We are commemorating the Chinese New Year with a club redecorated to the colors of China, and that we'll let you fully discover more in details thanks to the free teleportation* that we have just integrated. You will discover the exceptional and limited presence of our new stripper named Crystal, easily identifiable thanks to her chinese hair sticks, and here only for the time of the commemorations!
Do not miss the chance to add to your achievement board the two new achievements directly linked to the Year of the rat…
Patch-note 1.2.001
Free teleport mode added in your settings : You can now teleport almost anywhere in the club and no longer only on the seats. Now you can stand in front of a girl and meet her gaze, or get as close as possible to the stage to enjoy the show. Please, make sure there is always a real seat under your buttocks before you sit down. You can quickly get distracted in this club and forget where you really are. Activate the Free Teleportation mode directly in your settings.
Lighting optimization: We are now using GPULightmass, which is more accurate than the default Lightmass engine. (Brute force vs Irradiance Caching), reduction of dynamic lights in the Club (gain in performance) and spotlights on the stages are more diffuse (avoid big black areas on the top).
Global frame rate performance improvement : Use of instanced static meshes
This event lasts from January 23, 2020 (4 P.M UTC) to February 7, 2020 (4 P.M UTC)
A Soviet premium BA-11 armoured vehicle on the chassis from a cross-country truck will be a prize for participants in the new “World War” season.
Armoured cars were one of the most popular world trends in the development of armoured vehicles in the pre-war period. The Soviet heavy armoured vehicle BA-11 was one of the typical examples of this type of vehicle. It was created on the basis of a shortened chassis from the military ZIS-6 - a three-axle off-road truck designed on a scheme of 6x4 (rear wheel drive). The new chassis designed by engineers of the Moscow Automobile Plant was supposed to provide the armoured car greater payload and a better cross-country ability which allows improvements in the armour and a better off-road performance in the vehicle.
Compared to the armoured vehicles of the B-6 and B-10 series which had been designed on the basis of the GAZ-AAA truck, the armour of the BA-11 has been increased by 1.5-2 times and in some places, the BA-11 was slightly better armoured than the T-26 and BT-7 tanks. With the increased weight up to 8 tons, the vehicle maintained good driving characteristics: a speed of up to 64 km/h on the highway and 26 km/h over terrain. As well as in the BA-10 the designers also provided overall tracks which were able to help the armoured car to overcome particularly difficult areas. The gun and the turret of the vehicle also receives a 45 mm 20-K cannon from the BA-10 in the turret.
The heavy BA-11 armoured vehicle was produced in limited edition in 1939 and participated in battles at the early stages of WWII. In 1942 it was withdrawn from service.
Good day, Commanders! Update 5.7 is here: celebrate Lunar New Year, meet Ravana and Nightingale and don't forget to try modules on your Titans. Here we go!
Hongbao Lottery. Complete daily tasks, get tokens, open envelopes with powerful loot!
New Special Editions: Arachnid Invader, Dragon Dragoon
New Legendary Pilot: Yang Lee (Ao Jun)
New paint jobs: Komainu Behemoth, Kylan Raven
3 unique event Skirmishes and 1 Arena will open every weekend in this order: Skirmish - Skirmish - Arena - Skirmish
New Robot: Ravana
Coming with Lunar New Year Event
A heavy well-protected brawler that can sacrifice its firepower for a temporary speed boost and full protection against all damage and negative effects
Recommended equipment: 3x Cryo / 3x Storm
ABILITY: Transcendence When activated, robot speeds up, becomes invulnerable and immune to all negative effects, but cannot deal damage. Activation consumes one ability charge.
Cooldown: 16 sec. per charge Duration: 3 sec. Max charges: 2
New Robot: Nightingale
Coming with Lunar New Year Event
A fast, flying support robot that can repair nearby allies while in flight.
ABILITY: Air Support A robot takes off and switches from its equipped weapons to a built-in weapon that lowers enemies’ damage*. While airborne, the robot is in stealth and repairs itself and nearby allies.
Cooldown: 16 sec. Active: 18 sec. Built-in weapons’ range: 500 m.
*Suppression. Temporarily reduces the damage of all enemies hit by the weapon (75%)
New Robot: Cerberus
Coming with Operation 4 (mid-February)
Created together with the War Robots Community in 2019.
A fast assault robot that can temporarily neutralize the enemy. Equipped with a unique built-in energy cannon and an Aegis energy shield.
ABILITY: Blackout Cerberus hits the target with 3 energy charges that inflict damage and negatively affect the enemy robot's subsystems*.
Cooldown: 10 sec. Built-in weapon's range: 350 m.
*Lock-down. Temporarily immobilizes the enemy Suppression. Temporarily reduces the enemy's damage (50%) DoT. Inflicts damage over time to the enemy’s hull
Unlocked: Titan Modules
For now, we aren’t introducing new module mechanics for Titans, as there’s still plenty of new to try and discover. However, in this update we unlock their module menu, allowing you to experiment with existing basic modules.
Also, updated versions both of Reactor and Armor Kit modules are now available. They work exactly like damage and durability modules for regular robots.
Balance Update
[REWORK] Halo, Corona, Glory
Lock-down now procs after certain number of hits instead of random chance.
[BUFF] Sting, Wasp
Projectile dispersion reduced
[NERF] Phase Shift
Cooldown: 40 → 35 sec Duration: 5 → 3 sec
Tweaks and Fixes
Skirmishes are back! Woo-hoo!
Multiple Titan-related bugfixes
Cryo reload animation now works properly
Multiple robots shouldn't pile up in the same hangar slot anymore
Titan upgrade animation is much faster now
We have also resolved multiple performance-dropping issues. The game should run significantly smoother on certain devices.
