Aug 7, 2020
Rock of Ages 3: Make & Break - [ACE] abordeu


We've updated the game with more stability fixes thanks to the reports we've received from the community (and the update also features a few other changes).

The full list of updates are here:

  • Fixed editor out of bounds crash and other crash fixes.
  • Stars are only awarded if human player wins Obstacle Course.
  • Fixed sounds that weren't assigned to correct sound class.
  • Fixed UI resolution scaling issues.
  • Minor localization issues fixed.

Stay tuned for more changes in upcoming revisions.

FISHERY - Undercover Cheese
Hello everyone,

A warm thank you for all birthday wishes that were written in the comments of last weeks post. I did in fact manage to take it easy this week and have a break. My colleague also felt the time was right to rest a bit so it was a much less intense week for both of us. There won't be an update to the game itself this week but there definitely will be one next week.

I did manage to add some small but interesting features to the game that have been on my mind for some time but it was done in a leisurely, stress free fashion.





Selecting objects at the moment can be quite tedious especially if there are many objects to be selected. A small feature was added to allow players to simply click and drag the mouse to select whole groups of objects without lots of tedious clicking. It is almost like a selection "brush" where players brush their mouse over the scene and it selects whatever it hits. It also solves the problem of selecting fish. Fish can sometimes move a bit fast and making a precise mouse click atop a fish can be tricky. Players can now just chase the fish with the mouse button held to select it and it is a lot easier. This feature can also be used when de-selecting objects.

The next step for easing selection tedium is to add marquee selection. Sometimes known as a selection rectangle. We have the main part of it working but it still needs some tweaks to performance before it can be added to the game. There is a good chance it will be in the game before the end of August.



This is quite a valuable feature to also reduce player annoyance when selecting objects. A selection mask. Essentially players can tell the game what type of object they wish to select in order to prevent them selecting something they have no desire to select but at the same time make it easier to select the things they do want to select. In the above example we are trying to quickly select all the rocks but because there are plants in the way they too get selected which is undesired.



This second example shows how simple it is to select the rocks when we tell the game to ignore the plants when calculating selections. It is much easier to select the rocks and there are no undesired selections.



More progress has been made with the Hibuna goldfish models. These were worked on more today and I think they are ready to go to the painting phase but I will sleep on it and have another look on Monday with fresh eyes to see if I there is anything that jumps out on them that needs tweaking. There is not really much difference in shape between male and female Hibuna's in real life, unless the female of pregnant, so I added some variation to the overall body shape and fins so both models are not identical. There will be similar small differences done to their painted textures that will allow players to see a difference between them more clearly without them look too dissimilar.


The forums have been a little busier than usual this week so more time was spent answering questions and researching fish suggestions. Before I officially add a fish to the fish list based on someone's suggestion I need to do a quick bit of research to make sure it is something we can actually do in terms of animation, model complexity etc. We made a list for food and for plants and already received some suggestions which have been added. There is a lot of Latin to be read on the plant list. More lists will be added soon so remember to check them out as well as the existing ones.

We are back to work on Monday so expect a nice game update next week with at least one new species of fish and a few small feature updates, bug fixes etc.

We wish you all a good weekend,

The Fishery Team







Lone King - slizer88
Lone King v1.27

  • Enemies finished fixing getting stuck on terrain
  • Enemy melee fixed not updating weapon target when updating movement to avoid collisions
  • Enemies now do not move into each other (removed until can figure out why it's not working)
  • Added default and removed game modes, levels, and players
  • Sun and Satellite levels fixed using random images
  • Argent player Maniple added
Ragnarok Online - CM Astra
Chaos server will be undergoing a short maintenance today to address 2 issues: server disconnection and setting up diagnostic systems in case the disconnection issues are not resolved. Please plan your gameplay accordingly!

Server will close at 3PM PDT today and expect to reopen at 5PM PDT.
Killing Floor 2 - [TW]Yoshiro
Hello Mercs!

As part of our efforts to continuously improve your in-field experience, the techs have lined up some enhancements across perk abilities, interface and more!

