Oct 18, 2020
The Fishery - careywhite98
I'd like to start this update by thanking everyone who has purchased The Fishery, added it to their wishlist or who has even taken the time to check it out! I appreciate all of your patience and understanding that I am a solo developer - some aspects will take me longer to complete and update than others; that being, the graphics.

Below is a changelog (of sorts) in regards to what is new in V0.42!

Additions
  • Added 2 more orders; Home, sweet home and Cleaning up
  • Added more achievements


Graphical improvements

Gone are the black buttons with a white outline, in with the custom (self) made buttons!

Replaced the following buttons:
  • Start
  • Exit
  • Sell
  • Release
  • Trash
  • Purchase
  • **Controls
**The controls button is ready to be implemented as soon as I have finished the controls menu.
  • Reworked the entire tutorial graphical system
  • Improved the fish fight screen - it no longer takes up all of the screen, but the correct size for the fish fight display
  • Fixed the display of the amount of money caught when hovering over the sell button
  • Fixed the bug of the "level up" and "achievement unlocked" displaying in two different places
  • (Last patch, forgot to add it to the changelog) - Improved the fish "wall" at Carol's Lake

Balances

  • Reeling in a fish is now A LOT easier
  • Balanced the amount of reel strength the player has
  • Balanced the amount of line tension caused by reeling

Vecter - taranasus


HELLOOOOO EVERYONE!

Itemized release notes are at the bottom but if you fancy reading some random BS than carry on

How we all doing tonight / this morning / this afternoon? Good lunch / dinner / breakfast?

As the commotion from launch day is starting to quiet down I can start focusing on what's happened and the things that I need to fix and do to keep moving forward. But first, a few stats!

Launch day traffic was............ ridiculous.



I mean look at it, it's bigger than anything I've ever seen and I really wasn't expecting it to be that high, Thank you for making this happen and I'm really happy so many of you enjoy Vecter this much.

Vecter smashed through 200K downloads like it was made of butter, I didn't even have time to celebrate and it already reached 210k downloads. Maybe I'll be able to do something more appropriate at 300k.

The good news is the backend (the thing that handles the leader board and such) did not go down for even a second, and handled the extra traffic without any issues. I'm impressed, thank you Microsoft Azure for the robust service.

The bad news is that it's costing an Arm and a Leg.



As you can see, it already costs double the previous months and it's only been two days. More players means more server costs. However the good news is that players have also been very generous.

During the past 2-3 days I've raised £400 in donations. I thank you all very much, you are very kind, and the money is going straight into server costs and buying a Switch dev Kit for when I'm done with the Android port.

And that's about it, onto the bug fixes for version 1.0.1.0

- Fixed the "Day 1" achievement
- Death billboards will no longer show up in Training after playing Hardcore
- Sound effects are now muted while the pause menu is up
- Pause menu will no show the "Stop YouTube" button even AFTER you have removed the link form your clipboard
- Fixed the animation of the stencil/backdrop that was loading instantly instead of blending into existence via hexagons
- Pausing the game in speed demon no longer reduces your speed back to the allowed minimum speed, instead continues with the same speed you had before pausing the game
- You no longer start -<insertNumberHere>KM from the track in casual
- Sound of breaking gates and jump pads no longer gets cut off when going really fast
- Death billboards now no longer disappear when you're very far away from them

Backend fixes:
- There is now a string length limit in the leaderboard so people don't have names like "thwuoehiuahdsuiahduisahdiousahduiashdiusahdiusahdiushauidhsauidhsaiu"
- Anticheat has been tweaked for less hackage. Also the "hacker" actually came clean and I think that was really nice of him or her: https://steamcommunity.com/app/1175140/discussions/0/4420805388065096349/
H-Hour: World's Elite - RosieRascal
This morning we released revised workshop map content for RiverExpress. Any feedback on the map should be posted on the Steam forums so the content creators can be informed. Please ensure you download the update before playing on the servers.


Updated Maps:

RiverExpress
- Added fixes to prevent players going into or on top of areas not intended to be playable

Infinity: Battlescape - INovaeFlavien
This patch implements a new match progression system to act as tug-of-war, in order to focus players on a specific battle/location instead of spreading out over multiple battlefields. The changes are pretty experimental so might need urgent balance tweaks in a future hotfix or patch.

