Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin

Howdy Folks!

BETCHA WEREN’T EXPECTING THIS ONE EH? :-P In all seriousness, the original plan had not been to work on bipods this week, but a random discussion in our discord provoked some inspiration, which led to a breakthrough, and one totally-recoded system later, we have not just vastly improved Bipods, but attachable ones as well!

Please note that while I’ve tested all of the weapons with integrated bipods, and everything works as expected with the new systems, I have not done so with the new attachables (as well there are like 200+ guns one could theoretically mount one on), so there might be a few unforeseen issues, or kinks that need ironing out.

As always, if you run into any issues, report them in the bug reports section of our Steam Community forum.

Can’t wait to see what new bizarre creations you folks come up with!

Peace,
Anton

TO ACCESS THE ALPHA BRANCH
  • Right click the game in Steam
  • Click Properties
  • Go to the Betas Tab
  • Click the Dropdown
  • Select ‘Alpha 1’

Full Changelog - Update 90 - Alpha 3

Major Changes:
  • Rebuilt ENTIRE Bipod System

Additions:
  • Added New Attachment: Attachable Bipod A
  • Added New Features to Paper Target System

Changes:
  • Ammo Panel Completely Rebuilt
  • AWM now has under-mounted rail (to facilitate bipod usage)
  • SV-98 now has integrated Bipod
  • Integrated Bipods Removed from P762 and SG550
  • Improved Splatter Target Decals for Paper Target
  • Changed The Foregrip Itemspawner Category Name to ‘Grip / Bipod’
  • Tweaked existing Bipod parameters for FAMAS, G36, Fal Para, Galil, M107, M200, FRF2, Hecate, Scout, WA2000, Bren, BP28, M249, BAR, M60s, MG42, RPD

Fixes:
  • Fixed scaling issues on 5rnd, 20rnd and 30rnd Stanag magazines
  • Fixed lighting and rail alignment issues on the H416
  • Fixed incorrect scoring numbers on black target outer diamonds
Crucible Beta - anomal_e
Technology & performance
Bug fixes:
  • Fixed a bug related that caused some customers to fail the minimum system requirements check if they had more than one graphics card.
  • Made a speculative fix to address one of the causes of players getting stuck on a screen with the Crucible logo while attempting to connect to a match.
  • Fixed a bug that could occasionally cause server performance to degrade
  • Fixed some rare server crashes.
  • Fixed a rare client crash.

Hunters & balance
General
Bug fixes:
  • Fixed a bug that allowed hunters to move at normal speeds while crouched or healing.
Ajonah
Changes:
  • Ajonah's reticle will now indicate whether or not you are in Grappling Hook [Left Shift] range.
Captain Mendoza
Bug fixes:
  • Reduced the frequency of Captain Mendoza's Flash Grenade [E] voice lines.
Rahi & Brother
Bug fixes:
  • Increased the audio on Reload [R].
  • Modified the motion of the Concussive Punch [level 1 upgrade] projectile to make targeting more consistent while in the air.
Shakirri
Bug fixes:
  • Holo-Shield [E]: Fixed a bug that allowed Shakirri to use Aim Down Sights [Right Mouse Button] while using her Holo-Shield.
  • Fixed the placement of Shakirri's emojis.
Summer
Bug fixes:
  • Fixed a bug that allowed Summer to use Fireballs [Right Mouse Button] while overheated.
  • Fixed a bug that caused Summer's Magma Spiral [Q] to be canceled early by Flamethrower [Left Mouse Button] attacks.
Tosca
Bug fixes:
  • Fixed a bug that caused Tosca's camera to behave incorrectly if X-Ray Goggles [E] were activated while she was interacting with an object.

Game modes
General
Changes:
  • The in-game scoreboard can now be used during a match using the grave [`] key by default.
  • Timers for upcoming events are now always visible in detect mode, where previously there was a range limit.
Bug fixes:
  • Harvester objectives now show markers in the UI correctly.

