes

Thanks to your feedback from the beta test, Magnus becoming better and better!
  • Eruption - now has a common counter in the form of a status effect over the character. Any card with Eruption mechanics reduces the counter by 1. Every fourth card played with an Eruption produces the effect specified in its description.
  • Tough Doppelganger - Now this trait not only increases Phantom Health by 150, but also strengthens its basic attack - 25 damage instead of 18. At the same time, it can still be affected by additional strengthening effects such as Strength.
  • Stable Illusion - the main effect of this card has been preserved, but in addition to it now also increases the power of the Phantom by 2. Several of these cards will be perfectly combined with the updated talent "Tough Doppelganger".
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PlanetSide 2 - jgolenbo


2020 is shaping up to be a massive year for PlanetSide 2, and we're kicking the year off right with the return of our Nanite Appreciation Week Sale!

Starting TODAY and running through Sunday, February 2, all Auraximas deals are back in the Depot at their original sale price. If you missed out on your Pink Camos or forgot to tuck the Fatestealer into your stocking, grab them now before they disappear in a few weeks! 

We're also looking ahead to the Lunar New Year on January 25! The Year of the Rat comes around only once every dozen years, and we're ready to celebrate with the Lunar New Year Bundle, which will be available in the Depot for a limited time between Friday, January 24 and Sunday, February 2

Lunar New Year Bundle (499 DBC)
  • 1-Day Experience Boost
  • Gold NS-7 PDW
  • "Year of the Rat" Decal



Remember, the Nanite Appreciation Sale only runs through February 2 – stock up or miss out!
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