Jan 25, 2020
AlterVerse - Nibiru
Pre-Alpha XR75 Update!

We are now at Game Ver. 0.1.0.3.

Hello everybody, this is our second Pre-Alpha version update.
We have made some adjustments to the flight controls on the XR75 fighter ships and fixed the following several issues,

– No more Black Dome! The skybox rendering issue on AMD GPUs should be cleared up.

- Adjusted XR75 controls for improved turning, climbing and diving.

- Cleaned up reticle for XR75.

- Added a starting gate for the ring race.

- Lowered LOD on XR75's so they don't disappear so quickly.

- Made the rear launch bay ceiling and airlock opening taller to prevent the camera from going outside the building when using an XR75 in the back row in 3rd person view.

- Added collision meshes to rear launchbay airlock opening on both sides to prevent walking out into space.

- Adjusted pictures in Mama Bahamas lounge that were flashing in client server mode.

- Adjusted the zone in the training center to prevent it from disappearing when stepping outside of the zone in the alcoves.

- Adjusted the weapons ammo count to be max per box to speed up accumulating ammo.

- Adjusted the Graviton Gun max ammo down to 50 from 100 for better balance with other weapons.

- Adjusted the male armor body and arm straps to prevent uniform poke through on the back when wielding the Plasma Hammer in 3rd person view.

- Adjusted LOD on male and female uniform jackets to improve appearance at a distance.

You can view our official changelog here.

See you in the AlterVerse,
Nibiru

As always you can reach out to us here, or on Discord and Telegram

Or on our social media:
Twitter
Facebook
Jan 25, 2020
MMA Simulator - Fuel
Hi all,

Just a small update, here's what's new:
  • Weightclasses are now on the recruit screen per suggestion.
  • Fixed a bug related to how jiu jitsu submissions were being calculated.



Hope your 2020 is off to a good start!

-Nick
Jan 25, 2020
Coloniam - aklinevr
Hello everyone! Thanks for taking the time to check out this early access game. This initial launch is for people who are interested in playtesting and providing suggestions for new content. I would suggest not buying this if you are looking for a bug-free feature-complete experience.

If you encounter any bugs or issues please feel free to make a community post about it.
Holdfast: Nations At War - AGS | Refleax


There’s been plenty done during the previous week! With new features being introduced, plenty of bug fixes as well as optimisations, we’re going to be needing more testing done before the update sees a full release.

Come have a read of our latest blog post and join us in the BETA.

What To Expect? Changelog
Here’s the entire changelog detailing all the changes, additions and fixes we’ve undergone in this second BETA release - All focused around game polish.

Client Optimisations
Further optimisations to reduce framerate hiccups when opening the Voice Acting ‘V’ panel.

Server Optimisations
Solved an instance where the server could crash when the players interacted with an object.

Solved multiple warnings being outputted on the server impacting performance.

Game Responsiveness - Server Configuration
Introduced functionality allowing servers to automatically restart based on a specific set schedule.
» Anvil Game Studios Official servers will be set to restart daily improving game responsiveness.

Game servers will now automatically relaunch themselves following an unexpected crash.

Players that join game servers not running optimally will be warned that their gameplay experience is consequently being impacted.
» Game servers running below 60 FPS will result in delayed melee combat, shooting and interactions irrespective of the player's ping.

Gameplay - Cavalry
Increased the volume of horse-related sounds. You can still control this through a specific audio slider from the game’s settings.

Reduced the number of cavalry units available on Grassy Plains 1 whilst playing on the Army Battlefield game mode to 2 Hussars and 2 Cuirassiers or Dragoons per faction.

Players can now rebind the mount and dismount key from the key bind settings.

Gameplay - Game Modes & Maps
Multiple changes targeting balance on Fort Salettes when playing on the Army Battlefield game mode.
» Introduced an additional entry point to the left of the fort.
» Factions now spawn to either side of the fortification and must make their way to the fort where the battle ensues. One faction no longer spawns inside the fort when the Army Battlefield game mode is playing.

Multiple changes targeting balance on Fort Salettes when playing on the Army Siege game mode.
» Increased the health points for the fort doors leading to Fort Salettes allowing the defenders more time to mount their defence.
» Ladders on Fort Salettes must now be carried and raised adjacent to its walls. You’ll no longer find them pre-placed.

