Dwarf Fortress - manavee
Hello again!

As we continue the work adding graphics to replace all of the text characters, the work on menu updates continues as well. Most recently, I updated the process for setting up stockpiles. Like the activity zones from before, stockpiles used to be placed by keyboard presses and couldn't be redrawn. Now we can paint stockpiles with the mouse, using rectangles or free painting, as with zones, and also resize them freely.



Dwarves use stockpiles to get items out from the mines, workshops and the trade depot and into more useful locations. Most typically, you'll want to set a type for the stockpile to tell the dwarves what kind of things you want to store there. In this example, I've created an armor stockpile.



The extra commands there allow you to rename the stockpile, repaint the stockpile, get rid of it entirely, or set up how its links work. Links tell a stockpile where to get its supplies and how to send them down the line. You don't have to set links up at all, but as your fort grows, you might find you want to do so to improve the flow of resources and products.



Stockpiles can be set to accept items from absolutely anywhere, or only from designated donor stockpiles and workshops. A stockpile can also designate which workshops and stockpiles it'd like to give its items to in turn. Here I've set the armor stockpile to accept armor from the nearby metalsmith's forge. Of course, in practice, the items from that forge would go to that pile anyway, since it is so close.

You aren't limited to the basic categories listed. Stockpiles accept a lot of customization:



This pile has been set to accept only bronze armor, for example. Not just that, but it'll only accept bronze armor which can be worn by dwarves. If the armor with the X at the top is turned on, it would also accept bronze armor for humans, which might show up in an invasion. This allows you to separate out junk, for example, so you can melt it down more easily. Note also that you can rule objects in and out by type, by quality, and so on. The text filter is new for the Steam version - the old lists weren't even alphabetized, ha ha.

Veteran players will notice a few missing options - the ability to reserve bins and barrels, for example, and a way to copy custom settings. These are all in the works.

- Tarn
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Hello warriors!

We are happy to introduce the first set of changes in horse mechanics long-awaited and highly requested by Community! Battles involving cavalry will be fairer for both mounted and on foot fighters and horses movement has been improved and optimized. Check the details below!

We are also launching a new Halloween event that will allow you to earn some nice fireplace and furnace skins and unique Halloween items!

In addition to the two above, we are introducing crafting quests for Ismir and Sangmar nations (Midland received theirs last week), some fixes and improvements reported and suggested by our Community.

See you in battle!


The screenshot's authors have been awarded. Tarrocan & KatyushaCHL – check your Ambers!


Changelog v.0.9.4.5.1

Horses improvements and balance

Horses are with us for some time already, becoming an awesome way to explore and learn the world of Gloria Victis, but also became viable tools and support in battles and sieges. We were gathering feedback and suggestions from the moment we introduced them to the game and now, having a good view on found issues and suggested improvements we are addressing them.

Movement of the horse on the client-side has been changed, not to emulate, but to extrapolate the server movement. We were able to do that in another way which the player moves because a player can rotate very quickly and that would give the bad feeling on its case, while horses feel much more stable now. Reported desynchronization issues between client and server should not be happening anymore, and so user experience while riding and fighting on the back of the horse is more reliable now.
(Please be aware, that those changes won't affect how the client will see other players horses, we will be working to that part within next updates).

Development of dynamics attribute shortened the speed changes including slowing down of the horse - so the lower the dynamics of the horse was, the slower it slowed down after receiving the blow that should slow it, which resulted in losing less speed than should be lost and avoiding attacks.

It should work the opposite way, so we fixed that. Now you have to develop horse dynamics to have better chances to recover after your horse will receive a slowing blow.

And one more thing. Spears have received unique ability. When the horse is accelerated above the running speed and gets hit directly from the front on the red power bar with a spear, the horse will be stopped and will rear. So, you can now play as anti-cavalry pikemen!

We are couniting of your feedback regarding the above changes, be sure to check our official Discord server and reach us on the #horses-feedback channel or send your opinion via ingame tool!

Guild and Nation Castles siege detection changes

According to Community feedback and suggestions, it was quite uncomfortable to receive information about single players in a range of Guild or Nation Castle. It led to unnecessary stress and misleads. That is why we changed conditions that are triggering those communicates.

