Aug 1, 2020
Hex of Steel - Люблю кроликов
- Added : Tiles support for the workshop. You can now upload your custom tiles just like you upload your units. Graphics and data alike.

- Added : Customization of the main menu wallpaper. When creating your mod directory you will see a "wallpapers" folder, just drop your images there (1920 x 1080) and they will be randomly changed every time you open the game !

- Added : Generate tile / unit template for every single tile / unit in the game. This is a life saver for modders. Don't thank me. As you know, to replace a unit or a tile's texture in the game you need to create a PNG that is of a special tile and has a special name. Well no need for this anymore my friends. In the mod manager, there are 2 new buttons that will allow you to create a template for every single tile or every single units INSTANTLY. The only thing left to do actually is to open the template, place your new graphics and save. THATS IT. IMO this is going to save hundred of hours of work ...

- Added : A hide UI button in the map editor. F10 is the shortcut.

- Fix : Some minor UI tweaks.

Enjoy !
Aug 1, 2020
Afterconflict - SPITFIRE
In this new update we have some new additions to Afterconflict we think you'll enjoy, from various examples of DDR folding AK variants such as the workhorse MPi-KMS-72 or the more specialist MPi-AKS-74NK, to the DDR-produced ZFK 4x25 scope designed specifically for the MPi-AK-74N series of rifles, to various other additions such as improved SVD animations, improvements to our dynamic clouds that can now be changed dynamically, pouches on characters changing depending on the weaponry equipped, and a preview of our improved Afghanka model!

Starting out with the MPi-KMS-72, while the MPi-KmS was a faithful licenced copy of the Soviet AKS, East German forces, especially Fallschirmjägerbataillon 5 were unhapppy with its under-folding stock design, instead wishing for a folding-stock rifle that was more ergonomic. With these complaints in mind, when the MPi-KM went into full production in 1965 a folding stock variant was noticeably absent as the DDR set out to create their own folding stock design which was finalised in 1970 before being brought into service in 1972 as the MPi-KMS-72.



The DDR's new folding stock design was not only copied by several other Warsaw Pact countries such as Poland (on the kbk wz. 88) and Romania (on the PA md. 86, PM md. 90, and PM md. 91), but was also used (with minor adjustments such as a larger sling mount) later from 1984 on the MPi-AK-74N line of weapons as the MPi-AKS-74N (as pictured here), in addition to various other export models and prototypes.



Along with the development of the MPi-AK-74N, a DDR-original equivalent of the Soviet AKS-74U was also developed called the MPi-AKS-74NK; similar to the AKS-74U it was built off of the base of the MPi-AKS-74N with a shorter barrel, custom gas block, and a flash-hider adapted from the standard RPK-74 flash hider design. While the AKS-74U faced relatively wide usage among officers, vehicle crews, etc., the MPi-AKS-74NK only faced limited usage, mostly only with NVA Spezialaufklärungskompanie units that were issued it as standard from 1988.



All three of these weapons are already usable in Afterconflict, and we'll also be adding the ability to fold and unfold their stocks in-game, along with any other folding-stock weapons we add to the game, so stay tuned for that!

The DDR also created their own scope specifically for the MPi-AK-74N called the ZFK 4x25, with features similar to that of the PSO-1, with a form of stadiametric rangefinder (that functions on the basis of the width of the target instead of the target's height with the PSO-1) and the ability to illuminate the reticle for firing in poor lighting conditions (though the ZFK 4x25 uses tritium to achieve this, instead of a battery). Introduced from 1990, the ZFK 4x25 functions as a bridge between the regular soldier using iron sights and a sniper using a magnified scope with a dedicated sniper rifle (with only 2/company in the NVA), giving more infantry units the ability to fire on distant targets with more precision, greatly enhancing their combat ability.



The ZFK 4x25 is fully functional within Afterconflict, from the ability to place it on any DDR weapon with a valid rail to both the tritium illumination and stadiametric rangefinder working as intended.
The stadiametric rangefinder works by each number representing the 200 metre interval (2 = 200m, 4 = 400m, etc.) at-which the point between the arrow and the centre line represents 0.5m, or 1m from arrow-to-arrow; below you can see a 0.5m wide target at roughly 200m.