Gameplay - Sappers
Countdown timers leading to a barrel’s explosion now also show if you ignite a barrel belonging to the enemy faction.

The health indicator for the player-built chair that you’re sitting on while playing with the Sapper class no longer shows. It was rather intrusive and obstructed visibility for the fellow enjoying a moment of respite.

Bug Fixes
Solved an issue where the ‘Leaderboard Standing’ user interface still continued to show even if the player didn’t participate in the round.

Increase the reliability for rank retrieval showing your standing in the leaderboards after the match ends.

Solved an issue where a continuous ticking audio cue could sometimes be heard during the end of match screen.

Solved multiple instances where the count-down timer informing players when they’ll spawn was showing incorrectly.

Solved an issue where the server’s player count shown in the lobby would reset back to zero for a few seconds when the game server changes the map.

Solved an issue with the Portuguese translation showing in German when hovering on traits and abilities.

Solved an issue where sometimes players weren’t able to sit on chairs built by the Sapper class.

Solved an issue where sometimes the player would fall through the terrain when killed by an enemy on horseback.

Solved an issue with incorrect sounds being played when a player hits the terrain with a melee weapon.

Solved an issue where sword strikes from dismounted cavalrymen can sometimes be invisible for other players.

Solved an issue where sometimes warning indicators would continuously flash.

Solved an issue where names wouldn’t show when the player is moving a field gun.

Solved an issue where if you’re playing a tune with a musician and opt to spawn with another musician class, the music menu will open upon clicking on the spawn button.

Solved an issue with Army Siege and Army Conquest capture point indicators not scaling correctly.

Solved an issue where players would die a slow painful death if they stood atop a small campfire.

Solved an issue with the health indicators for player-built defences resetting to a random value.

Solved an issue with weather transitions not correctly resetting when a map changes.

Solved an issue where voice-acted Prussian cheers, shouts, insults and commands would sometimes cut-off.

Solved an issue where players could get stuck on map load if the server goes offline when the player is loading.

Solved an issue where a small number of reinforcements still continued to show even if the respective faction was out of reinforcements.

Solved an issue where the melee combat indicator continued to show when sitting on chairs, carrying rockets or moving field guns.

Solved an issue where the melee combat indicator continued to show when auto-joining a round.

Solved an issue where the melee combat indicator appeared to flash and constantly switch between block and strike states irrespective of the player’s movement.

Solved an issue where score gathered from killing cavalry units wouldn’t contribute towards bettering the player’s leaderboard standing or soldier rank.

Solved an issue where the ‘Ambience’ slider would also raise or lower the volume of tunes played by the musician class.
» Musician tunes can now be separately controlled through the ‘Musician Song’ audio slider.

Quality of Life
Players will now display a hint next to the mini map for the first minute after they join the round informing them that they can mute other players by pressing the ‘P’ key.
» You can disable this hint through the game options - ‘General Hints’.

Graphical
Solved multiple issues with texture parallax mapping for buildings present on Desert Ruins.

Public BETA V1 - Changelog
Should you wish to view the changelog for the first BETA release, you can do so below. These changes will also make their way to Game Version 0.41's release.

https://steamcommunity.com/games/589290/announcements/detail/3453632564275532841
Participate In The BETA!
Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details in the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.

Everything present in this BETA is still a work in progress and bugs are to be expected.

https://discordapp.com/invite/holdfastgame



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.

If you’re a fellow in the ranks of a regiment, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame




Once again we thank you for your support and until next time, may good health be yours.

- Anvil Game Studios
Jan 25, 2020
Candice DeBébé's Incredibly Trick Lifestyle - Havishamone
My dearest aurally-gifted fans,

I have a soundtastic treat 4 u all. Nt only has all of my music been converted 2 Steam Soundtracks, such that u can buy them separate from da base gamez, u can now get Candice: Da Instrumentalz COMPLETELY FREE even if u do nt own ne of my gamez.

Wats more, I have a MAGICAL ANNOUNCEMENT. Da lost Instrumentals from Candice 1 r now also included in Da Instrumentalz:

I iz Candice Yo (Instrumental)
Bounce Until the End (Instrumental)
Challenger Yourself (Instrumental)

For legle resons I can nt confirm or deny wat happened 2 them in da first place, but I think we all know who iz 2 blame Krystal.

