Wave Beta - Natti_Lin


A chill and Funky Sunday Afternoon with DiGiWaFfLe, the last Sunday of every month. Join us for a Breath of the Wild-themed adventure with visuals and art you won't want to miss out on!

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The Black Masses - Brilliant Game Studios
We are pleased to announce that we are working on some significant performance increases in The Black Masses. We have seen upwards of 20-50% performance increases with some recent experimenting we have done.

However, we only have so many machines to test on, so we want to release this update as a trial run to ensure stability on different machines. As a warning, if things do not goo smoothly we may have to revert the update if we deem the update too unstable.

I hope everyone is having a fantastic week!

Regards,

Robert.
Last Epoch - Sarno
Hey Travelers,

Patch 0.7.9 includes new animations for the Sentinel class!

Unfortunately, the Steam platform isn't a great place for a large number of short videos. We'd love for you to see this post and give us some feedback, so please check it out here on Last Epoch's official forum.

We hope to see you there!
Earth: 9000 - Secret Forest Games
Earth: 9000 - Unexpected Events - Update 5 - Rogue Planet

The final update for Unexpected Events - Rogue Planet

Rogue Planet is the last Unexpected Event we're adding in the short term, last but not least. The alien menace has set a massive Rogue Planet adrift towards Earth. Although it has no offensive ability, massive chunks of debris break off of the Rogue Planet as you destroy it flying towards Earth.

Like all the events, the deeper into the game you get, the more challenging the Rogue Planet becomes.

Notable Changes

  • Added Rogue Planet event
  • Fixed minor vfx bugs when using ion cannons
  • New audio for ammo and shield pickups
  • Blockade ship shots improved
  • Darkest debris lightened


The final event for the current rotation of Unexpected Events is complete and we'll be moving on to other fun features like Leaderboards and a couple sneaky surprises.

In the meantime, check out a sample of the Rogue Planet event here.
Space Station 14 - Nuclear Authentication Disk
Read this progress report on our website for better videos!

New hardware, new server
We’d like to thank all our generous patrons for enabling us to acquire better hardware for our servers. If you would like to support Space Station 14, consider contributing to our Patreon.

The collected money has been used to rent a much more powerful dedicated box for our new server, EU West 2.

We’re still looking into hosting in the US and moving our infrastructure over; suggestions appreciated.
Movement Prediction AKA Lag-B-Gone
Contributed by PJB

Movement prediction is now in. That means you will experience 0 lag when moving around the station, even if the server is on the other side of the planet. This even works with lower server tickrates thanks to sub-tick input handling.

While I will post a video here, the impact of this feature doesn't communicate that well over one. join one of our servers and experience it yourself. It’s glorious.

Movement Prediction

It still needs a lot of work, of course. If you try to move through doors you will notice some jumping due to how the system works. These issues will be ironed out over time but some effort is needed to move the code to shared and have it fully supporting reconciliation (the doors use timer callbacks right now which are completely incompatible with netcode…)

In the future, far more interactions, ranging from stuff like inventory manipulation to most machines, would ideally be predicted. This will be work but it’s very possible, especially with more experience working with the systems.

The architecture we’re using for the prediction system is the same one as described in the previous progress report.
New content!
Unarmed Combat
Contributed by ShadowCommander

You can now punch people. What more is there to say?



Click-dragging
Contributed by chairbender

The framework for click-dragging has been implemented. Currently, it is only used for dumping a container and buckling. More behaviors will of course be added over time.



One of the core problems with clickdragging in SS13 is that it’s both finnicky (pixel hunting…) and unclear what you can drag where. Of course, we aim to solve both of these issues. As you can see from the video, all objects you can drag onto are highlit now. For “figuring out that it can be dragged at all” we do have some plans but they’re not concrete yet (hint: it involves the right-click menu).
Buckling
Contributed by DrSmugleaf

You can now buckle yourself to a chair.



Please refrain from noclipping out of reality with them, thanks.
Weapons Rework
Contributed by metalgearsloth

A large amount of weapon types, weapons, ammo types, and ammo have been added.



