Characters whose maximum Stamina has dropped to zero no longer act as if they have full Stamina.
Characters no longer stutter when moving left and right when performance dips.
Localization
We completed the process of localizing all text in the game for players who read Simplified Chinese, including dialogue subtitles.
Settings
We fixed a problem that caused existing owners of State of Decay to end up with both Flashlight and Crouch accidentally bound to clicking the left stick on a controller.
If you have not already edited that control yourself or reset controls to default, then this update should correct the problem.
We made it possible to manually rebind Interact and Quick Finisher to the same button, where previously, you could only get them into that configuration by resetting all the controls to default.
We added support for ultra-wide 21:9 resolutions to the video settings drop-down.
Missions
Living at the Prescott Fire Station no longer prevents you from satisfying the Warlord Legacy requirement to build a Fighting Gym.
The built-in Workshop at the Prescott Fire Station can now be used to fulfill the crafting requirements of the Builder Legacy.
Prestige
Daybreak no longer inadvertently caps your prestige earnings at 9999.
Technical
We fixed some excessive, minutes-long load times that sometimes occurred on faster PCs.
We fixed a potential crash when viewing the Legacy Pool from the Main Menu.
We fixed an error that could occur when exiting the multiplayer menu in the Steam version of the game.
Other Changes
We fixed a range of minor audio issues, including music that wasn’t quite long enough for the updated credits.
We also made sure our most recent hires actually appeared in the credits for Juggernaut Edition.
Hey everyone! Lets dive into the latest update for Pummel Party version 1.8.1. This update includes exciting new content, fixes and improvements check out the details below.
Weapons Cache
With this update we have added a new interactive board element called the "Weapons Cache Space" this space gives the first player to reach it one of the four new powerful items described below, the space then despawns for three turns before respawning.
Icon
Name
Description
Nuclear Waste Barrel
Pour nuclear waste on another player bloating their hands and head preventing them from using items and damaging them for multiple turns.
Arcade Challenge
Challenge another player to a retro game using this arcade machine, the winner gains a goblet.
Giga Laser
Atomize any player anywhere on the map with this item killing them in one shot.
Dark Summoning Staff
Summon an ancient evil that patrols the map killing your enemies.
You can also control the respawn rate and if this space or specific items are enabled in the ruleset options.
Translations
Pummel Party has now been fully translated in to the following 9 languages.
Français (French)
Italiano (Italian)
Deutsch (German)
Español - España (Spanish - Spain)
Русский (Russian)
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
New Minigames
Two new minigames have been added with this update. Both of which will test your reaction speed!
Batty Batters - Hit the falling objects with precise timing to gain points.
Pack and Pile - Use precise timing to place your boxes in a pile, first player to the top wins.
New Hats
Pigtails
Irish
Shark
Squid
New Unlockable Capes
Cosmic Cape
Forest Cape
Wireframe Cape
Water Cape
Console Ports Announcement
We've heard from many of you that you want to play Pummel Party on console so we've begun working on bringing the game to Xbox One and PS4 without impacting the pace of updates for the Steam version which is still our main priority. We don't have any solid date for when you can expect the release but we will keep you updated on our progress.
We hope you have fun with the new update and want to thank you for all your kind comments and support, we really appreciate it. We'll see you all again when we release our next update!