Guild Castles:
From now on, communicate about enemies in the Guild Castle area and the red border on the flag will be shown when the base condition and at least one of the additional conditions are met:

Base condition - have to be met to check additional conditions:
  • Tokening is being in progress or it is less than one hour to the upcoming State of War.
Additional conditions:
  • An enemy players that happen to be in castle range is leading a siege engine
    or
  • Group of attackers have at least X members (the exact number required to trigger the attack detection is automatically adjusted to the current number of logged players on a given server)
    or
  • The amount of attackers is at least 5 times smaller than the number of defenders in the siege area (Similar as it is working with activity drop on GC and tokening)
Nation castles:
From now on, communicate about enemies in nation castle area and the red border on the flag will be shown when at least one condition is met:
  • An enemy players that happen to be in castle range is leading a siege engine
    or
  • Group of attackers have at least X members (the exact number required to trigger the attack detection is automatically adjusted to the current number of logged players on a given server)
    or
  • The amount of attackers is at least 5 times smaller than the number of defenders in the siege area (Similar as it is working with activity drop on GC and tokening)
Those changes, highly requested by the Community will allow for better defence preparations and management of forces, but as well will add another layer of tactics for enemy scouts and small guerilla groups.


We received a postcard from some Templars having a vacation in Baalhammon. Say "Crusaaaade"

Forefathers' Eve

Haloween is near, and on that occasion, we are adding to the game an event with awesome rewards! This year it will be a little different because we are referring to the Slavic tradition of Forefathers' Eve.

By fishing or farming, you will be able to gather a special item – Primeaveal Seal. Get some of them, and meet Pellar in your capital – after giving him the appropriate number of seals, he will for short time summon the Wraith to the capital, which will allow you and your nation members to exchange the Seals for fireplace and furnace skins. For food and drink, it will give you new unique elixirs with powerful buffs, and known and loved Haloween items like masks and lanterns.

Crafting quests

We are adding announced last week crafting quests for Ismir and Sangmar nation to match Midland ones introduced last week.

After the general introduction to the game and making a few first quests, you will be able to take Crafter Training. Those quests aim to introduce novice players to the world of crafting – showing how it works and necessary mechanics such as gathering resources, giving items to NPCs or disassembling them.

Training has a plot outline, so it's not just about gathering 5 resources and producing 5 items.
Look for the markers in crafting zones of capital cities and let us know how you like the quests!

Quality of Life:

– Buff “Fighter” that is reducing respawn time and is related to the number of gathered and held Nation points on a character will be applied when a player has 2000 NP. Until recently, before we removed negative NP from the game it was added to players who had positive NP, so it is working like before – rewarding players who were able to keep positive NP on their accounts before – and now, when a player has over 2000 NP on the character
– Digestion Tincture was not working properly. Because tinctures have long-lasting effects and after fixing the issue we found using digestion buff could swap with important and probably more useful buffs, we changed it to be an elixir. We removed that buff from players who had it and compensated that by adding for them Digestion Elixir to be picked up from Auction house collect tab because otherwise, it could swap with a more important tincture or elixir buff
– Multiple optimization changes related to NPC spawners, players characters and terrain
– Adjusted position of Ismirean quest "For the motherland!"

Fixes:

– Fixed an issue that prevented to use quick access bar after respawn properly if a player tried to wear or remove part of the equipment while being dead
– Fixed an issue that caused interaction and status bar of the planted crops and greens was not visible until player pressed Esc button
– Fixed reach of Sir Landry’s sword skin. Due to a bug, the effective range of that sword was 25% shorter than its model and counterparts.
– Fixed an issue causing stablemaster showing logistician dialogue
– Added missing description of Leather Sack

Hotfix 2020-10-26

Tweaks:

– Boosted Crusher's Sword – reduced stamina cost from 21 to 18 and changed side swing damage modifier from 0,9 to 1
– Changed Rusted Crusher's Sword – reduced stamina cost from 21 to 19, changed stab damage modifier from 0,8 to 0,4, and boosted side swing damage modifier from 0,8 to 0,9

Halloween:

– Reduced cost of summoning the Wraith from 10 to 1 Primaeval Seal
– Reduced cost of the elixirs from 10 to 5 Primaeval Seals (other resources didn't change)
– Added info that event gives 20 elixirs for 1 event (it was like that but there was lack of the info)
– Reduced cost of the campfire skin from 100 to 80 Primaeval Seals
– Reduced cost of the furnace skin from 200 to 150 Primaeval Seals
– Added new event - exchange 60 Primaeval Seals for Crusher's Sword +3
Oct 22, 2020
Dunrog - onionmilk.org