However, speaking of dedicated sniper rifles, we've also renovated the animations of our SVD, bringing them up to the same level of quality as our more recent weapon additions!



Also, now when you equip weapons such as the SVD, your character's ammo pouches will change to fit the weapon(s) currently equipped, and we're already working on making player animations correctly interact with pouches when reloading, instead of simply pulling new magazines, cartridges, etc. from the ether.





Earlier this week we gave our Patrons a sneak preview of our newly updated Soviet Afghanka uniform model that will replace the model seen above soon as we bring our player models to a higher standard of quality, as will also be seen when we update our US player character as we approach closed multiplayer testing, so if you wish to see these previews as soon as they're released and additional close-up shots, as well as joining closed multiplayer testing when it's started again soon, join the Afterconflict Patreon today!



And last but not least we have a preview of our dynamic clouds that you may've already seen if you're subscribed to our YouTube channel or follow our Twitter account, check out our embedded video below for a better look at them, and we'll be developing this system further in the future with features such as dynamic rain and fog!



https://youtu.be/Y3okXs7zlCo

So-far we have been developing Afterconflict out of our own pockets, and while we intend to continue developing Afterconflict no matter what, the ability to be comfortable in the knowledge that our rent is paid, food is on our tables, and any hardware issues we may face can be promptly fixed goes a long way in enabling us to be more focused on developing and expanding the game.



One of our Patreon rewards is exclusive access to a channel on our Discord server, which we'd like to invite you to join!



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs, and the Patreon-exclusive Discord channel is called "The Bunker", and it's where we post exclusive WIP content that you'll be able to see before anyone else!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.
Ultimate Admiral: Age of Sail - sterner
Hello everyone,

Many of you might remember me from my mods. Recently we decided to try some beta improvements, which I personally suggested and, hence, we named them with my old trademark.



Since the game is already in very fine shape, with extreme level of detail in historical and realism aspects, my proposed improvements are not so many, yet they should significantly improve the gameplay.

We just deployed a beta branch of the game which includes the following:

Naval Battles

- Ship movement speed slightly increased. Ships should now behave more realistically and not feel overly slow as before.
- Ship turning rate reduced to more realistic levels.
- Ship visual gun ranges increased to match the historical gun ranges. Now ship tactics become deeper, as line tactics evolve from long to deadly close range fire-fights.
- Naval AI improved to support the enlarged combat ranges and desire to keep line formations, more often.
- Fine tuned damage in all aspects. In every volley, there should be noticeable impact in damage to crew/structure/sails but the ships will be able to sustain a lot of this damage and keep fighting, if handled correctly. Ships will more often, realistically sink or surrender, after a decisive action or prolonged fight, than be completely destroyed by an explosion or complete structure destruction.

Land Battles

- Several repairs to AI. The AI should be, overall, more effective in creating firing lines and respond to player threats.
- Improved player AI so that it responds more actively to threats without too much micromanaging.
- Gun ranges increased. Previously gun ranges were too short, limiting the firefight actions or creating targeting issues to AI and player units.
- Increased accuracy bonus due to altitude difference, enhancing the tactical impact of the high ground.
- Improved retreat mechanics. Units of player and AI should more effectively retreat at safe directions close to allies.
- Fixed issue of AI supply wagons moving too close to player units.
- WIP: The historical “Battle of Bunker Hill” is improved to include more units from both sides, offering a more immersive combat experience. Furthermore, the initial deployments are closer to historical facts.

All those changes are not definite and might change according to player feedback. We hope you will like them.

On behalf of Game-Labs,
Nick Thomadis

=====================================================================

How to access this special game branch:

Access was closed due to many bug reports that are fixed in the main version and broken battles in campaigns. We merged some changes from Darthmod into the main version basing on your feedback and reports.

We will release DarthMod version later when all issues are fixed.