Pummel Party Patch Notes 1.8.1
General
Added difficulty curve to breaking blocks minigame
Made present item minigame selection consider played minigames
Performance Optimization for Main Menu, Board Maps, and various minigames
Improved load time for Daring Dogfight and Rotor Race
Implemented steam cloud saves for rulesets, saves and unlocks
Added a maximum frame rate control in graphic options
Cosmetics
Added 'Cosmic' cape
Added 'Wireframe' cape
Added 'Forest' cape
Added 'Water' cape
Added 'Pigtails' hat
Added 'Irish' hat
Added 'Shark' hat
Added 'Squid' hat
Visual
Added present item despawn animation
Added a fade transition when disconnecting
Improved select color in load/save menu
Improved minigame transition smoothness
Reduced camera shake in Temporal Trails
Added respawn animation to explosive barrel on pirate map
Added scorch mark decal to explosive barrel on pirate map
Added pre-explosion animation to explosive barrel on pirate map
Added scorch mark decal to eggplant explosion
Bug Fixes
Fixed a bug which allowed players to skip a portion of the Rotor Race minigame
Fixed a bug which caused low fps in the options menu
Fixed a bug where Two Birds Achievement could be obtained by hitting one player twice rather than two different players
Fixed a bug where picking up the shotgun in Barn Brawl just after shooting would make it invisible
Fixed a bug where opening the inventory 1 frame after hitting the dice would break the game
Fixed a bug where players health on the UI wouldn't update after being revived
Fixed a bug where you could go backwards in Rusty Racers and skip part of the track
Fixed a bug where players could get out of bounds in Daring Dogfight
Fixed a bug where players could fall out of the map in Grifting Gifts
Fixed a bug where players could hold themselves against the outer barrier in Temporal Trails
Fixed a bug that showed Loading status before minigames incorrectly for clients
Fixed a bug where falling into the water in Slippery Sprint before hitting a respawn point would result in not respawning
Fixed a bug which caused the health of players to not display correctly on clients in Daring Dogfight minigame
Fixed a bug where the treasure goal would spawn at an incorrect rotation
Fixed a bug where beehive aimer would collide incorrectly
Fixed a bug that would incorrectly show minigame score from previous minigame
Non Xbox controller users : You might be able to change some or all control buttons within the game settings but it is not recommended. The reason for this is that they are not guaranteed to work with menu navigation. Use a third party Xbox controller emulator like "x360ce" instead ( x360ce.com ).
Added: Layout Saving. You can access and store layouts via the Layout menu from the toolbar. You can have up to 8 layouts saved. This saves everything, including Position, Rotation, Scale, Opacity, etc.
Added: New Button for toggling Media Controls to Wrist Overlay.
Added: New Button to toggle Layout Mode to Wrist Overlay.
Added: Proper scrolling to UI elements. You can now scroll with the joystick up/down on UI (ex. Window Selection list.)
Added: In layout mode, there will now be an indicator on the ground to show you which way is forward relative to the window space, and where the space was last recentered to, this should help to visualize and understand where to place windows in the world better if you want them to recenter directly in front, to the side, etc.
Added: Localization strings for Layout Mode button
Added: Localization strings for Media Controls button
Added: A beeaster egg.
Added: A beechievement.
Changed: New animations for showing Wrist Music Player
Changed: Localization no longer requires an overlay to be disabled and re-enabled to take effect. Changes will be apparent instantly.
Changed: Window behavior settings is now scroll-able and things are spaced out more, to make it more legible.
Updated: OpenVR API to 1.10.30
BUGFIXES
Fixed: Mouse cursor distorted on edge of display
Fixed: Secondary Monitor capture freezing when moving from main monitor to secondart monitor with the cursor.
Fixed: Log Spam when a window not in focus was resized on the desktop.
Torchlight 3 is entering Closed Beta this week. This is an acknowledgement of where we are in the journey of making this game with you. Let’s take a couple moments to look at how we got here.
Back in November of 2018 we ran two Weekend Alpha events - where the game was quite rough and several design risks were on display. Then from March through December 2019 we were in Closed Alpha - with various big updates along the way. Listening to feedback, we completely remade several fundamental systems in Updates 1-9. Remember when skill progression was currency based? Or Relic Weapons that swapped out your equipped weapons and only had one power?
Then, in January 2020, we released Update 10 with some massive new content: the Sharpshooter joined the fray, and heroes began delving into the Echnonok mountain fastness of Act 3. We also announced that the game was renamed to Torchlight 3 and that our business model had changed. Happily, your response to that was resoundingly positive. Since Update 10, we’ve been releasing patches almost every week. Although some chunky content like Class Skill Tiers, cinematic transitions, and legendary items have been added in this time, the TL3 team has been almost entirely focused on bug fixing and polish. You’ve seen their massive bug fix lists in the patch notes, and how polish on combat skills can make a massive difference in game feel almost overnight. We still have a bunch of that to do - especially as we prepare to launch on the various platforms. Which brings us to today.