Features:
  • Optimizations!
  • Smoother loading
  • Better FPS counter (less bloat)
  • Adjusted Quality settings a bit
  • Better menu character rendering (FOV proof)
  • Better armor protections balancing
  • Better damage falloff when throwing/shooting
  • Balancing
  • Portuguese is available again ❤❤❤❤
  • Added FPS limiting options and FPS counter enabling
  • Added apply buttons in Control and Sound menu
  • Added razer Chroma enabling option in General settings
  • Added orb stacking on Anvils
  • Added anvils icon and generation in non-hub levels
  • Added alternative mode for QuickBar (LeftAlt)
  • Added feedback system (Use F8 to report bug/leave feedback)
Fixed:
  • Saved files loading freezing main menu (singleplayer button)
  • Crosshair icons artifacts
  • Non 16:9 screen ratios corrected
  • Golden Golem suicide
  • Monster attack range values
  • Camera invert Y option
  • Instant kill in Dungeon levels
  • Minimap rendering order artifacts
  • Defocusing game on LoadingScreen no longer causes game pausing
  • Rotation, Pushing, Pathfinding, Shooting, Animation freezing in AI
Disabled:
  • Custom seed system (working on it due to multiplayer issues) [it's always random now]

Please be patient and enjoy our creation as it is and as it will be after incoming updates!

{LINK REMOVED}


Hello Puppets! VR - Sunny
Hello hosts!

We’ve been looking forward to your visit! "Hello Puppets!" is now available on Steam with support of Oculus Rift, HTC Vive and Valve Index! Join this adventure in the burned down remains of an old children's show studio to unravel the mysteries behind, you’re about to get more than you bargained for.

"Hello Puppets!" Store Page

Without further ado, let’s check out what you can experience from this immersive VR horror game:

Twisted Storyline:
In 1986, a fire destroyed the studio where "Mortimer’s Handeemen," a failing children’s show starring hand puppets, was filmed. Eight people died, including the show’s creator. Ever since, rumors have swirled that the burnt-out shell of a warehouse was haunted. Play as a college reporter and break in to see if the rumors were true.





A Unique Companion Stuck On Your Hand:
A sarcastic, foul-mouthed sentient puppet named Scout will be stuck on your hand and will serve as a guide for you throughout the journey (not necessarily a reliable one). She isn’t your usual companion character: she doesn’t like you and you don’t like her, but you’ll have to work together to escape the evil cast of "Mortimer’s Handeemen." You’re on the run from psychotic puppets, and your only friend is a puppet who is, by her own account, "slightly less evil."

Don’t think of Scout as a bland character, she’s alive, and you can interact with her using revolutionary mechanics only possible in VR. She remembers how you treat her, and reacts differently to situations based on what she thinks of you.





Complex, Challenging Puzzles And High-intensity Pop Out Scares:
Remember, you are not here for sightseeing. Solve fun VR puzzles to test your ability to work with Scout. But be extra careful since you and Scout are on the run from evil sentient puppets, and they may or may not jump out and snatch your soul while you navigate your way. Try not to scream too loud!





Fun "Puppet Mode" That Alternates Gameplay Perspectives:
The "Puppet Mode" lets you transform into Scout and see the entire world from a radically different perspective. Use "Puppet Mode" to solve puzzles, escape enemies and learn secrets about the world of "Hello Puppets!"

While enjoying the game, please also remember to follow us on Twitter as Scout has messages left there for you! And don’t hesitate to send us Twitter DMs or join our Discord server to report issues, provide feedback or just show off your awesome screenshots!

Follow Us On Twitter And Join Discord:


Explore the rich lore hidden throughout the world and figure out the secrets behind this horrifying and darkly comic story, enter the game before Scout gets impatient!

"Hello Puppets!" Store Page
1812: Napoleon Wars - firstgames
New levels added to the game
Oct 22, 2020
Madrun - Squiddo
-You can now chat in-race. Click the blue chatbox on the topright to open/close the chat. You can disable this feature in settings.
-Achievements are added for time attack mode. You can earn RR as well as achievements by completing and improving time attack records.
-Other players will now appear as blue on the minimap so you can better identify your own location.
-Level 16 traffic adjusted to be more forgiving.
-Level 2 item block placement adjusted to facilitate a formerly difficult jump.
-Resolved an issue where players' icons don't flash accordingly on the minimap.
Learning Factory - ElJorro

Isn't Mars just beautiful? It certainly is now!

After the great Cat-Human Revolution the planet was terraformed and has become capable of sustaining life. But its view was far from being inspiring, with only a few occasional plants growing here and there. Certainly not a place to take your cat to make a selfie (let alone chewing on some leaves!).

Well, it all changes now, thanks to collaborative work of KOTOVOD scientists and Totally Not Mutant Seeds Company (a division of I.L.L.U.M.I.N.A.T.I. Inc.)! The newly planted trees and bushes are not only beautiful, but they grow and reproduce all by themselves, without additional watering or fertilizers!

Thanks to their work, Mars will flourish, and so will KOTOVOD!