Heart of the Hives
Bug fixes:
  • Fixed a bug which prevented some players from hearing heart capture music in Heart of the Hives.
  • Fixed a bug that caused hives to spawn inside existing hives or on top of hive hearts.
  • Heart captures now properly show in the scoreboard screen.
Alpha Hunters
Bug fixes:
  • Fixed a bug that caused harvesters to appear to be controlled by an enemy if a player formed a temporary alliance with the player who controlled it.
  • Starting event icons now show on the map in Alpha Hunters.

User interface & usability
Changes:
  • Colorblind palette support for UI elements has been enabled.
  • Added additional support and polish for the in-game contextual ping system:
  • Adjusted layout of the contextual ping wheel so the ping options start at the top center of the wheel and go in order clockwise from there.
  • Changed the way multi-click pings track location. Multi-click pings will now use the location of the first ping for the final displayed ping.
  • Implemented multiple polish adjustments to the way the battle pass and its rewards are displayed. None of these adjustments affected the function or rewards of the battle pass itself.
  • Added a tooltip on the loadout selection menu to help explain Essence & upgrades.
  • Added gameplay tips on loading screens.
  • Updated prestige borders and hunter progression leveling to be more clear. For each hunter:
  • From prestige level 1-600, prestige borders are bronze. The border of the portrait becomes more ornate every 10 levels. Each time 100 levels are gained, the portrait returns to the base portrait, but with an additional decorative element underneath the portrait.
  • At prestige level 601 the prestige border updates to silver, and the border returns to the least ornate version. The number underneath the portrait changes back to 1 to indicate the hunter's prestige is now Silver Level 1.
  • At prestige level 1201 the prestige border updates to gold, and the border returns to the least ornate version. The number underneath the portrait changes back to 1 to indicate the hunter's prestige is now Gold Level 1.
  • At prestige level 1801 the prestige border updates to Obsidian, and the border returns to the least ornate version. The number underneath the portrait changes back to 1 to indicate the hunter's prestige is now Obsidian Level 1.
  • At prestige level 2401 the prestige border updates to Crystal, and the border returns to the least ornate version. The number underneath the portrait changes back to 1 to indicate the hunter's prestige is now Crystal Level 1.
  • At prestige level 3000, the prestige border is capped. The Hunter's prestige level will display as Crystal 600.
  • XP progression bar on the post game rewards screen updated to match the prestige border progression.
  • Updated border art.
Bug fixes:
  • Fixed some "unlock" audio cues which were not playing correctly.
  • Fixed a bug that caused the UI to not display correctly after rejoining a match.
  • Fixed a bug that caused some items from the in-game store to not correctly show as being acquired.
  • Fixed some cases where player portraits failed to show.
  • Fixed a bug that caused the "disconnected" screen to show up when a player had not been disconnected.
  • Fixed a bug that prevented players from spectating a teammate after dying.
  • Fixed some issues with the mouse cursor getting lost at the end of matches.
  • Fixed a bug that caused the map to display persistently at the end of matches.
  • Fixed end-of match Essence scoring. Previously all kill Essence was added to one player's score instead of distributed properly.
  • Fixed a bug that allowed players who died with the ping menu open to control spectator cam.
  • Fixed a bug that caused the contextual ping menu to display instead of the emoji, emote, or voice line wheels if the hotkey for those wheels was pressed while targeting an interactable object.
  • Fixed a bug that caused pings to occasionally disappear and reappear in rapid succession.
  • Fixed a bug that caused the incorrect default controller buttons to display in some tooltips.
  • Fixed a bug that sometimes caused text to display instead of icons in some tooltips.

Update notes: May 30, 2020
Changes:
  • Implemented a matchmaking change that will improve the likelihood that players are matchmade within their own region.
Bug fixes:
  • Fixed a bug that caused a team's controlled harvesters to return to neutral if all team members died.
Spriter Pro - lucid
Thanks everyone for your continued patience during what proved to be a very long and often delayed Spriter 2 development process so far. Now that the research part of Spriter 2's R & D is complete we're finally able to switch to a consistent development cycle. We've released a new alpha today and there should be a new build released roughly every 2 weeks from here on out. The current build is very bare-bones with several known issues (see changelog), but each subsequent build will introduce new features, bug fixes, and/or other improvements at a regular pace until Spriter 2 reaches a stable and feature complete release.