The floating point precision fix for multiplayer clients caused some problems that ended up being different for mutliplayer clients and single player clients, so I didn't catch them all at first. This should fix the last of them.
If no other major problems are found with this version I'm planning to push it live, with only the new building pieces turned off, as they are still in need of repair, though a fair number of bugs have been fixed since the last live patch.
Then I will get back to implementing the new world generation system.
v 0.6.2.12 2020.01.23 - Crafting exp will now automatically recalculate itself when your profession level changes due to leveling up from batch crafting - Fixed storehouse storage/deposit slider not working properly - Fixed lower tier fonts blocking higher tier fuel sources from being used
v 0.6.2.11 2020.01.23 - Fixed placing objects in single player not accounting properly for world shift
You may need to restart Steam for the update to begin.
To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users.
Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
Hello! We have small news before the new motorcycle arrives. We want to ask you for help in making our game better.
We added to the game our analytic engine - Flow Analyze Machine. It collects anonymous data when and where you clicked/push button(only in Biker Garage). It'll help us understand where are the major problems in the game design and interface design.
The data are entirely anonymous, and we will have only info about how you use the game. We don't collect your nickname, e-mail, IP address, or any data that we can identify you.
If you want to help us, please accept EULA on the screen before the menu. But, if you don't like the whole idea, just click "Don't accept" and still enjoy the game.
Dragold ended up being too strong, every 15 seconds, hurls a fireball to everyone who fought against him, even if he isn't in an active fight. These fireballs each deal 5000 damage before reductions and apply a burn with 100% chance. Definitely going to use this mechanic again but going to calibrate it so it's easy to detect and possible to evade (like running away before it happens)
Apart from the Chinese New Year event, it wasn't a very productive 2 weeks. The Pirate Ship zone design iterated a bit. Spent most of it researching new cloud technologies, there's a high probability I'm going to rewrite the backend of Adventure Land in JS before open sourcing, currently it's in Python. After Python 2.7's end of life, it doesn't make sense to continue with Python any more. Also Google Cloud, in my opinion, made a lot of illogical choices when they re-made everything with Python 3.7. It's not an easy to use, turnkey, "app engine" any more, you have to deal with each service manually, each of them are like unique programmer dementors, waiting to suck your soul. Originally, App Engine was a beautiful product anyone could use to practically develop almost anything, currently they made the barrier of entry extremely high. For this reason it makes sense to rewrite Adventure Land with NodeJS/App Engine. The logic is, if it's all in JS, at least it will be less complicated, someone wanting to develop their own MMORPG won't need to deal with an additional language on top of everything.
Changed default value of LoaderPrototype::structure_render_layer from "transport-belt-circuit-connector" to "object", in order to be consistent with other on-belt structure sprites. more
Scripting
Added LuaEntity::get_damage_to_be_taken().
Added LuaSurface::brightness_visual_weights to add back ability to control darkness of the night runtime per-surface. more
You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.
Here is the all new update for Gloomhaven! This patch mainly brings fixes, UI improvements and brand new items! We've got some major content coming in the next months, stay tuned!
Don't forget that you can check all the complete patch notes here.
CONTENT
Empowering Talisman
Pendant of Dark Pacts
Hide Armor
Chainmail
Splintmail
Steam Armor
Platemail
Swordedge Armor
UPDATES
Updated - Steam Cloud saves are now available
Updated - Players can now respec their characters to experiment with builds
Updated - Floors from unrevealed rooms are now visible to help with door identification
Updated - Improvements of Forest levels readbility
Updated - Rebalanced some forest scenarios to be less deadly, mainly increasing the threat of Forest Imps
Updated - Tab now highlights all hexes
Updated - Bless and Curse are now limited to 10 Curses for players, 10 Curses for enemies, and 10 blesses in total.
Added - Semi-transparency when characters move through another character
Added - Ability confirmation step to Kill, Loot and Control abilities when Player controlled
FIXES
Fixed - Improper jump VFX
Fixed - Broken Cart event
Fixed - Hero summon moving away from disadvantage even if unable to attack afterwards
Fixed - Cultist not dropping gold on death
Fixed - Broken adjacent ally bonus for Scoundrel's Sinister Opportunity
Fixed - Disarmed Tinkerer being unable to use the bottom action of Enhancement Field
Fixed - The Mind's Weakness + Cranium Overload combo wrongly granting a +2 damage buff on a Ranged attack
Fixed - Softlock when undoing certain items
Fixed - Music not starting if you alt + tab during load
Fixed - Initiative ordering for summons when 2 players have tied primary card initiatives
Fixed - Impossibility to Undo the infused top action of Skewer
Fixed - Combat Log will now record damage inflicted by Retaliate
Fixed - Minor performance improvements
Fixed - An issue when refreshing items on Long Rest that had more than one active bonus
Fixed - Enemies are able to lay traps on top of one another if the tile is an open doorway
Fixed - A crash when Submissive Affliction is used on an enemy that then kills a Cultist which explodes
Fixed - Improper interactions between Trample and items
Fixed - An issue when using a Scroll of Stamina at the end of a characters turn
Fixed - An issue with scenarios not regenerating on map properly
Fixed - Wrongly using a charge for each character healed during an AOE Heal action in conjunction with Potent Potables
Fixed - Players not being able to use items in conjunction with the Attack aspect of the top action of Cranium Overload
Fixed - An issue with enemies spawning outside of the room
Fixed - Skipping Chromatic Explosion movement still triggering infusion
Fixed - The Bloody Axe's +1 Attack not appearing in the combat log
Thank you all for your your continual bugs reports, we wish you good luck on your adventures!