(Disclaimer: KOTOVOD and TNMS Company do not hold any responsibility for cases of uncontrolled growth and spreading of plants; it is advised to harvest plants on a regular basis)

Version 0.7.3 Released
  • Plants are now growing intensively on the map
  • New and updated design of plants
  • The character does not get stuck in buildings anymore
  • Added a warning when starting a new game (to prevent deleting saved game by accident)
  • Minor bug fixes and interface improvements

More Engineers Required
We want YOU at KOTOVOD! Your participation in our Alpha program will help us create a more bright and enlightened future for cats and humans! Please use the information below to join our ranks:

To play the Alpha, please join our Discord server or sign up for Email list

And of course, don't forget to add Learning Factory to your Wishlist (check out the button on the right of this page!)

Learning Factory's Public Roadmap
Soldat 2 - kateflow

SOLDAT 2 UPDATE 0.7.14

Soldaters,

The maps added in the previous patch turned out to serve better as DM maps so they are now called dm_regain and dm_corazon. But I made entirely new CTF maps, check them out!

ctf_strike - I wanted to make something that would be similar in structure to Ash. It turned out somewhat different. Let's see how this plays? Comments are appreciated.



ctf_magpie - A very fluid map design with an unusual flag placement



I spent a lot of time fixing bot pathing and making the bots generally do more stuff like rolling. Overall pathing should be better and faster.



Knife is less bouncy like in Soldat 1 (also nade)



I hope you like the changes. Please remember everything is temporary and if something doesn't work I'll switch back to how it was or improve again.

So please tell me how do you like the new changes? :)


Changelog:
0.7.12- 0.7.14
+ added maps ctf_strike, ctf_magpie
+ replaced ctf maps with dm version: dm_corazon, dm_regain
+ removed knife bouncing
+ nades less bouncy
+ rheinmetall, tec-9, kalash and minigun tweaks (iMPUcz/Numerite suggestions)
+ fixed cobra and generic lower terrain view obstructed
+ smoother camera zoom in/outs
+ less zoom out on spectator
+ lowered laos texture quality
+ fixed medkits on top of map
+ fixed potential respawn issue
+ fixed bots issues with getting stuck
+ fixed bots not using jets where appropriate
+ fixed some dumb bot pathing
+ fixed bots not crouching in low areas
+ bots now roll around
+ faster waypoint generation on map load
+ more optimized waypoint generation
+ fixed kill leaderboards issue

What should I work on next?

Have fun!
MM
Monster Train - shinymark
Welcome to Herzal's Workshop and official mod support! Check out the new "mod settings" button on the main menu to get started with player-made mods. Visit the official Steam Workshop to browse available mods.

NOTE: player-made mods can cause bugs in the game, including crashes/hangs, and are not supported by the Monster Train development team. Please report bugs to mod authors via Workshop.

Just in time for October 31st we've added some temporary Halloween decorations. Also, for a limited time, the Bone Dog card is significantly more common. If you haven't mastered it yet, now is the time to do so during this limited time Halloween event!

New features
  1. MODS - added official mod support. Enable mods on the main menu and then check out the Steam Workshop.
  2. HALLOWEEN - for a limited time you'll see some holiday themed graphics in the game. Also, Bone Dog is now in his own Concealed Caverns event and is much more common for the duration of the Halloween celebrations.
  3. SETTINGS - added a new color blind accessibility option. It changes the color of some floating text and status effect icons. There is a preset for red/green color blind. You can also set the option to "custom" and then change the colors to whatever you want in the game preferences file.
Here is a small sample of the mods available at launch:



As you can see there is a variety of mods with varying function and production quality. ːsteamhappyː

Launch day stream

Join us for a series of launch day streams on October 22nd, 2020! You can view them right here on Steam or on Twitch.

Join the community discussion

You can find us on our official Discord, official subreddit, and on Twitch.