This build introduces a new workflow with separate modes for rigging and animation. We've temporarily removed strokes for this build as we shifted over to this more final workflow paradigm. Strokes will be reintroduced in an upcoming build and able to take full advantage of the new rigging system, which will give much more control over how your image is mapped to your strokes. In the meantime, we have a bare-bones version of the new pin system, which will also be expanded in subsequent builds. Please see the ChangeLog and Help info within Spriter 2 to learn more.

Any Spriter Pro owners should be able to access the Spriter 2 Testing discussion forums where you will find more information (please ensure you're logged into the account that owns Spriter Pro)
May 29, 2020
FISHERY - Undercover Cheese
Hello everyone,

It is the end of a very intense week but we have achieved much. A new build is ready to be uploaded to steam. We want to spend few more hours testing it during the day time after a good nights sleep so any obvious mistakes can be detected but for sure the new build should be available this weekend.

In the past few weeks we have re-written how players select and manipulate objects in the game. These changes specifically deal with the ability to select and manipulate more than one object at a time. In versions of the game before this one it has been rather tedious to decorate the inside of an aquarium by moving objects one at a time. Making complex plumbing networks was just as tedious. This update represents the first of many updates that will reduce tediousness and allow players to be creative at a speed they will enjoy.

What is the same?



A single left mouse click will replace the entire selection with the object at the position of the mouse.



right clicking or left clicking over empty space will clear the entire selection.


What is new?



Left click while shift is held to add objects to your selection.



left click while control is held to remove objects from your selection.

Clicking on empty space while holding shift or control will not change the selection. This is to avoid accidentally not clicking on something and clearing the entire selection.


Now that more than one object can be selected we need more capabilities in the area of manipulation.



The real point of multi-selection in my eyes is that ability to move, rotate and scale things as a group.



Moving multiple objects according to their coordinate space is where the code got way more complicated. This may not be something used often but it is good to have in the toolbox.


Rotations have even more options. The pivot point of the rotation suddenly becomes more important.



Rotating with a group pivot allows players to use the object selected last as the centre of rotation.



Rotating with the centred group pivot will put the pivot in the centre of the selection. Technically it is the averaged position of all the objects in the selection but quite often the position is close to the centre.



Rotating without a group pivot is still possible of course.



Scaling is more or less the same except we can now scale as a group.



Individual scaling still works the same.



Moving lots of objects in the plumbing system is also works and is robust enough to keep all the network's connections. Changes like this would previously require a lot of mouse clicks and sanity.



These new abilities also work with duplication.



And of course deletion.




Even if players select objects that are not supposed to be manipulated it wont screw things up. For instance we cannot move, rotate or scale fish but if you occidentally select a fish while selecting a large number of decorations the manipulator will ignore the fish and you wont be required to deselect it in order to make the manipulations work.


This seems like a lot of progress but it is just scratching the surface of what we are going to add over time to improve this set of systems.

Marquee selection:
One such improvement will be to add a drag selection marquee tool. This requires some clever programming because it would allow players to select the entire contents of an aquarium with a simple click and drag of the mouse but that could mean selecting thousands of objects in a single frame and there are performance considerations to take into account. But rest assured it will be in the game.

Selection sets:
It may take a while to select a large group of objects such as a tree stump covered in plants. Players may wish to move, rotate, scale that selection often. To avoid painstakingly re-selecting these groups of objects over and over again there will be the possibility to save and name that selection as a sort of bookmark. This means the player only needs to select this selection set from a menu in order to select that group with a single click.

Selection layers:
Sometimes when selecting things in an aquarium full of stuff it is very easy to accidentally select something that was not meant to be selected. Choosing which layers of objects can be selected will help reduce this frustration. For instance you might only be interested in selecting plants. But there might be a lot of fish swimming about in front of the camera. Turning off the selection layer for fish will keep the fish visible but disable the ability to select them. this will also work well with the drag marquee selection tool. If players want to select only the plants in the aquarium they could turn off all the selection layers for everything except plants and drag select the whole aquarium resulting in all plants being selected.