With Love Infinite & Infinitesimal,

Candice xxxxxxxxxxxxxxxxxxxx
Filthy Frank Kart - davidadems
  • The big major change is mainly on the game's graphical side because I partially gave up on having the graphics on the exact same level as the original NES Super Mario Kart release had back then and I toke a small steps above the graphical limitations of SMK's graphics with some simple 3d objects,walls,fences,buildings and other things that could give more life to the levels.


    Here you can see the Before and After pictures about the changes that the levels went under.


  • A completely new level has been added :The Airfield mainly inspired by the airfield scene at the end of the PIMP MY WHEELCHAIR.

  • Another thing is from now you can see your items behind your character being draged and you can also see the other racer's items from behind of them so now you know what you can expect from your rivals if you want to overtake them.

  • Other changes are mainly just menu related things.which are not really noteworthy
I will try to put out another update in this month with at least 5 new levels.I also already started to work on the controller support and local split screen co-op so the controller support should be out in early February if not sooner.
Jan 25, 2020
Breaking Good - Necronomicron
Evolution of Ages: Settlements - Tormunda
Welcome to the first Development Diary for the next game and Chapter of Evolution of Ages.

Each Development Diary will cover a specific part of the new game and explain the differences between it and the first.
The new game is still early in development and this is an ideal time for the community to give feedback and ideas as the development progresses.

So how does the storyline progress?
Many of you may not have completed the first game and as such can skip the spoiler!
After leaving Earth, the survivors head out into the stars, travelling for the only known location where the ancient humans may have gone. Mars!
After many long months, Mars finally comes into view and to your surprise the planet is a mass of blue water with many islands. Around the planet is a complex grid of satellites, forming some kind of artificial ionosphere. It seems the ancients had found a way to terraform planets and make Mars into a new home.
The flight team adjusts course and heads towards the nearest landmass when suddenly a huge explosion impacts into the side of the craft. Orbital defence systems have locked onto your ship and are in the process of launching a second and final missile strike.
The Captain takes the only measure he can and accelerates the ship towards the ground. Death by missile strike or death by impacting the planet.... With a prayer he closes his eyes and hopes someone may survive.
After an unknown amount of time the first cryogenic pods for the earth survivors runs low on power and brings its occupants to life.
Staggering from the wreckage of the spacecraft, a few survivors make their way out onto the new horizon....


Once again you are back to basics: Sticks, stones and trying to obtain food.

Developer Diary 1: The World Generator!
In Settlements the world is a fixed image that allows for the spawning of icons that you can click on and a space for new icons to appear due to scouting missions.

In New Horizons the whole world is randomly generated and displayed in classic hex format. This world is covered in a fog of war type effect and you will need to send out scouts to uncover the land around you.


In the above picture you can see that the ship has crashed into a swamp. The good news is that you have lots of wood, stone and water nearby, the bad news on this map is that your hauliers will have a hard time moving resources at speed (more on this later!)

Goals
The new system will allow for maximum re-playability, with each game being a new world map. I am currently at a point whereby 80% of all worlds generated are balanced so that you have the resources you need within reach and a map that is enjoyable. As the game progresses I will continue to fine tune this, however the downside of having a random world is that some worlds will always be easier than others!

As we progress through the various development diaries I will explain how Scouting, building, crafting, encounters and missions all work on this world map as well as how you will need to lay out warehousing so that hauliers can move materials quickly between buildings.

A forum post is available for everyone to give feedback and discuss the new game.
All of the issues raised by the community in the first game are taken on board and changes have been made to the next game to make sure everyone can enjoy the game to the max.

Tormunda.
Jan 25, 2020
Rumble Arena - KingNiels
Streamed at: https://www.twitch.tv/tuscuu
1st- $7
2nd- $3
Starts this Sunday (01/26/20) at 12pm EST / 6pm CEST
Rule set https://docs.google.com/document/d/1xtDvYlYsTjHXR7B62ZZQmlazPg8I_kfyH8l2mlgt_xU/edit?usp=sharing
Joining our Discord is required if you want to participate: https://discord.gg/fvbEgSB
Sign up >>>> https://challonge.com/BuffT2
make sure your challonge name is the same as your discord name :)
Jan 25, 2020
X-POINT - Scanarri

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