Empires and Tribes - White Vertex Studios
This patch improves the performance of Empires and Tribes and the graphical representation with a new post processing.
The revision of our dynamic occlussion system brings significant performance improvements, especially on the larger maps. In addition, as you requested, we have added a chest for storing items in the town hall. Meat and bread are now consumed simultaneously, and providing both foods will give you a satisfaction boost. To help you find your way around, we've also added a new compass. In addition to reworking and expanding our ambient system, we have of course continued to work on bugfixing and are fixing a few bugs with this patch.

ENGINE:

Added:

- Items can now be stored in the chest in the town hall
- Residents now provide themselves with both food (meat and bread) when available. Automatic distribution is fixed at 35% meat, 65% bread, but varies depending on food availability (100% meat if no bread is available)
- satisfaction boost when two food items are available
- additional dissatisfaction in case of food shortage
- implemented new colorgrading model, which brightens the whole environment a bit and provides less noise in distances

Fixed:

- performance of the dynamic occlusion system improved
- Tree billboards are now rendered depending on the selected camera view distance - graphically better rendering of trees at higher view distances and performance optimized rendering at short view distances
- Increased distance to player where units and buildings can be obscured and thus no longer rendered (less frequent unintentional glitching)
- The builders now work correctly on the stone wall, gate, and towers
- The flags in the cathedral now show the player color and the player coat of arms
- The lightning sounds are now triggered only in relative proximity to the player
- The camera position in the city council meeting in the city hall Lv3 is now calculated correctly
- Torch is no longer spawned in the air in the apartment building type2 level1

Changed:

- Area of influence of the church increased

UI:

Added:
- Added menu to store items
- Added new compass

Fixed:

- The button "Upgrade keep to Lv3" is no longer displayed after loading if the keep is already upgraded
- The scrollbar of the items in the crafting menu has now the correct size
- The number of idle workers is now displayed in green in the resource panel

SOUND:

- The complete ambience system has been reworked
- Sounds for torches and cooking places added
Dec 12, 2020
Directive Nine - martinbachn
Update 0.1.8 Patch Notes:
  • Player Rating - When you die, theres now a player rating calculated for your run. The exact formula is still being worked on.
  • Leaderboards : The Player Rating now uploads to Steam Leaderboards, and you can find the leaderboards in the menu on the Main Panel in the top.
  • Item re-rolls : When visiting the ItemStation at the end of a run, you can now pay to re-roll the selection of items. Price increases every time
  • NEW ITEM Gadget Reset : On kill - chance to reset gadget cooldown (stacking)
  • NEW ITEM Bullet Well : On Kill - chance to refill the magazine of your active weapon. (stacking)
  • NEW ITEM Dying Anger : Increase the damage you deal when YOU are below 30% HP by 2% (stacking)
  • NEW WEAPON MOD : Bursty. After 3 consecutive critical hits, grants 3 burst fire attacks. These attacks cost 1 ammo each. This Weapon Mod is for the Pistol only.
Fight or Flight - gozu



Hi Guys,


Here is this weeks patch with plenty of fixes to the most commonly reported bugs!
We will be taking some time off from patching over the Christmas period to ensure stable and reliable servers over the break.
During this time we will continue to work on the game, and will also work on a road map which will be released early next year so that players will have some idea of where the game is heading.
This will be a preliminary plan, with room for peoples suggestions and ideas. It will include things such as, an engine upgrade, a complete rewrite of the monster and bot AI, more poi's, more monsters etc...

Thanks for the support so far, it means the world! ːsteamhappyː


Patch notes:
AI; Resolved issues with Wolves, Zombies, Spiders and Bears clipping through buildings and floating when in an idle state
AI; Player collisions fixed on Wolves, Zombies, Spiders and Bears
AI; Bear now has a secondary attack (standing up and stomping...) watch out! O_O
AI; Monsters will no longer slow down from hit damage unless hit is very high damage
AI; Aim accuracy added to Bot AI. This is scaled based on Bot Skill...
Player; Fixed bug causing consumables (ie bandages) to stay on screen briefly if consume is aborted
Player; Fixed bug causing consumables to not display animation on some enemy players
Player; Fixed bug causing hip-fire animations to look incorrect
Player; Fixed bug causing weapon to not change back after a failed attempt to consume item
UI; Fixed bug with death messages not displaying icons correctly for certain damage types
Vehicles; Fixed bug when vehicle would sometimes disappear after exiting
Vehicles; Fixed bug where other vehicles would sometimes disappear after exiting a vehicle
Vehicles; Fixed bug where parachute would deploy if you got flung off a vehicle at a high enough speed
Loot; Decreased min bot death loot, and made the results a bit more random
Weapons; New sounds for SKS,SVD,AAR4 (WIP)
Weapons; New reload sounds for various weapons
Matchmake; Fixed occasional crash from match making
Matchmake; Server will now force start a match 3 minutes after the first client connects



Servers are currently running with 8 bots at 50% skill, please let me know if this is too easy!