We see TL3 as ready for the label “Closed Beta”. These definitions for Alpha, Beta, and Early Access vary widely across the industry. To us, Beta reflects the fact that we have shifted from “adding” to “finishing”. We have a massive list of bugs right now to work through: some of them obvious, painful and unshippable and some of them minor, nitpicky and skippable. So what can you expect to see in the coming months beyond bug fixing? We will keep listening for problems and find solutions that we can achieve while still hitting our dates. This is because part of entering Beta means aiming towards Launch Day.
So while there’s no big fireworks in Torchlight 3 as we enter Closed Beta, it’s still a major milestone for Echtra on the way to Launch. It’s the time when we can really polish what we have. We couldn’t have gotten here without your help, and we appreciate that. Together we have found the path to a great game.
Tyler Thompson TL3 Project Lead
Quick reminder from Echtra: The Closed Beta test is still invite-only and the NDA remains in effect. We’re getting closer every day to opening the doors wide, but we’re not there yet!
To work closely with the Alpha testers, we continue to do weekly updates. While it means that some bugs might make it past our QA team, it does help us get more immediate feedback from our changes.
A "mainline" patch brings all of the past week's development work into the Alpha test. Players will need to exit the game in order to download the new version.
Bug reports in the Steam Discussion, via Feedback button in-game, and through Discord are incredibly helpful, thank you! Players will notice many of their reports listed as fixed in today's Patch Notes.
This week's patch is loaded with a variety of fixes and updates. Most noticeable on the list below is the completion of several Forged and Sharpshooter skills and milestones, 15 new Legendary items, more available language options, and updates to Relics and Pets.
We've adjusted some quests and also added some guidance in finding the Luck Sprout within your inventory, as that has been confusing for many new players.
Oh... and Champions now spawn at higher rates when playing with a higher number of players or at a higher level of difficulty. Because that's just more fun, innit?
We've got a lot of additional updates coming in the next couple weeks, so as always, thank you for all the feedback, bug reports, and testing!
See you in-game! - Echtra Bean
PATCH NOTES
GENERAL
Added "Credits" button to option menus. (Currently disabled.)
New Languages (backend prepped, not yet live): Portuguese, Spanish, Russian, Simplified Chinese, Traditional Chinese
Loading into the character select screen should be faster and not pause anymore.
Changing armor shouldn't cause the framerate to hitch.
Updates to resolve some level load stalling.
ITEMS & GEAR
15 more Legendary items have been completed.
Limited critical hit chance secondary affixes to 1 per item. Doubled the critical hit chance value ranges for the 2H weapon primary affix.
ENVIRONMENT
Replaced the waypoint at the beginning of Grove of Sorrows so that the waypoint only appears when in the normal Strongtusk dungeon, but not in the mapworks.
Fixed minimap bug and removed nav mash in inaccessible area.
Moved the large boulders blocking the view of the Warp in Bugswat Burrow. Fixed warp VFX.
Added collision to the Netherim Pylon quest gadgets that appear in the Guarded Path, so you can't walk inside of them.
VFX Fix: Echo Cliffs background clouds
VFX Fix: Level Warp
Decreased scale of Zephoras' cocoon to better match his body size.
Explosive Arrow also updated, however, the Tier 3 milestone bonus is not currently functional.
Forged:
Servo-Driven Uppercut deals damage before tier 12 again!
Attempt at fixing an issue where Rapid Fire stops dealing damage after a few hits.
Forged Milestones now fully added.
MONSTERS
Fixed an issue where monsters would get stuck on the edges of navigable terrain. This could result in bosses becoming unkillable if it happened while they were leashing.
Fixed the goblin bombers using the wrong animation to spawn from the goblin bush (was drop, is now burst).