First up is a re-work of the Medic 25 perk Zedative to make it a more compelling choice for the healing mercs out there. Zedative now does the following:
  • During Zed time your perk weapons damage is increased 30%, and your kills generate a toxic explosion that damages Zeds and heal players.

https://media.tripwirecdn.com/080720/zedative.webm

For those not as familiar with the current live Zedative ability, this adds the healing ability to the toxic cloud generated on the ZED deaths. So those who like to live dangerously, life is about to get a little easier for your Medics who have been trying to keep you alive.

The Boss Stomp, a “high” risk and reward method of dealing massive amounts of damage. Currently this method of attack is usable due to the way some systems work together in unintended and exploitable ways. So this will be changing moving ahead:
  • We are not removing the ability to jump on a Zed’s head and knock it down, however, like many other systems a cooldown will be in play so that Zed’s can’t be infinitely knocked down and damaged by jumping on them once.
  • Our goal here is to keep the tactic a viable tool, but removes the exploitative nature, happy hunting mercs!

We get it, there are those who prefer weapons slung under your weapons so you can carry more damage into the field, and we’ve an improvement headed your way as well:
  • When reloading a weapon with an underslung (such as the M16 M203), it will first check to see if the primary ammo needs a fresh magazine. If that is full, it will now check to see if the underslung is in need of a new round to be loaded (previously this would only happen on attempting to fire it).

And for our mercs who prefer a controller, the switch weapon key will now skip the 9mm pistol unless long pressed to bring it up as needed.

We also have several out of field interface improvements as well. First up, a backend connection status indicator. This will let players know if their clients are unable to establish an initial connection.

(Connection Error Shown In The Upper Right)​


Lastly, the Store UI is also being adjusted to better help players find what they are looking for. With new types of items now available in the store compared to its launch, mercs can have a hard time finding the items they want. To make this better, we are adjusting some of the existing search/filter categories and adding new ones. All platforms will now have the following categories:
  • Featured
  • All
  • Weapon Bundles (NEW)
  • Characters Bundles (NEW)
  • Outfit Bundles (NEW)
  • Ticket / Crate / USB Bundles (NEW)
  • Cosmetic Bundles (NEW)
  • Weapon Skin Bundles (NEW)
  • Headshot FX Bundles (NEW)
And Steam will include the following additional ones:
  • Select Weapon Skins (RENAMED)
  • Select Cosmetics (RENAMED)
  • Select Emotes (RENAMED)
  • Select Keys & Tickets (RENAMED)
  • Market Weapon Skins
  • Market Cosmetics
  • Market Emotes
  • Market Crates/ USB

(New Filter List Found At The Left and Item Server Connection Shown In The Upper Right)​

As always we look forward to your feedback on these changes and can’t wait to share more in the coming weeks. This train has yet to pull into the station.
Aug 7, 2020
Monster Crown - devotedtoneurosis
Hello Everyone!

Today marks one week since the launch of Monster Crown into Early Access. It has been an incredibly busy but also incredibly exciting time. It has been such a thrill to see you all get hands on and share your creations, thoughts and kind words. The launch has been a huge success and I'm honestly humbled by the reception!



Just like our Kickstarter, it inspires me further to ensure Monster Crown reaches the content and quality that you all absolutely deserve. We've fixed so many bugs and improved the gameplay flow over the past week and I appreciate the faith you've all shown by joining us so early in EA. There is no risk of this project becoming abandoned or no longer a priority, Monster Crown is the only game I have any interest in working on.

Yesterday's build was well received and offered a lot of great functionality in the beta branch so that will now be pushed out to everyone. When you play this weekend I think you'll notice the difference, especially with the box system and online! Of course I remain committed to squashing all bugs so keep sending them my way on our bug reports steam forum, twitter or our bug reporting tool and if you end up in any sort of "stuck" situation my DMs are always open, and I can fix your saves. You are never an inconvenience to me.

I also wanted to share all the code monsters that have been released so far. Many of these monsters are very rare or cannot be accessed until later parts of the game, however, they are ready for showtime, so you can use these codes to access them.