Have a great weekend!
-Gozu
Dec 12, 2020
Stream Battlecards - Artimus
Thanks to all the supporters of the stream and Battlecards.

This card pack gives you some unique new enemy cards from supporters. All enemies in this pack have their own skill setup for diverse battles.

The Supporter Card Pack will receive more supporter cards over time to expand your card deck.


If you have problems you can find contact information on my website:
https://www.pad-soft.de/imprint.html

To follow further development, get insights or ask questions, visit my channel on Twitch:
https://www.twitch.tv/artimus83

Translated with www.DeepL.com/Translator (free version)
Clad in Iron: Philippines 1898 - dev.totemgames
Additional historical scenario about the naval Battle of Manila Bay for the game Clad in Iron: Philippines 1898.

The Battle of Manila Bay, also known as the Battle of Cavite, took place on 1 May 1898, during the Spanish–American War. The American Asiatic Squadron engaged the Spanish Pacific Squadron. The battle took place in Manila Bay in the Philippines, and was the first major naval action of the Spanish–American War.





Survive the Nights - a2z Interactive
Hello all,

We’ve released the 1.6 patch to our stable branch on Steam. You can find our patch notes below. There’s a lot of testing and breaking to do so go at it! Please do your best to check against the list of changes and report bugs using the in game bug report system.



Black Ridge Prison
You'll find our latest Point of Interest to be our biggest and hardest yet. The structure itself is massive, consisting of multiple outer structures and a large prison compound. You'll find a small workshop, offices and garages. The prison features new door mechanics, a draw bridge multiple armories and a pharmacy. It's our first POI to feature keycard controlled doors. The player will find their first keycard controlled door at the prison bridge control room. In order to access the draw bridge controls you'll need to first battle your way through one of the two police stations on Black Island and scoop up a keycard.


Black Ridge Prison cell block entrance


Prison garage and prison bus


Watch your step!


Bridge control room locked with a keycard


Prison drawbridge keycard found in Addersfield or Union Point police stations

Prison Armory and Rewards
The prison is quite a challenge, the last stand in the cell house can get very intense. There are nearly 90 working cells in the tower and a mess of angry zombies to deal with. The reward for completing this POI outside of gained XP is a massive armory. Along with the main armory players will find a sizeable medical supply along with a secondary armory. There should be loads of weapons, medical items and ammo to stock on should you make it through to the end you'll also find yourself a prison bus to make a quick escape. Outside of these rewards we'll be introducing (at community request) extended magazines. These will only be found at the prison :)


Extended mags

Commercial Generators!
Some of you might remember our older builds. These builds featured non-working commercial generators on larger structures. We'll be introducing this mechanic working in 1.6, you'll find commercial generators on POIs like the prison and police stations. At player request we've also removed the ability to lock rooms generators are located in like those at the airport. Let us know if you think we should add these commercial generators to other structures.


Commercial generator

An Island is Born (Bitterhold)
Along with a completely new prison island we've reworked the entire old island. A few weeks back we asked the community for a name and the team ended up selecting "Bitterhold". The new town is pretty large, features a split level design with the church and possibly some future homes overlooking the rest of the island. You'll find a good deal of loot here and it might be a great place to stock up before taking on the prison POI.


'Bitterhold' our new island​


Bitterhold from afar

Inventory Changes
  • We've been listening to feedback and chatting with supporters on our forums. We've made quite a few changes to the inventory system. In the past couple of builds we've improved inventory background pictures, added icons and updated fonts. In 1.6 James has taken a bit of time to improve some quality of life issues with the inventory.
  • Hovering over items in the inventory now only changes an items description area on mouse idle, this will reduce the constant changing of the left inventory page and makes the experience much easier on the eyes.
  • Weapons can now be cleaned from the description (left side) page, you'll find the clean button right near the condition readout. This will also allow the player to clean weapons they don't have equipped.
  • We've removed the crafting recipes for sharpening in place we've added a sharpen option in the item description much like the cleaning option above for weapons. This has been requested for some time and it's a great suggestion.
  • Improved ammo area layout making it easier to read.
  • You can now search for appropriate attachments right from the weapons description area making the attachment system much easier to understand overall.
  • The sort button for the inventory now looks like an actual button.
  • The entire search bar is now clickable in the inventory. Previously only the left side was clickable.
  • We've introduced a 'Quick craft' option as per community request.