The way it works is the following: instead of having multiple battles run at the same time, we only allow one single battle ( AI-commanded directed ) at any one time. One team is attacking, the other one defending. If the attacking team wins, the objective gets destroyed and it can attack another objective again. However, if the team loses, then the initiative goes to the defending team, which then gets its turn to go on the offensive.

Our goal with this change is to focus the action on a specific battlefield instead of spreading the playerbase over multiple battles ( so sometimes players didn't even encounter each other due to participating to different battles ). The other goal is to make the battles feel more important - which is why we got ride of the critical vs non-critical battles system: now all battles are critical. Losing a battle as a defender means losing the base, period. As a side consequence, the rules should also be easier to understand, especially for new players. Destroy all enemy bases to win the match, that's it !

Feedback on whether the new system works or not is very much appreciated. This patch also contains a lot of AI tweaks, a new neutral color-theme for the menus/UI, a new panel to compare ships statistics, and as usual plenty of HUD improvements and bug fixes.



Gameplay & AI
  • Removed the concept of critical vs non-critical battles. All battles are now critical (the base will get destroyed if the enemy wins the battle) even if it's no longer explicitely said. This should help to reduce the duration of matches, but also feel like each battle has a stronger impact on the match flow
  • Removed condition threshold (<20% of enemy's) for match victory versus opposite team's score. It was an obscure rule to speed up the end of a match. Now a match will only end when very single enemy base has been destroyed
  • Increased countdown to battle ending from 10s to 2 minutes (battles were ending too quickly with no time to clean leftover ships, and sometimes the same battle restarted at the same location)
  • Changed match progression to act as a tug-of-war for battles. Only one battle is active at a time. When a team loses a battle, its opponent gets the initiative for attacking. As a result, the match ping-pongs between teams. However when a team wins an attack battle, it has the opportunity to attack again instantly
  • Static defenses on structures are now taken into account when showing a battle's victory odds to the player
  • Attacker teams now have a slight advantage in fleet's credits budget compared to the defender team's, to take into account that the defender team's slightly advantaged due to the static defenses/turrets/platforms
  • Shields no longer break down when they're depleted. Depleted shields now start recharging instantly. A critical hit has been added for shields being damaged instead (like other ship sub systems). It'll take 30s for shields being repaired
  • Energy no longer recharges at the same time as firing weapons in weapons overcharge mode. Weapons overcharge mode felt overpowered compared to the other modes, as if you fired in bursts, your energy was naturally recharging at full rate; so if you alternated between firing bursts, there was little downside to using this overhcharge mode
  • Rogue AI/bots will no longer accidentely reinforce/participate in active battles (they were interfering with the score calculations)
  • Reduced a little bit the probability of spawning AI capital ships in battles (this should make capital ships more valuable)
  • AI can now fire kinetic weapons when their target's shields are low (previously, shields had to fully depleted or damaged for a bot to start using kinetics)
  • Fixed too many AI ganging up on a single enemy. The ratio was previously 5:1, but is now limited to 2:1 (in ship's score worth)
  • Fixed AI ships getting forcibly killed by the server due to remaining in warp in for more than 2 minutes, which could happen for AI destroyers entering a planetary battle. The limit is now 5 minutes
Asteroid and planetary collisions Fixes
  • Fixed a bug which ignored projectile collisions on planetary surfaces (projectiles were passing through)
  • Fixed multiple collision issues/bugs with asteroids
  • Adjusted asteroid rotation speed (massive asteroids now rotate slower, almost unnoticeable)
  • Fixed a major resource leak issue in asteroid fields/rings, which could potentially cause slowdowns over time (collision bodies were not properly destroyed when the ring was unloaded)
  • Fixed planetary/atmospheric battles ships that were warping in too fast and colliding/dying on the ground before they could even get into battle
User Interface / Menus
  • Implemented new user interface / menus color theme (previously: the UI was using the HUD's color theme, so the colors were messy/all over the place. The new color theme is more neutral to the eye and coherent)
  • Added team assets to mission screen's info panel when selecting a battle. The victory odds are still shown as previously, but the panel now also shows the absolute credit's worth of assets owned by each team in the battlefield
  • Added new ship description and statistics panel in ship menu screen. This will allow to compare the different ships's statistics together
  • Fixed a bug related to textured brushes, which made some images flicker or appear incorrect in the UI (ex.: team selection menu background images were sometimes incorrect for a frame)
  • Fixed missing trailings length slider bar in sensors tactical screen



