War Thunder - TheShaolinMonk


A deep modernization of the Soviet “veteran”, aimed at increasing the firepower for the combat vehicle. Meet the new squadron vehicle - the BMP-2M Berezhok with new ATGM’s, that can be launched two at a time.


In War Thunder, the BMP-2M with the Berezhok complex will join the ranks of squadron vehicles. Despite the familiar silhouette, the new modification is noticeably different from the standard version. Excellent driving performance, the ability to swim, and, alas, armor that is close to nothing in top-tier battles, remains. But its fire potential has undergone big changes!






The BMP-2M will become available in one of the upcoming server updates, stay tuned!

Check out the full Dev Blog article here!
War Thunder - TheShaolinMonk


In high ranked aircraft battles, the main weapon type is now guided air-to-air missiles with infrared homing heads. The missile itself emits nothing at launch and the only means of detecting the fact that it has been launched in reality is visual detection - i.e. observation of the missile from a pilot’s eyes.

Previously we implemented the simulation of missile launch detection through a text warning regarding the fact that it had been launched, but this implementation wasn't very satisfactory to players and also us. We have received numerous requests to disable this system in aircraft RB similar to aircraft SB in order to increase the realism and importance of the player's actions by evading attacks. In addition it would increase the effectiveness of early air-to-air missiles with low maneuverability making it easier to dodge them after the appearance of a text warning.

Also there is some inconsistency in the current system: for example an aircraft would receive a warning about the launch of a guided air-to-air missile but didn’t receive a warning of a launch from an anti-aircraft missile system (not equipped radar warning system which isn't capable of detecting radar operation).

The detection of guided missiles

This is why we’ve decided to improve the game’s missile warning mechanics, making it more realistic preserving the interest in gameplay. Messages on the screen about the detection of the launched missiles will be disabled.

  • In aircraft AB and RB (marker-enabled game modes) a special “◇” marker will be added on all enemy guided missiles within the pilot’s detection range. The range of the marker’s appearance will depend on the skill of the crew, namely, an “Awareness” skill which will be also responsible for the new parameter “Range of missile detection”. Markers will appear when the missile engine is turned on and disappear after a short period of time after it stops.
  • In the SB game mode the warning detection system will not be changed. The warning system still depends on the aircraft being equipped with the appropriate electronic ballistic missile defense systems.
  • In markerless gaming modes missile markers will also be hidden, as well as text warnings on launched missiles. Missile detection will be visual, or automatic for aircraft and helicopters that have the appropriate warning systems on board in reality.

In these gaming modes, you won’t simply wait for a text warning - you will need to observe your enemy to detect missile launch. An attacking player, in their turn, will have an opportunity to approach undetected into missile launch range amidst a battle to inflict a sudden strike on the enemy. The new mechanics will allow us to implement the potential realisation of missile combat beyond visual range and also, multi-angle missiles in future.

To test the new mechanics and collect your feedback, we will be launching a new “Missile Detection Testing” event, where you can test the new visual missile detection system in battles.

The special event will be available from 17:00 GMT on the 5th of June until 07:00 GMT on the 8th of June in the RB game mode for aircraft between BR 9.0-10.3. You can find the event in the “Events and tournaments” tab.

The War Thunder Team
War Thunder - TheShaolinMonk

  • IJN Tone — Spare torpedoes that can now be taken into battle have been fixed.
  • Frunze — A bug related to the ship’s ammo magazines has been fixed.
  • 12.7-13.2 mm calibre cartridges — Armour penetration in naval battles has been fixed.
  • For all ground vehicles an alternative sighting grid with markings limited by a distance of 2,800 metres has been added. It can be selected in “Tank battle settings → Use alternative sight grid”. If you can see in the helicopter's sight in the tank sighting grid you need to update your client to the latest version.

The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
Jun 5, 2020
DemonCrawl - Therefore Games
Hi folks,

Today, we're releasing a small patch for DemonCrawl that includes a new Emblem, 4 new Glints, and several balance adjustments. Enjoy!

Full patch notes below.

---

New Features

  • Added Lv1 emblem: The Descent - "All stages gain Tunnel mod. Gain Astrolabe. Gain Treasure Amulet."
  • Added glint: Scary Glint - "Remove 10 monsters from each stage"
  • Added glint: Sainted Glint - "The first stage gains a random positive mod"
  • Added glint: Weakening Glint - "Reduce the stage power of all stages by 1"
  • Added glint: Friendly Glint- "Spawn 5 strangers in bubbles at the start of the quest"

Balance Changes

  • Educational stage mod sign density reduced from 8% to 6%
  • Explosive stage mod activation chance reduced from 30% to 25%
  • Dark Chest curse can no longer add a mod to the current stage
  • Very slightly reduced the Emblem density multiplier in Beyond