Sadista music and snapshot implemented.
Added random names for Thornstriders.
Increased the chance that Champions spawn with a higher number of players or at a higher difficulty.
PETS
Legendary Pet Affixes have been added to the game!
Pet Collars and Pet Tags now have a suite of secondary affixes they can roll. Including: Attack Speed, Block, Crit Chance, Crit Damage, HP, HP Regen, Move Speed, Active Skill Cooldown, Apply Burn, Apply Bleed, Apply Chill, Apply Poison"
QUESTS
Area Map now shows correct quest marker information.
Fixed a case where it was possible to get stuck without the task to "Find Wolfram" in the "Untangled Web" quest, which prevented the warp to the boss arena from unlocking, thus blocking quest progression.
Fixed missing quest reward upon rescuing Zephoras.
Fixed missing quest rewards from dropping upon completing tasks in the "The Artifact" quest.
Fixed missing quest rewards from dropping upon completing the "Expansion Pack" quest.
Fixed quest rewards for the "To the Rescue" quest. Added another quest reward item option so that there are 3 to choose from.
Added experience to guide the player through their inventory in order to acquire the Luck Sprout consumable.
RELICS
Added new Blood Drinker art in the inventory Relic tab.
Ember Cores are a resource now, stored in the player's resource inventory.
Made the Ember Core currency save per account instead of per character.
Temporarily set the Ember Core as something you can destroy, because some players still have some in their inventories.
UI/UX
Added an apostrophe to McTyre's Cove.
Character customize gamepad fixes:
Couldn't scroll customize character UI.
The hardcore box is now part of the up/down navigation.
Gender defaults to the incorrect button.
No selection highlight for non-default genders.
Fixed an issue where the stats panel could not be scrolled in the inventory with the gamepad.
Increased size of fame quest reward icons.
Missing icon for Skill stations in customize mode now added.
Removed the placeholder text that appeared on the Ember Weapon notification.
Renamed "Firebelly's Stronghold" to "Firebelly Stronghold".
Revised text on affixes for Forged resource regen to read "Heat" instead of "Steam".
Set the "Equipping Gear" mini help screen to display the correct hotkey for both gamepad and mouse + keyboard.
Updated Skill backgrounds to fit the new horizontal format better.
Welcome message should now fit better. It was being cropped off the screen at the bottom.
Added "i" button to access the skills info in the skills panel.
Hiding area icon over the minimap removed.
Options menus layout update.
Revised the text of the step to click on tombstones to be more flavorful and specific than "Inspect Gravestones".
Polish Updates:
Currency text style to fit better in the currency space.
Insurgency: Sandstorm is free to play on Steam right now until April 1st. During this period, you will also be able to get the game to keep for good at a 50% discount. Perfect timing to check out new free content added last week with the massive 1.6 Update which brings public mod tools and https://insurgencysandstorm.mod.iointegration, a new map, two new weapons, new domination layouts, and much more. Check out the attached screenshots and read on for more details.
Mod.io Support
Modding support comes to Insurgency: Sandstorm! With Insurgency itself birthed from the modding scene with the original release, the Insurgency: Sandstorm mod tools are launching with full Mod.io integration to help more creators get what they want out of the game. The initial release will allow for the creation of levels, game modes, and mutators, with expanded capabilities on the way.
New Map: Power Plant
Taking Insurgency: Sandstorm CQB to the next level, Power Plant has tight corners and many passages, so you’ll always want a teammate watching your back. The titular structure is always in-sight, helping you to navigate the map. With a greener locale, Power Plant is a new experience for all players, available completely free as part of the 1.6 patch.
Two new weapons: Tavor 7 & ACE 52
New update, new guns. The Advisor classes on both sides of the conflict will receive new weapons – the Tavor 7 for Security and ACE 52 for Insurgents. These state-of-the-art fully automatic battle rifles come chambered in a high caliber, making them highly lethal at both close and long ranges regardless of whether your target has armor.