A lot of weapons



Power Rework
Contributed by collinlunn

Power has been reworked from the ground up, and functions a bit differently compared to SS13. The biggest difference between this new system and SS13 is that APCs are not wireless anymore. Don’t worry, we have our reasons and will make sure it doesn’t become a clunky mess.

Wireless APCs are problematic as they depend on “areas”. If you’re not aware, in SS13 the station is manually divided into “areas” at map creation time, and these areas subdivide the station for APC power, fire/air alarms, etc… This is an annoying inconsistency for gameplay because players often can not interact directly or nicely with these areas.

Our idea is that every room is filled with “LV” wires that define “the room”. The room name (e.g. “Robotics”) on the APC defines the room name every machine is in. This same cable network would be used for stuff such as vent control via air alarm, etc…

Obviously, we recognize that manually laying a cable to every individual powered device would be extremely tedious. In actuality the LV wires act similar to Rimworld’s power cables: machines can still connect to them “remotely” from a couple tiles’ range, and we’ll draw a tiny sub-floor cable to indicate the connection.

We also intend to make every aspect of laying cables as smooth and hassle free as possible to solve any minor nuisances that might result from this, though that’s for the future.

Outside of the “earth shattering gameplay redesigns”, we intend to give the power grid a slightly nicer hierarchial grid of HV -> MV -> LV aswell. Who doesn’t love seeing 5 different cable/pipelines running through maintenance?

The power rework has a well-grounded framework so future stuff like separate data networks and extra cable types should be an absolute breeze to add to the game.
Construction/Deconstruction Improvements
Contributed by Acruid

Construction and deconstruction have been overhauled, and are being continually improved. Most things don’t have unique deconstruction steps yet, but that’ll be easy to change.

Construction

Antag and Latejoin Preferences
Contributed by ike709

Like in SS13, players can now set their preferences for all of the different antags. Players can also choose a job when they join a round that has already begun.



Slips, banana peels, and soap
Contributed by Zumorica

The Clown now has everything they need to annoy entertain the crew with lame hilarious pranks.



Janitor Gameplay
Contributed by metalgearsloth, DrSmugleaf, ike709

Puddles, trash, the mop. The janitor will feel right at home!

Janitor Gameplay

ChemMaster 4000 and pills
Contributed by ike709

Added the ChemMaster 4000. Chemists will now be able to separate a beaker’s contents and produce pills and bottles. Their reagents will be metabolized, which paves the way for medicine, poison, drugs, and more goodies.



New Utility AIs
Contributed by metalgearsloth

Last time we talked about the WIP utility AIs, now the system is done and we implemented some as examples, like xenomorphs and mimics.




Flash
Contributed by TheDracheX

Security has a new method of subduing criminal scum: Flashes.



RCD
Contributed by Kmc2000

Added the RCD. It can only build walls at the moment because it was added before deconstruction, but that’ll be fixed soon.



Neck slot, cloaks and bedsheets
Contributed by Swept

The neck slot has been added, as well as cloaks.



Airlocks Bolts & Wires
Contributed by exp111

Airlock bolts and a few other wires like safety and AutoClose have been implemented. Don’t get crushed!



Fancier Cooldown Circles
Contributed by Tomeno, Zumorica

The item cooldowns are now even fancier than before, changing color during their progress and flashing white when they’re done.



They also apply to status effects at the right of the screen now, so you get a nice visual indicator of how long your stun lasts.


Improved Click Detection
Contributed by PJB3005

Click detection on objects in the world has been significantly improved by basing it off the texture of the object. This is similar to how BYOND does things, but we’d be fools to copy it blindly. Everybody is familiar with the absolute pain of clicking on things like cable coils in SS13. So we have two solutions for this problem:
  1. Actual sampling of pixels has a bit of a wider range, so you can be a pixel or two off and still click on the object.
  2. Additional click-box overrides are provided for certain entities to make picking them up less finicky. Cable coils are an example of this.

In-Game Credits
Want to get immortalized in a shitty 2D spacemans game? Join SS14 today, your name will be piled on with the rest of the contributors in our new credits window!