78MJNEYTYF the Terrible Croc! Frigidile!
UMC3N7KDND the Tunneling Jaw! Molkuran!
DGJDF8PNK5 the Crushing Cold! Ix!
IFSPIQIKNB the Body-Bag Cobra! Taupsy!
PPGO34NJNN the little Sadist! Hooclaw!
PPKO34NJNN the slicing shadow! Crawkadaga!

I had a question about move inheritance so I wanted to set the record straight on that. Child monsters receive a level up learnset that is a merge of both parents. If there is a conflict (say Primary Monster learns Swallow Water at 7 and Secondary Monster learns Swipe) it'll inherit that of the primary parent. Yes, this means that eventually after enough generations your monster could learn a new move from level 1 to 100!

Right now the parent's current moves fill the offspring's moveset so until you can forget them, you can't really make a lot of use of that level up learnset. For that reason I want to share that the move learner/relearner will be in our first content pack and you'll get access to all of your monster's genetic potential movepool, this is retroactive so don't feel like you should hold off on breeding until then.

Hope you all have a great weekend and just an FYI, the latest build is v1.448.
Aug 7, 2020
OUTTA GAS - trevkellogg
Patch out today that turns up the wasteland violence! Monster hearts now beat and blood sprays from loosed organ locations, plus a bunch of small fixes and a new Easter egg... Go forth and shred the wastes! Have a bloody good time! :) -Trevor

v1.0.8 Patch Notes

Visuals:
--Monster heart/heart-like organs now beat
--Added blood spray at locations where monster organs fall out
--Monster organs now cast a slight shadow to help their depth stand out a bit more
--Particle effects on ballistic miss now show further from attack location
--Fixed issue with some monster gallery shadows not showing at correct height
--Fixed issue with Splutlet’s gallery shadow
--Small updates to some structure sprites

Bugs:
--Fixed issue with miss ‘X’ not showing in correct location in certain combat galleries

Other:
--Lodged in the muck, an ancient relic has appeared, holding within it the echo of a long-lost cautionary ballad...
Aug 7, 2020
Defend Your Buttress - yugij0319
Just a few fixes. Like how the MGD's actually do damage again. Oops. And the enemy characters now have varied walking speeds, as well as having a slightly slower spawn rate build-up. And the Defender wall repairmen (Classic Mode) now repair two points of damage every three seconds, instead of one point.

And as always, any bugs, glitches, etc... please email me at riseoftheclackn@yahoo.com .

Update Log:

Update 1.10.02 8/7/20
-Wall turrets and rifleman now use the same lvling system as the player weapons
-Fixed Rifleman Exp and leveling, so that it actually displays and saves correctly
-Fixed issue with wall not upgrading after being clicked on while broken
-Changed the speed-up of enemy spawning from 0.1, to 0.09, so that the speed-up is slower on the stickman and MGD's, and 0.08 on the others
-The walking speed of the enemy characters, now vary between members of the same enemy type
-Fixed enemy's avoiding or not walking at all, if there are spike falls
-Fixed purchasing rifleman taking about 2 seconds before it takes money away from the player
-The repairman now repair 2 points every 3 seconds, instead of 1 point every 3 seconds
-The MGD's now do damage again to the player character
Aug 7, 2020
uVolley - IElectric
Thanks to uVolley reviewers next update will add LAUNCH VR MODE where you can be start directly in VR and stay in VR mode until you exit videogame.

If you will start in normal mode you can be switch anyway the videogame in VR MODE.

Remember, when you are in VR mode the player can be controlled by mouse/keyboard, joypad and motion controllers in the same time.

Gestures aren't available now but in the future will be added.

If you don't like AUTO PLAYER CHANGER in VR mode you can disable it in the option menu by deselect the AUTO filters and play uVolley with the same player or change it manually.

VR MAIN MENU EXAMPLE


VR SPIKE ACTION EXAMPLE
Aug 7, 2020
WizardCraft Colonies - Dave Mccue
An update is now available for download which fixes the following bugs:

  • Fixed bug where villagers were not moving resources from a stockpile to a barrel, the bug was introduced in a previous update.
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