=====================================================================

Additional fixes & improvements offered by the “Ultimate Admiral: Age of Sail” team:

1. Adaptation of UI for 4K
2. Fixed ship models
3. Added notification when player tries to start a battle with unassigned ships
4. Fixed issue with ship's armor thickness
5. Improved aiming for AI ships
6. Shallow water notification improvement
7. Ship fire arcs became optional (you can disable with button)
8. New ship firing effects with heavier smoke
Aug 1, 2020
Fae Tactics - EF Admin
Fixes
-Save button disabled while editing spells/ summons /skills.
-Valley of Queens free battle loads the correct map layout.
-Enemy leader no longer gets stuck when trying to use a targeted spell while all player units are cloaked.
-Battle loss "Return to Map" button gives the same progress warning as it does in the pause menu.
-Pichon's defensive trait now grants the correct amount of [Mb] regen.

Changes
-You can now scroll through loading screen tips with right mouse button.
-Pichon's innate chance to taunt is now set to a flat value rather than scaling with his level.
-Wait skills icon/description now also displayed alongside other skills in the in-battle unit info panel.
-"Return to Main Menu" button added to the Battle loss screen.
-Enemy leader units casting radius range shortened when summoning a totem.

Thanks again for the reports and feedback.
Last Summer Iteration - murasekatsuma










Rising World - red51
Hi folks! It's time for another status update! In the past few weeks we've been mainly working on objects - by this we mean furniture, doors, lamps etc. More specifically, we've been working on object handling, i.e. placement, sync between client and server, interaction etc.

It's our intention to rework most objects from scratch. For the time being, we've been focusing on doors: On the one hand, you will be able to place proper double doors. On the other hand, there will be more options to interact with doors - for instance, you will be able to lock doors. Apart from that, most objects (including doors) will be resizable.



You find more information about objects and doors on our Trello roadmap: https://trello.com/c/IaJZtotN/141-objects

We've also prepared a small video to show the current state of the game. Apart from the new doors, we've been working on new sounds and there are also a few other details (for instance, the player leaves footprints in the snow):



Apart from that, we've been working on lighting. The game internally manages all lights and culls every light source that's either not visible or too far away. To save some performance, you can set up a max amount of lights the game should render simultaneously.

Here is a screenshot of lighting in a cave:



Last but not least we've also spent some time on our build pipeline for Mac and Linux. We've already implemented it for Windows a long time ago, but it's important for us to not only focus on Windows during development, since some parts of the game code are platform dependent (especially the C++ part). So far, everything works as expected though.

Stay tuned for the next status update. Hopefully we will be able to get a playable demo ready soon™
World of Guns: Gun Disassembly - -=NE=-
The new model has been requested by our user: Mannlicher M1895 rifle

The Steyr M1895 rifle, also known as Steyr-Mannlicher M95 straight pull rifle, was developed by famous Austrian arms designer Ferdinand Ritter Von Mannlicher.

More on Modernfirearms net>>
Jumpala - yokereba

It's finally time to introduce Jumpala's newest character, Dr. Time!

Dr. Time has the unique ability to manipulate time, without being affected himself. His special, Slow Time, will slow down time while allowing him to move normally. Use this to escape danger and beat opponents to items!



Dr. Time's ultimate will stop time completely, giving you a chance to move around the stage at will. You'll be invincible for as long as time is stopped, so use this as an opportunity to claim as many platforms as you can!



Dr. Time's time-bending abilities have an effect on his body. This means that all time-based effects, good or bad, last a little bit longer when applied to Dr. Time. For example...



Items effects take longer to wear off. That's great! However, if you die, you'll take longer to respawn. It also takes longer to unfreeze after being frozen. Be careful!

Aug 1, 2020
UnReal World - Enormous Elk
So, there's still summer left and there are no showstoppers discovered in the latest version -- that equals getting off to holidays now.

We can call this latter summer holiday, and I have feeling I'll spend quite a long one. It's likely autumn, or early winter, before we get back to development chambers again. You can still reach me by e-mail, but expect delays with replies. And on rainy days I may rarely pop up at the community hub too. You'll surely hear from me every now and then even during this holiday period, but I'll be far more absent than present. Take care, help each others out, stay safe and have some good times and adventures!

Off to holidays then...


Aug 1, 2020
Fibrillation HD - EgorRezenov
A new game is out today. Miniature shooter in the arena with robots.



If you remember the strange robots heads in Scene 7 of Fibrillation, then this is exactly where the new game came from.



https://store.steampowered.com/app/805590/
...