HUD Tweaks and Improvements
  • Added new HUD notifications for being repaired/resupplied (or, as a corvette, doing repairs/resupplies), either by an allied ship or in hangars
  • Updated spawn marker colors: they're now only blue for hangars that can fit your ship class (otherwise they're now red). This will make it more obvious to new players where they can repair/resupply
  • Added new floating text indicators on HUD to notify player of closest hangar or resupply ship (corvette).
  • Added a new floating text indicator on HUD to notify player of the the closest heavily damaged ally (so as a corvette player, you know who's in need of repairs)
  • Tweaks to HUD warnings/alerts: they're now colored as a function of importance/priority (info alerts are in cyan, normal alerts in orange, critical alerts in red)
  • HUD indicator tweaks (they're now more opaque)
  • Tweaked selected target's color so that it is more easily visible on the HUD
  • Added horizontal alignment to MFDs (ex.: mission MFD is now right-aligned if it's in the top-right corner of the HUD)
  • Changed bounty indicator icon
  • Added more explicit target-out-of-range alert if manually firing weapons at a far-away target
  • Locking targeting circle color is now shows up as green only if the ship's direction is aligned to its velocity. This will help firing missiles/torpedoes at targets within the circle
General bug fixes and Improvements
  • Fixed friendly fire warning not showing up when hitting modular structures
  • Fixed credits being reset to 0 instead of 50 when the match restarts
Assets and Visuals
  • Updated a dozen station modular assets with their upgraded visuals (better geometry, improved materials/colors, added ambient occlusion etc..)
  • Added ground (planetary surfaces or asteroids) impact projectile effect
  • Updated bobblehead models with new look and textures
  • Dust-particles effect now uses a non-uniform, more realistic density model (rings and close to thick atmospheres = higher dust density)
  • The dust-particles effect is now affected by the 'effects quality' setting
  • Modular structures destruction/explosion effects now fade off over time (previously, the small explosions never stopped and could become annoying)
  • Updated spawn/hangar modular markers (also, fixed the ones for ground bases)
  • Updates to spawns: dimensions tweaks, added new markers, added some new spawns in ground modules
  • Updated destruction materials and added some missing materials ( some modules, like HUBs, did not have destruction materials and did not appear destroyed to the players)
Audio
  • Fixed a major bug when initializing the audio device. It defaulted to 5.1 output, even for stereo users. As a result, if you were using a stereo device, sound quality was negatively affected. The game should now properly use your default audio device's setup and most users should notice a sound quality increase (especially if you were playing in stereo or 2.1)
  • Added menu option to change the output audio device on the fly (without having to restart the game)
  • Audio volume adjustments for rotating turrets, weapons firing sound range, explosions sound range..
  • Updated some audio effects after last patch's feedback (new AMSl laser sound effect, improved machine gun sounds, improved some projectile impact sounds)
Misc
  • Updated some default game settings (ex.: MFD layouts per ship, increased navigation targets from 30 to 50, .. )
  • Updated game's initial settings to better take into account quality level based of CPU speed and GPU video-ram
  • Moved default viewpoint in corvette slightly to the left (to be seated)
WolfQuest: Anniversary Edition - Pepper


It's time for the monthly contest to win a free copy of WolfQuest! Lucky winners will receive a free copy of WolfQuest 2.7 (and PC/Mac users will also get WolfQuest: Anniversary Edition Early Access for PC and Mac)! Winners can choose to get any version of the game (Mac/Windows, Android, iOS, Kindle). Or you can also choose the WolfQuest Soundtrack and Music Extras if you already own the game.

This Month's Contest
Email your username (any username is fine, we just have to know what to call the winners) and your answer to the question: "What are three interesting facts about wolves?" to the email address contest1@wolfquest.org

Deadline
All entries must be received by midnight (Eastern Daylight Time) on Monday, October 26 2020.