Domination Mode
The Domination mode is now available on five more maps - Refinery, Outskirts, Precinct, Summit, and the new Power Plant. Domination is a fast-paced, respawn-enabled, area-control mode that sees teams fighting over three control points.
And more!
Also in this update are new cosmetics, stability fixes, balance changes, and much more. We’re committed to continue support for Insurgency: Sandstorm as we head towards the console launch and beyond.
Play Insurgency: Sandstorm and the 1.6 update free from March 26 through April 1, and get the game at 50% off on Steam!
We're excited to announce that Flashing Light's March update is now live! Based on your feedback from the roadmap vote, today's update introduces an unmarked 'charger' type car for police, new EMS and Fire callouts, flashlights and flares for all departments, spotlights and more.
Thanks to the amazing support we've received from you, the community, we've also been able to add Czech, Italian, Turkish and Finnish language support in today's update! Thank you so much to everyone who has contributed to the community translation project via Localizor so far!
We'll be announcing our plans for April, May and June next week, so keep an eye out for the latest Flashing Lights news!
Flashing Lights Now On Sale! 20% off until Thursday 2 April!
Updated EMS callout ID 4, additional injured NPC added
New callout for EMS and Fire Department: Vehicle incident with injured NPCs and trapped driver [ID 4000]. Callout can take place at 10 random locations
New callout for EMS and Fire Department: Vehicle incident with injured NPCs and 3 trapped drivers [ID 4001]. Callout can take place at 5 random locations
Firefighters can now use Medbags in callout 4000 and 4001
Flashlight added for all player characters (On/Off key by default: E)
Road flares added to all department vehicle trunks
Portable scene lights added for fire department, accessible from vehicle trunks
Spotlights on department cars and SUVs (On/Off key by default: P; Right Mouse Button to aim spotlight)
Additional lights for tow truck and van (On/Off key by default: P)
Additional lights for Fire Department and EMS trucks (lights control panel on/off key by default: P)
Face masks introduced as an option in character customisation menu
Translations updated for the following languages thanks to community translators: Traditional Chinese, German, French, Brazilian Portuguese
New languages added thanks to community translators: Czech, Italian, Turkish, Finnish
You can now view previous info pop ups (Key by default: F4)
Fixes
Mission complete UI should no longer get stuck on screen
Grass performance improvement
Performance spikes in city reduced
All vehicle headlights beams adjusted
When moving a stretcher, the physics should no longer push the player forward
Vehicle steering adjusted (might need reset your steering sensitivity in Settings > Controls)
NPC tow truck previously didn't pick up red car from aggressive driver callout
Fixed an issue where players couldn't reload weapons after getting out of vehicle
Emergency lights adjusted: removed white on rear side of the lightbar
CPR animation no longer includes mouth to mouth
Tow truck hook input is now inactive while using chat
Fixed an issue where towing the same car twice from callouts would stop working
EMS truck's right side mirror now works while using interior view
Updated NPC emergency vehicles on callouts
Updated police and firefighter NPCs on callouts
Removed EMS NPC on callouts as now firefighters call for pickup
Tow truck players, in multiplayer, can now tow all wrecks from driver rescue calls
Element Space has finally released on PS4 and X1, and we couldn´t be happier about it. Our partners at Blowfish Studios have done an awesome job and will keep on at it as strongly as they have so far.
In the meantime, our team is dedicated to finishing the last touches and fixes to bring you an updated and voice-acted PC version, but I have to tell you that we are facing a slight delay on this.
Feels like living on space station!
The quarantine we are living in (which is full-on in our country) has affected the lives of every member of the team (covid-19 even made an appearance, so imagine that...) and it had an impact in our work schedule that was stronger than first expected.
With everyone working from homes and our server working a-ok, we still keep on advancing to bring you what was promised. It will take longer than a week, but we´ll keep you posted as we move forward to bring you the game you guys deserve. Like the steel-willed people of the Slavic Union, we will power through!
Thanks for you comprehension, hope you guys are staying at home and keep those Hit Points up!