New Perk! -> Scrap Magnet (3 nodes total) - Scraps will attract towards your ship within a specified range. (If you previously owned a perk slot that was replaced by a Scrap Magnet perk, it should auto add the perk to your loadout)
Buying the Enemy Difficulty Level Perk now gives you an extra 10xp per run per perk gained!
New Boss! -> The Devious Twins, Nano and Nina!
-> Nano and Nina have been added to the Story Mode boss selector only.
-> Nano is more aggressive and uses a basic laser while Nina uses her wit to take you down with bombs and lasers.
-> They also have corresponding minibosses as well.
-> Dialogue has been added for their interaction as well but no voice overs yet!
ADJUSTMENTS
The Grid now shows the perk that you are selecting's details even if it isn't unlocked yet. Hooray for strategic pathing!
Minimum time before you can activate the correct button to get past the tutorial increased (0.5 sec -> 1.5 sec).
Bob's healing orbs now float to his health bar to have more clarity on when you're healing him.
The "Attack Speed"perk has been renamed to "Fire Rate" for more clarity.
The Fire Rate node's art has been replaced to better show the perk's ability.
Player's side bounding boxes extended to give more flying space and be able to pick up those pesky side scraps.
BUG FIXES
Fixed a bug where picking up two laser powerups at the same time would make the orb effect persist as if someone stuck a sticker on your screen. Don't worry, we've tried to peel the sticker off, too.
Fixed a bug where the save files were not properly displaying their time played.
Fixed a bug where you could fire / queue up bombs / queue up a roll in the pause menu.
Fixed a super annoying bug where you could not regain control of the continue button in the end screen panel after alt-tabbing out.
Fixed a bug where XP from killing bosses was not getting added to your ship level xp total at the end of each round!
Thanks and see you all next week! We really appreciate the support and feedback we've been getting and can't wait to introduce more content for you!
Decreased Matsumoto player damage by 20%, his reach was too overpowered.
Decreased the Health of opponents on Easy Mode by 50%, so beginners won’t struggle so much or just for people that wanna have some casual fun can enjoy themselves more.
Visuals
Added option to remove the hit blur effect entirely in the Options > Video. Some people were still getting sick from the effect, so when players are on Easy or Medium difficulty, the effect will be removed if they so desire, however, if they are playing on Hard Mode, then the screen will appear black for 0.4 seconds when they are hit, that is to make it fair for people that are playing with the effects on, since there is a LeaderBoard.
Bugs fixed
Fynis opponent was using her spinning back fist too far away.
The dice roller is contained within the token stats panel and when a dice is rolled it puts the results into a windows below it. Multiple of the same dice can be rolled at the same time with individual results being displayed, it also displays which token is doing the dice rolling.
You can clear and closed the dice roll results area if you want to reclaim the screen space.
Note:
Digital Dungeon Tiles is a mapping software first and foremost. These features we are adding to assist play are just bonus features, you should not expect them to be deeply intricate systems.
Updated
Fixed some placeable objects that were not playing nicely with the save and load system.
Increased the performance of the lighting system when using multiple light sources.
Fixed a monster token that was showing up as a blank token
Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper
Greetings, employees!
If you've been postponing your trip under the Dome for a long time, then now is the time! Over the past week, the world has changed a lot. All thanks to the dedicated work of the staff of each wing. New settlers can expect new jobs and areas for exploration, the most technologically advanced equipment and facilities like no other in the world.
Station Overhauls
In the latest issue of the newsletter, we announced a change in the management of the Concord Station. It's time to see how the station has changed with the new management.
We can't believe how the station has transformed in a couple of days. Newly opened facilities, flooded with new lamps, created additional jobs. The quality of equipment was increased, and modern machines have replaced the old ones. New designer furniture in the recreation areas is so nice, we want to take hundreds of photos on it to send to loved ones outside the Dome! Be sure to visit the Concord again to see how good the station has become.
But that's no reason to stop here. What matters to C.R.O.N.U.S. is taking care of its employees. Remember, the future of the Dome and all humanity is in our hands. Send your feedback and wishes to us, no letter will be ignored, you can be sure about that.
New enemies in the wastelands
Absolutely legal and safe experiments on the Dome animals resulted in a breakthrough in the protection of strategically important objects. Modified cyber-hyenas were 10 times better than human counterparts in conducted tests. Needless to say, it will significantly reduce security costs. Saved money will be distributed somewhere else to the benefit of employees.
*Some specimens managed to escape and leave the test site. Be careful during your research. Cyber Hyenas are equipped with the most powerful weapons and are very deadly.
Press tours under the Dome
We are confident that the discoveries made under the Dome will change the future of humanity forever. Therefore, we invite journalists and observers from all over the world to visit us. Having contacted our press services you can make an application for a free trip to wastelands, modern settlements, scientific objects and other possessions of the corporation. Remember, you will never want to leave the Dome!
Encased community is the most important for us - we are going to follow up those closely for your feedback on the game.
The game is still in the development so if you want to stay in touch on other channels than Steam you can follow us on social media and visit other cool resources with game updates information new artworks and lore pieces.
Today is the day! Aground has left early access and is now fully released for PC, Mac and Linux! The launch build includes Co-op multiplayer (up to 4 players), two official translations (more to come), modding support, two backer planets, the complete science and magic paths, and much, much more.
It’s been a very full 2.5 ish years - but we didn’t do it alone. A huge thank you to:
Our awesome crowdfunding backers - your support kept us going.
Our Beta testers, Discord and Reddit communities - you found many bugs and shared much enthusiasm!
All the streamers and Let’s Plays that have shared the fun of Aground with their watchers - your impact is amazing.