Random Drawing
Winners are selected randomly from complete entries. Please enter only once in each monthly contest. Each complete entry will be assigned a number. We will then use a random-number generator to generate three numbers. The entries bearing those numbers will each win a free copy of the game.
Oct 18, 2020
The Forgotten Island - v1.0 - Thomas
1.3.0 Version Features:
  1. We have added many NPCs to the free version, including a merchant, and removed a dragon from the full version.

  2. The premium version now includes a reset potion in the elf's bags, which allows you to reset all your talent points without having to restart the game.

  3. Merchants now carry more items in their bags.

  4. We have resolved a bug that caused items in the merchant's bag to disappear.

1.3.1 Version Features:
  1. The conversations have been extended to provide more content and depth.

  2. The game now includes seven items each of helmets, breastplates, belts, and boots, all of which share similar styles.

  3. The number of weapons available in the game has been increased.

  4. A compass function has been added to the mini-map.

1.3.2 Version Features:
  1. The fighting system has been updated to include heavy and light attacks, enhancing the overall enjoyment of battles.

  2. The game has undergone some minor adjustments, including changes to art and character values for NPCs.

  3. The help page has been updated.

1.3.3 Version Features:
  1. Button click sounds have been increased for a better user experience.

  2. Various bugs have been fixed.

1.3.4 Version Features:
  1. Santa Claus now has the ability to rename your character and change its gender without deleting saved data.

1.3.5 Version Features:
  1. The quality of certain dialogues has been slightly improved.

  2. There have been some small updates to the GUI.

  3. Two towers have been added into the game.

  4. The color of sunlight has been updated.

1.3.6 Version Features:
  1. Version 1.3.6 now delivers 50% better FPS performance compared to version 1.3.5 under the same hardware.

  2. A time display error has been resolved.

  3. The HP-bar label has been divided into vitality and food.

  4. A map explanation has been added.

  5. Mouse sensitivity and acceleration have been reduced.

  6. High-quality terrain textures have replaced the basic ones.


Red Mercenary - Bobnator
Greetings Mercenary,

Red Mercenary is getting a multiplayer update. Now you can play with your friend locally with a dynamic split-screen.

You can now add a second player when in single player mode (offline) via the pause menu.


Solace Crafting - Malkere
This patch brings in the first steps in a number of different directions, all of which relate to town functionality.

One of my main underlying goals for Solace Crafting has always been to add meaning and reward to building. Having said that, building is not something that everyone is interested in. A lot of the systems I'm designing I want to reward players for making the extra effort, but make it optional, not punishing or forcing onto everyone.

With this patch all town buildings can now be built from scratch letting players customize their own town buildings and layouts however they like. That doesn't mean yet that there is a built-in reward for doing so, but I definitely have some plans for that in the near future. One of the best parts of this change is that storehouses can now have crates added to them manually to increase their storage capacity, rather than "leveling" them up. An unfortunate side-effect of this patch is that storehouses "plopped" down with the basic "construct" option from the town interface cannot yet accept crates, making them basically useless. I got stuck with some data management bugs getting this patch ready and haven't fixed that yet, but it's top priority for me tomorrow morning.

Custom buildings are now no longer started with facilities, and instead assigned using summoning circles. Many town buildings however have facility prerequisites, such as a miner needing a forge. I've also added in two other prerequisite systems, one for unspecified furniture, meaning two chairs, a table, and a carpet would meet the requirement for "4 pieces of furniture" if a town building were to require it, and a system for requiring specific "items" such as a forge or a bed for example.



Here I'm looking into a storehouse I threw together and added 3 crates to, awarding me 300 slots of storage using the same storehouse interface as before rather than interacting with the crates individually. This sort of a centralized storage system in much easier to manage than trying to move between various chests and locations. I think it would make a lot of sense to expand this system to work with all in-game items, perhaps with different tabs for different types of items, for example.

Now that storehouses are no longer upgraded, towns no longer rank up based on the level of the storehouse. Instead, there is a special town building required to increase a towns rank, all of which are now clearly marked with an arrow icon in the town interface. These buildings are the Storehouse, the Trader, the Market, the Town Hall, and the Guild Hall. There is also another new building called the Training Hall. All of these new buildings are works in progress and are not yet functional in this patch, though placeholders and/or custom structures can be placed in order to level up towns.