Maybe you’ll even be the one to contribute a proper fill layout option for RichTextLabel so that list looks less awful.
Minor things

  • Fuel tanks explode now when interacted with a lit welding tool. Contributed by Jackw2As.

  • Admins have their own chat channel. Contributed by ike709.

  • Headbutt sound when you try to open an airlock without hands Contributed by DrSmugleaf

  • Toys, carvings and fluff items Contributed by Swept


Future content
Right now we have many important features in the works like atmospherics, disposals, authentication, the action hotbar, pulling, pointing and more all coming soon(TM).

Here’s a teaser:



Technical details.
Grafana and Stats
Contributed by Redline & PJB3005

The server now supports logging various metrics that can be turned into some very fancy graphs:



P.S.: I hate Docker.
Clyde Refactors
Contributed by PJB

Work is undergoing to make it possible for the renderer to display multiple viewports at the same time. What does this allow us to do? See for yourself:



Credits
The contributors since the last progress report were: Acruid, aeosynth, AJCM-git, bhespiritu, Bright0, chairbender, Clyybber, collinlunn, ComicIronic, DamianX, DeanHU, DrSmugleaf, exp111, F77F, GlassEclipse, Hugal31, ike709, InquisitivePenguin, Izimann, Jackw2As, Kmc2000, MemeProof, metalgearsloth, meuser, PJB3005, RemieRichards, remove32, ScumbagDog, ShadowCommander, SoulSloth, SweptWasTaken, Tomeno, Tyler-IN, Visne, zamp, Zumorica.

Many thanks to everybody who contributed. We couldn’t do this without you!
Jul 22, 2020
Turok: Escape from Lost Valley - pillowpiggames
If you played before the update, your old save file will not work. You will have to play from the beginning.

Added Survival Mode - New challenge after beating the main game.
One life.
Fight through waves of enemies and bosses.
Collect bones to power up Turok.



Gameplay Changes - Rebuilt combat system.
Merged quick attack and hardcore.
Turok is faster.
Turok is stronger.
Assisted aiming.
Items resupply when resting at camp.




Other things - More changes.
Added shadows to backgrounds.
Added charge effects.
Changed some sounds.
DemonCrawl - Therefore Games
Hi folks,

We have recently published a native Linux build of DemonCrawl through the Steam Beta program!

You can play DemonCrawl on Linux right now by supporting us on Patreon.

We hope to get it ready for worldwide release within the next several weeks. :-)



A couple important notes about DemonCrawl on Linux:

1. We have heard that DemonCrawl has always worked pretty well in Wine/Proton, but certain network features like the leaderboards crash the client, and there are significant slowdowns when hovering some items. We are happy to confirm that these issues are NOT present in the native Linux build.

2. Officially, we only support the latest stable build of Ubuntu. Unofficially, however, you might be able to get this thing running in other distros with a little elbow grease. Please reach out to us if you need any help doing so.

Thank you for reading!
Jul 22, 2020
Don't Starve Together - Klei-JoeW
Changes:
  • Wavey Jones will be chased off permanently for the night after several attempts
  • Wavey Jones will only pop off boat patches if the lowest crew sanity is 25% or less.
  • Improved the resolution of the science machine art. A little “pre QOL update” QOL update.
Bug fixes:
  • Wavey won’t show up on a boat that is empty
  • Fixed missing cuffs on the Stitched Coat.
  • Fixed Roseate Wurt skin issues.
  • Fixed floating issues with the Head Chef Hat.
  • Fixed typo in Warly's quote for Leafy Meatloaf.
  • Fixed an issue that caused Wendy’s arm clothing to revert.
Jul 22, 2020
Apex Aim Trainer - Shark
  • An additional row of keys has been added to Keybindings, which means it's possible to bind actions to both keyboard and controller.
  • Default input keys has been fixed.
  • "Esc" now becomes the default "pause" key.
  • Minor bug fixes.
Jul 22, 2020
Special K - [SK] Kaldaien
Changed the icon used by SKIF, including the addition of a new icon for future system tray functionality.

It may take a while to get used to, but is not expected to change like this again ;)
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