Prioritising work can be a bit of a challenge. A few weeks ago I wanted to get the first version of aquarium school into this update but multi-selections was just more exciting to work on and I think its probably better for players to have changes like multi-selections instead of tutorials at the moment. Not to mention that we should focus on more art content for a while. Great progress has been made with new fish in the past few weeks and more progress is still to be made. I can't say for sure what will be in next week's update but it will be interesting and fun.


As always we wish you very good weekend.


The Fishery Team
Crystal Story: The Hero and the Evil Witch - Lan
1.17
Balance changes:
- decreased bash duration
- increased enemy attack and hp values for later levels
- increased bosses resistances
- changed vamp tech from 5% per level to 4%
- changed crit tech from 2% per level to 1%
- changed atk and mag crit tech from 4% per level to 3%
- increased barrage mp from 50 to 60
- increased shockwave mp from 75 to 80
- reduced shockwave damage

1.17a
Bug Fixes:
- fixed magic up/all disc and cards (previously a duplicate of attack up disc)
May 29, 2020
Four Rendezvous - Diada Novels


Hello! We are glad to announce that the demo version of "Four Rendezvous" has been released, prepared for the summer festival of Steam games. We welcome your feedback and opinion. And also we are waiting for you in our social networks:

https://twitter.com/DiadaNovels - Twitter
https://diadavn.space - official site
https://discord.com/invite/RY9JJkx - Discord

https://store.steampowered.com/app/1273570/Four_Rendezvous/
May 29, 2020
Buddy's Creative Quest! - BitBASICdev
Hello!

Thank you for reading the BCQ! Dev-Log #1!


This is the progress that has been made since the store page has gone live:

  • Began integrating Steam achievements.
  • Adding and working on more cheat codes.
  • Added a "Stats" screen where you can view game and cheat code stats, as well change some cheat code settings.

If you have wishlisted the game, thank you! If you have not, please do, as it help the game a lot and I greatly appreciate it!

Thank you again!


-Collin Thompson
WWII Online - Xoom
Coming June 1st 2020, Cornered Rat Software will be releasing WWII Online version 1.36.5.0! This includes some highly anticipated content such as Server Tracked Bombs, STG44, HUD Waypoints, New Trenches + MORE! Join us for this exciting patch and get ready for our big 19th anniversary celebration / D-Day event on June 6th 2020 at 11AM. Please continue reading for patch notes and event details.

World War II Online

Version 1.36.5.0 - May 2020
This release is an assortment of bug fixes, updates and long awaited new features.

BUG FIXES
  • Fixed a Playgate (PC only) crash that wasn't allowing for it to download patch files
  • Corrected an issue that wasn't showing proper commands in the .help menu
  • Fixed the issue that caused engines to fall off whenever plane landing gear were shot
  • The M4A3 Sherman's ammo readout has been fixed to represent the proper ammunition being used
  • An error that was showing up in the log file has been resolved
  • Found and fixed the issue that was causing only Hurricanes to be listed in the Enemies tab of the AAR screen
UPDATES
  • Adjusted the Vickers Mk VIc's 15mm Besa penetration and ballistics to address the over performance issue
  • Added a section to the FlaK 36's user manual in regards to the "Look Over" feature
  • Straight Sandbag and Barbed Wire PPOs can now "stick" together, allowing for a solid line of PPO objects
  • The Copying Old Setup Files popup message has been updated to help make it less confusing
  • The in-game Credits have been updated
  • Language translations have been updated with this release's information
  • The Mac log file is now located at "Users/<username>/Library/Application Support/com.corneredrats.wwiiol"
NEW CONTENT
  • The Sturmgewehr 44 (StG 44) is being added to the German arsenal, in limited quantities
  • Kill credits will now be given for running over infantry units with various types of other units
  • Bombs have been added to Server Tracked Objects (STOs), this will now allow bomber pilots to kill infantry from above 700m
  • Mission Waypoints will now appear both on the player's map and their Heads-Up Display (HUD), this feature can be disabled within the Preference options
  • Mission Waypoints are now shared across multiple Missions that have the same Target location
  • Whenever a new player, rank 1, shoots an AI unit they will receive an alert that AI units can only be destroyed by larger caliber weapons or grenades
  • In-game chat transmissions may be temporarily revoked for violating the Terms of Service
  • Combat Engineers have been added to all countries which allow more defined focus on offensive operations
  • The Trench Player Placed Object (PPO) has been added to normal Engineer's equipment availability