Bug Fixes

  • Fixed Harbinger not showing item descriptions in bottom panel
  • Fixed Familiars not counting as living objects for the purposes of effects (e.g. Spark mastery)
  • Fixed a bug that caused Timelord boss mod to proc multiple times per minute
  • Fixed Reclamation emblem not providing Pennypincher item
  • Fixed a glitch that would permit item crafting on metaprogression materials
  • Fixed Lumberjack II unintentionally increasing Sawblade durability after each stage
  • Fixed a crash when using Lumberjack ability while orbs other than Sawblades were present
  • Fixed "Unstable" Sigil suffix mod icon not showing up in the hud
  • Fixed Spark mastery being able to activate before monsters have spawned
  • Fixed a rare crash related to Nightmare mod and Brain in a Vat
  • Fixed Marksman II activating on all kinds of monster reveals
  • Fixed UI overlap after dying to a Mimic
  • Fixed a regression that could cause hidden immutable objects to get destroyed by explosions
  • Reworked Golem Glove's trigger code so that it no longer interferes with the first click of a stage
  • Fixed a softlock that could occur when opening the escape menu during a cutscene
  • Fixed Altar of Blood and Magic Totem bypassing Bruises' power immutability
  • Fixed a rare bug that could cause auto-discharge items to auto-discharge before they were ready
  • Possible workaround for crash related to Hero Trial restart
  • Speculative fix for crash related to "check_immutable" script

EDIT:

Hotfix #1 @ June 6th, 3:50 PM

  • Fixed crash related to Boom Bow Mage targeting an empty cell
  • Fixed crash from popping paint out of a bubble
  • Fixed Powder Keg Mage not detonating its barrel after 5s
  • Powerchording now activates before status effect timers, giving you an extra turn with Knuckles items
  • Fixed Manabank toast stating incorrect amount of mana gained
  • Fixed potential issue with saving the current mastery after beating Q5H
  • Fixed paint sound effect not playing
  • Fixed items like Dumbbell interfering with sources of max life loss
  • Fixed minor alignment issue with status effect HUD
  • Speculative fix for Constant Reminder emblem status effect crash

Jun 5, 2020
The Island Story - gameragame
1. Fix language pack switch bug.
2. Fix text size issues.
3. New camera movement functions.
Amber Time [RPG] - 2246574238926
1. Upgraded game rendering

2. Fixed some bugs

Jun 5, 2020
Nummels - Plattnip
Change notes

  • Player no longer sticks to Nummels when sprinting into them
  • Pop speed significantly reduced when holding the direction opposite to the pop when popping out of a wall stick
  • Added options for sprint modes. Can hold the button to sprint, hold the button to walk, or press the button to toggle
  • Moved the self destruct station on Walk or chew, not both! to make speed-running more interesting
  • Fixed some issues causing replays to not play back correctly. Replays that are under the par time record more detailed playback information to detect when playback is out of sync. Longer replays don't include extra data to keep size small
  • Fixed menus locking up when closing and rapidly reopening a level from the world map
  • Lowered default music and sound volume
  • Fixed cosmetic items not showing correctly when watching replays
  • Moved replay controls overlay to bottom center
  • Nummel corpses no longer disappear when starting the memorial

Because there were changes that make previous scores and replays invalid, this build uses a new set of leaderboards. Build 0.4.0 is still available through a beta branch and still has the old leaderboards.
KOPICS - OCTET
We will be making the DLC (KOPICS Expansion Pack) free of charge.
The DLC will be removed from the Steam store and the DLC features will be integrated into the KOPICS.

We plan to make the DLC free on July 1.

Thank you for your understanding in advance.
OCTET
8-Bit Adventures 2 - Critical Games
Have feedback or a question about 8-Bit Adventures 2? Want to learn more about the game or its development? Need some Demo tips? Or maybe you just want to chat with some fellow RPG fantatics! Thanks to the Steam Summer Festival, I'll be hosting an AMA on Wednesday June 17th via our brand new Discord channel: https://discord.gg/aKf2tr4





Since I'm the host, I'd better explain who I am! My name's Josh Hallaran and I'm the Lead Developer of 8-Bit Adventures 2. So if you have a question, I'd love to give you an answer! Well, so long as it's not about the release date =P But in all seriousness, this is your chance to ask me anything.

And in an exciting first, it looks like we might have all 4 members of our development team on the AMA too! So if you have any burning questions about art, music, or programming, you can ask the experts =)

So play through the new Steam Festival Demo when it launches on June 16th, and then join us on Discord, Wednesday June 17th at 7pm PDT for the AMA!

The AMA will go for roughly 2 hours, but I'll also be available for questions throughout the whole Summer Festival - either on Discord, Twitter (@CriticalGamesAU), or here on Steam. I'm always happy to chat, so please feel free to say hello!

Click on the blue button to set a reminder. I hope to see you there!
~Josh

For more information and updates, please:

*Note: The date changed due to the Steam Festival delay. That's why this was re-posted.
Dungeon Crusher Kiritan - kaifff
Hi, there!


I'm Kaifu, the developer of the game "Dungeon Crusher Kiritan".


The demo version will be available in Steam Game Festival soon!
(2020/6/16-22)


We hope you enjoy it!


Thanks,


▼Kaifu
https://twitter.com/KaifuKM


▼Steam Community
https://steamcommunity.com/games/1098560
...