The Training Hall is intended to be a requirement to unlock a Job skill tree. The current four adventuring skills trees (which are scheduled for overhauling in version 0.8) are the Archetype skill trees, each of which is planned to branch into 2 different Job trees. The Guild Hall is then planned as a requirement for unlocking Class skill trees, which come after Job trees. These will each likely have a quest that the player will have to undertake in order to unlock them.

The Trader is intended to move resources from one town to another. The main idea behind this is for players to have a favorite town, or a main headquarters of sorts, even though that may be located in tier 0 territory, while their character is now adventuring in tier 10 or higher territory. Creating a new town in a higher level area will allow the gathering of higher tier resources, and using the trader will allow for sending those resources back to their main base in cases where that's preferred.

I do also plan to increase not only the base yield of resources from town harvesters, but also allow them to be equipped with player crafted equipment to further increase their productivity.

The Town Hall is intended to offer town specific upgrades, such as specializing in a specific resource or trade to increase productivity.

More to come!

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!
Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Oct 18, 2020
秘封旅行 ~ Secret Sealing Travel - 惟茉
10.18第二次更新内容:
1. 现在托盘区的自定义缩放功能会存档了
2. 增加了数个点击音效
3. 实装了京都地图BGM
4. 修复了莲子偶尔原地踏步的问题
SCP: 5K - Jester
News
We have received our first semi-major investment from Modularity, owned by DBolical (known for IndieDB, ModDB, mod.io). This funding will help us to finish SCP: Pandemic's target goals for going into Early Access.



The patch notes for update v0.2.0a of the SCP: Pandemic Private Alpha are as follows:

Visuals
  • Overhauled lighting
  • Added volumetric lighting for higher graphics settings
  • Added screen space reflections
  • Improved door breaking visuals
  • Improved some particle effects
  • Improved water effects
  • Improved post-processing

Audio
  • Improved audio quality overall
  • Improved spatialization
  • Added additional sounds throughout the map

Zombies
  • Updated zombie placeholder models and textures (male and female)
  • Updated zombie sounds
  • Improved zombie reliability

Content
  • Added water treatment room
  • Added additional smaller areas throughout the map
  • Added details to transport halls
  • Added new lights
  • Added new doors
  • Improved materials overall
  • Added new catwalks
  • Improved railings
  • Improved Mess Hall textures
  • Added set dressings and props to multiple rooms
  • Improved overall visual density

Gameplay
  • Added multiplayer via dedicated servers (peer-to-peer shelved for later)
  • Reduced starting loadout
  • Added debug loadout room
  • Added multiple routes to some rooms to diversify the gameplay
  • Added more zombie ‘hordes’ and reduced horde size
  • Increased player stamina
  • Added hinge breaking to manual doors
  • Sped up some reloads

Performance
  • Massively reduced game size (~30GB to ~9GB)
  • Improved level streaming to more aggressively cull levels and hallways
  • Reduced spawn points
  • Improved zombie performance
  • Added more zombie ‘hordes’ and reduced horde size
  • Refined graphics settings internally
  • Enabled several in-engine performance features to improve overall performance

Notable Fixes
  • Fixed multiple unnamed game-breaking crashes
  • Fixed Bitarray.h crash
  • Fixed blank crash
  • Fixed blinding light on low post-process settings
  • Fixed leaning in most areas
  • Fixed most level loading issues

Notable Known Issues
  • Doors sometimes freak out after breaking (be patient when trying to calm them down)
  • Sometimes players spawn without arms on dedicated server (a bit of a crippling issue)
  • Occasional crash when going to the main menu (the road to the main menu has a high accident rate)
  • Joining a game after leaving can result in loud noises (might just be in my head, idk)
  • Zombie/player height is different on dedicated server/singleplayer (can be a big or small issue)

There are still likely ongoing issues and things to deeply improve on, please help us identify them by joining us on Discord! To gain access to the Private Alpha (core development), you can pre-order the supporter options from our website. You can also pledge to us on Patreon. Thank you!
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