Other changes
  1. GAMEPLAY - moved Bone Dog to his own event and removed him from the potions event. Made Bone Dog more common.
  2. GAMEPLAY - Rector Flicker's Dark Calling path buffed. Stats increased at all levels. Bonus attack on reform increased at level 1 (0->5) and level 2 (5->10).
  3. GAMEPLAY - changed Razorsharp Edge yet again to try to prevent confusion. Went back to saying "-2 <heart>" on the card but now it also always lowers current health and max health. Hopefully this will be the end of the confusion.
  4. GAMEPLAY - Emberstone can now be applied to X cost cards.
  5. GAMEPLAY - using a reform card when there is only one possible target in your Consume pile will skip the deck screen and immediately reform that unit.
  6. GAMEPLAY - increased Gorge stat gain for Penumbra's Glutton path.
  7. GAMEPLAY - increased stats of Solgard's Titanchannel path at level 1. Decreased shard requirement at level 2.
  8. GAMEPLAY - Hallowed Drippings Burnout increased 3 -> 5.
  9. GAMEPLAY - Purifying Cleanse healing increased 10 -> 15, Burnout increased 2 -> 3.
  10. GAMEPLAY - Wicklash attack buff increased 5 -> 10.
  11. GAMEPLAY - Perils of Production Rage increased 2 -> 3.
  12. GAMEPLAY - Railbeater Armor bonus increased 25 -> 30.
  13. GAMEPLAY - Molluscmage stats changed to 5/3 with +8 Magic Power.
  14. GAMEPLAY - Cuttlehex stats changed to 5/3.
  15. GAMEPLAY - Preserved Thorns Ember cost increased 0 -> 1.
  16. GAMEPLAY - removed Rage bonus from Furnace Tap.
  17. ENGINE - various changes that improve load time and reduce peak memory consumption.
  18. TEXT - removed erroneous Enhance tooltip from Bone Rattler.
  19. TEXT - clarified that Endless works on Eaten units too.
  20. BUG FIX - the Moth Magic mutator now ascends even when there is armor.
  21. BUG FIX - fixed a softlock that was introduced a few months ago for brand new players if they followed a rare sequence of actions in the initial tutorial.
Oct 22, 2020
Song Beater: Quite My Tempo! - Playito.com


New graphics
  • Modern user interface with always available quick game settings at the bottom
  • Real life boxers promotional photos for your fitness motivation
  • 10 new avatars for multiplayer and streaming
  • Themes improved. E.g. Egyptian theme is now populated with even more animals.


New content
  • Brand new game mode called "THE CLUB" for extreme calories burning and huge scores. Choose any song you want and it will be played in a loop with constantly increasing speed. Hit special bonuses with your head for extra score. (There's a new song called "Welcome to The Club" in Volume 2 which is a good fit for this mode)
  • 6 new songs added to Volume 2 (that makes total 51 songs and videos in the game + 8 custom songs currently available for download from our server + any custom songs in ModSaber format you download from 3rd party servers or create in the provided Song Beater Editor)
  • 2 new Steam achievements for "THE CLUB" mode


New features
  • Multiplayer now supports voice-chat, custom songs and videos. You can also change your avatar at any time
  • Progress announcement during playing the song. If you move up in the leaderboard while playing, you will know it immediately (announced by voice and displayed as yellow number under your score)
  • Don't know which song to play next? Quick play button in main menu will select random song for you (song difficulty and source can be changed in settings)
  • Hand rotation settings. You can rotate your virtual hands to any X/Y/Z angle relative to your real controllers. Also when playing with blades, if you pause the game, you can ajdust angle of the blades using your right thumbstick (touchpad)
  • Real 360 is now more adjustable – choose between whole 360 or 180 degrees, you can also disable vertical angles and keep only horizontal ones
  • Custom songs import settings. If you downloaded a song in ModSaber format and want to make it easier to play for fitboxing (you can always play it using selection of freestyle weapons as well – blades, saw, tonfas...), you can set recoloring on (this will force beats on the left to have color for your left hand and vice versa), removing beats overlapping each other or moving all the beats up or down whole row for easier reach
  • Custom songs downloading from our server (and/or other servers you specify in new_patch.txt file) is now more user friendly and allows also deletion of songs



New optimizations and improvements
  • Analysis of your gameplay in form of accuracy, power & calories burned graphs
  • Score boost now does not reset to 0 if you fail or miss, only decreases a little bit (based on selected difficulty). Single mishap won't ruin your great score anymore, you can catch up if you try hard enough
  • Calculations were reworked – punch or weapon hit detection is now more precise (angle and power of hit, centering on the ball)
  • Improved timing of several existing songs – even songs with irregular BPM, risers etc. should be now spot on
  • Player profile in your party now stores more settings including theme (environment). When you switch to another player, his/her theme loads up automatically
  • Championship mode now displays list of other players competing with you with their realtime scores (take a look at the floor in front of you), so you always know whether are you winning or need to catch up. Top players will receive points according to their placement
  • Ranking system (previously separate for Volume 1 and 2 songs) has been merged to single rank with level cap at 180


New competition
  • Several new leaderboards were added – total calories burned, total score for "The Club", total score for "Championship", total score for the other modes. Leaderboard kings now include more game modes as well and weight of difficulties were adjusted (intense and impossibru victories now grants substantially more points than normal, light and gentle)



...