S! Cornered Rat Software


ACTIVE AND UPGRADE YOUR ACCOUNT

Support Cornered Rat Software's development of WWIIOL and subscribe!

https://store.steampowered.com/app/667291/World_War_II_Online__PREMIUM/
May 29, 2020
Sable's Grimoire: A Dragon's Treasure - Zetsubou
TL;DR: A Dragon's Treasure will now be released on July 27th instead of June 22nd. Man And Elf's release remains unchanged.


Unfortunately it looks like ADT won't be ready by June 22nd. No, it's nothing to do with covid. There are no problems with the development either, and I do not believe the release will be pushed back a second time. June 22nd was just a bit too optimistic of a timeframe.

The main reason for the delay is that I wound up spending significantly longer on version 1.07 of the original Sable's Grimoire than planned, which pushed development on the sequels back.

What was supposed to be a quick playthrough, taking notes and checking for consistency with the sequels, resulted in a number of text changes, new backgrounds, a couple of sprite fixes, and a variety of other changes. You can see the release notes in the announcements of Sable's Grimoire for more information.


Since that ate up a month of development time which was supposed to be spent on the sequels, I had the choice to either delay one of the sequels and release the other on time, or to delay both.

Man And Elf has already been delayed once, and it was closer to completion than A Dragon's Treasure, so I've chosen to focus on MAE's release and to delay ADT.

Man And Elf is pretty much done. The time between now and release will be used for additional testing, proofreading and editing. The game itself and the OST have both passed review on Steam. So I think it's safe to lock MAE in with its current release date.

A Dragon's Treasure is close, but still has a little more work to go. A few more CGs are needed. The updated GUI is still a work in progress. The script shouldn't need many additions or changes, but we'll see when testing time rolls around.


Delays suck, I know. But spending that extra time on the original was worthwhile. It resulted in a number of changes being made to both MAE and ADT to better match the original, with consistency between the three being a big concern, and has hopefully reduced the likelihood of post-release fixes being needed for the sequels.

Here's hoping the next announcement will be something a bit more exciting.
Fast and Low - Huskinator
Hi Everyone,

Today I'm releasing Map 11 - Rushing in Rush Hour. The mission is situated in the city's central subway station where Faust and Lo are tasked with defusing a gang war between the 16th Street hustlers and the Tec Dragons.




By completing the first Bonus Objective for this mission. Players can unlock a new sidearm: The Showstopper. Unleash the power of the revolver with the quick reload style of the 9mm/45cal pistol!



New Avatars for VR and Desktop
Unleash your inner SWAT with new Avatars to play as.



FPS players can now play as these 4 SWAT officers along with Lo. VR players have access to the previously released officers + the newly included SWAT officers.

You can now also choose to play as the character of your choice in Sngle Player. You can find this in the Loadout book (for VR), and the Mission Select Screen (for Desktop players).



Voice Volume Adjuster

You can now adjust the volume of the voices in the game. It can be found on the radio box where you can also adjust the music volume.



NOTE: If you have an existing save, the voices may or may not be set to 0 upon game update. Just crank it back up to 100 and you'll be good again!

Misc Changes
- Changed lighting again for Mission 5. The interior is brighter, and the outside sky is a more purpler hue
- Worked on improving frame rates on Mission 9 and Mission 10
- Worked on enemy AI to prevent them from bending backwards during shooting animations
- Fixed issue with FPS player floating in the air
- Mission 2 Changes. Backdoor to storage room now opens inwards. Enemy spawnpoint in Washroom can now sometimes spawn a hostage (to keep players on their toes).

...