Our families and friends - for putting up with us being in this wild, creative, unpredictable field of work!!
Now’s the time to jump in and share the game far and wide! Tell your friends, stream your gameplay, get on social media, join a Multiplayer game online… going out is dangerous, right? Might as well stay in and play / share Aground.
It was so much fun hanging with the community and streaming today - we chatted with fans about the development process and all hit the launch button together! What an exciting moment!
Aground will also be coming to Switch, PS4 and Xbox later this year - keep an eye out for more announcements as that gets closer.
Fixed class positions incorrectly displaying during single class/practice
Fixed Superkart/ Stock V8 mini class icons
Blocked lap timer incorrectly displaying in HUD 'off' variant
Disabled currently unused containers/elements
Created separate leaderboard and lap/position info HUD elements
Disabled leaderboard by default on 'light' HUD variant
Adjusted trackmap zoom mechanics & tweaked graphical elements
Revised start light HUD element
Adjusted text colour and border of player in HUD leaderboard
Added missing vehicle stats for MIT Lancer R & RS
Updated trackmaps for VIR (all configs), Snetterton (all configs), Velocitta (all configs), Jerez 2019; Added Missing track logo for Snetterton
Increased vehicle preview resolution
PHYSICS, FFB & AI
Reduced wheel contact factor in all open wheelers (reducing chances of cars launching into the air with relatively minor contact) & corrected mass of several independent detatchable parts
F-Classic G3M1: Fixed default gear ratio for 7-speed gearbox
F-Ultimate: Adjusted torque curve & throttle map for smoother power delivery
Minor tyre tread adjustments to F-Classic (all gens), Ultima GT, MCR 2000, MRX P4, F-3, MIT Lancer R & RS
Added TC / ABS to MIT Lancer R & RS when running Authentic driving aids
F-Classic (all gens): adjusted default front wing setting for better aero balance
Adjusted AI prudence when challenging human opponent
AI behavior tweaks: smoother lateral reactions & brake application; less performance variation depending on AI skill when on throttle / brakes; less performance loss as AI driver loses stamina
AI performance callibration passes for all cars
TRACKS
Added alpha to coverage to all foliage shaders - improves quality, only works with MSAA
Jerez: Reworked wet track material and puddle mapping; fine tuned road blend textures and vertex alpha blending to improve some blending abnormalities
Oulton Park: Fixed pitwall collision bug
Night lighting updates for Cascavel, Velopark, Kansai, Goiania, Jerez, Imola, Imola 2001, Imola 1988
VEHICLES
Copa Uno: Updated liveries (partial); Adjusted collision mesh
Super V8: Adjusted collision mesh; Updated Vertex AO; Added detachable parts from Damage
IL-2 Sturmovik: Battle of Stalingrad - 777 Studios
#248
Hello everybody,
After releasing the update 4.005 last week we continued on polishing it, addressing the issues that were found after the public release. We hope to release another Hotfix tomorrow that will improve the public version stability. Of course, the work on the next update is being done in parallel - for instance, the new heavy assault gun SU-152 for Tank Crew project will be finished soon. This one, being a symbiosis of a heavy tank and a heavy howitzer, really stands out. It's no wonder that such a war machine required adapting and improving the core systems to support it properly - there is no reason not to implement something created for one unit to all others that were released earlier. For instance, all 45mm and higher caliber shells that in reality did not have tracers will have a visual model of a flying shell (one for all for now) instead of a symbolical tracer. Firing the main gun without working ventilation and closed hatches will result in carbon monoxide poisoning of the crew and we created additional effects of the evacuation of the propellant fumes from the engine compartment for vehicles that used it for the fumes evacuation. The new system that allows a commander to order his gunner and other self-propelled guns under his command to fire at a specified direction and range is also almost complete. There are also finishing touches like oil pumping animation before starting the engine. The visual model of this vehicle, that probably has the most firepower in the project, is also nearly finished.
We would like to emphasize that many things that were done for Tank Crew also improve the aircraft - for example, the Tank Crew separate animations tech and the new models of the Soviet and German pilots that are being created using it for BoS, BoM and BoK allow us to put American and British pilots into the lend-lease planes. This means that soon you'll be able to witness RAF and Soviet pilots in Spitfire Mk.V and Spitfire Mk.IX and RAF, USAF and Soviet ones in P-40E, P-47D and B-25D (according to what country is specified in the mission file by its author). A bit later, when we complete the required animations for the new pilot models, this will also work for A-20B and P-39L.
In addition, the same approach will allow having a correct visual model depending on the timeframe: Soviet pilots will appear in correct summer uniforms depending on the mission date (there will be three different models for early war before April 1st, 1942, between April 1st, 1942 and March 1st, 1943, and late war). Later, when we have German and US pilot models ready, their uniforms will also change depending on the mission date, including the g-suit. And we plan to give all the WWII-era pilots hand weapons as a final touch in this department.
We have a few fixes ready but we really wanted players to have them available for the weekend. We will however still post a normal update on Sunday.
Notables:
Fixed lock mouse to screen For players with dual monitor setups, when playing, your mouse cursor will not leave the game unless you open your inventory or open settings.
Improved character movement on server A slight improvement on players syncing to the server that mainly involves rotation. Improves movement of other players on the online server.
Issues with In-Game Chat For some players in game chat was completely disabled. This should rectify the issue
Corn stalk scale This size is more relative to the sizes of other objects in the world.
There's been a few other minor improvements between systems in the game. One of our priorities is optimizing the game so that we can bring down the minimum hardware requirements as well as data usage over the internet. This will essentially help players with lower spec computers to join the game and play along.