Descriptions change on idle only


Attachments from description window


Cleaning from description window


Quick craft menu :)


Patch Notes - Alpha 1.6 (Black Ridge Prison | Bitterhold | QoL ++)

HOTFIX 1.5.32
  • Fixed stuck command.
  • Server time display in the server browser now works again.
  • Correct cell block opening audio now plays to match the block that is opening.
  • Fixed issue that caused the Cricket vehicle to have a white damage texture.
  • Tweaked keycard render distances so that they can be picked out more easily.
  • Players will now start with a worn double barrel, 7 cartridges, map and DIY compass. (temp change until a rework of quick start is done in the new year)
  • Resolved AI path finding issues around the prison area.
  • Resolved issues around Bitterhold and prison which meant vehicles would fall through the ground.
  • Fixed spelling errors on prison signs.
  • Harvesting around Bitterhold and prison should now work correctly.
  • Fixed terrain under houses to stop clipping in Bitterhold.
  • Staircase after main prison armoury now has steps missing which makes it one way. This stops players back channeling to get more loot.
  • Door after armoury in prison no longer requires electric. Player could get trapped here if the main generator lost power.
  • Fixed issue which stopped reloading after attaching extended mag while the weapon was already equipped.
  • It's no longer possible to trick safe logoff by force closing game.
  • Crafting wire spool and other craftables that were breaking the inventory no fixed.
  • It is now possible to place items on the cooking surface while fire machine is open.
  • It is now possible to place campfire grill while in the fire GUI.
  • Added system for searching inventory for relevant parts via a [Search] button when a machine is open. This shows only items that you have and that can be put in the machine.
  • Added functionality so that any items that can act as tinder/firewood can be placed directly in the fire without having to be crafted into tinder first.
  • Items that can be used as tinder or firewood now display so directly in name. Example: Dirty Rags (Tinder) or Plank (Firewood)
  • Button now says "Burn" instead of "Move" while in relevant fire machines.
  • Machine items now have icons next to name.

Performance
  • Various zombie optimizations that improve performance drastically when player count raises above 10-15 players.

Drops
  • Night of the Living Dead film now spawns around the world.

Zombies
  • Fixed issue which would cause zombies to duplicate momentarily as they chased the player.
  • Resolved issue relating to vehicles where zombies could become invisible.

UI
  • Map updated to include Bitterhold (Town) and prison POI.

Weapons
  • Implemented extended magazines for ARG15 rifle,Rauser hand gun and T5 Pump action shotgun.

POI's (Points of Interest)
  • Added keycard spawners at the police stations.
  • Breakers now disable when generators turn off.
  • Updated existing POI's to use the commercial generators.
  • Airport doors can no longer be locked
  • Added new achievements for Prison.

New town (Bitterhold)
  • Added new town on island that was previously unreachable with bridge joining it to the land.

World interaction
  • Commercial generator added.
  • Commercial generators can now power certain items based on proximity rather than circuit.
  • Added working prison draw bridge.
  • Added logic to stop players logging out at POI's
  • Added logic for stopping item placement on the moving draw bridge.
  • Armoury doors are now bullet proof.

Animations
  • Added bridge animations.

SFX
  • Added audio for bridge.
  • Added loud speaker audio for prison.

Vehicles
  • Prison bus added.

Doors
  • Added keycard door mechanic for POI's
  • Timed doors that stay open for a set amount of seconds after being interacted with.
  • Added door variants that are open while power is off and open while on.
  • Added cell door functionality that open after X amount of seconds from power becoming active.

Props
  • Added prison structure.
  • Added Keycard props.

Merch Shop
We've opted into a 3rd party seller (Teespring) to provide those that have requested it the ability to pick up some cool merch and help out the team.

https://teespring.com/stores/a2zinteractive


Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!

Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
The Message - ggamer2023
Now I'm working on v0.03. There will be new human models. It won't release soon, because making people is hard for me.

You can see more info there: https://vk.com/otbitie_nahui_psihi
Supersonic Tank Cats - molegato

Hi everyone! Even though the game is out, I've been doing some small tweaks and, biggest of all, a new character!

Due to external reasons, Guapo will not continue being part of the character roster. But fear not! His slot has been taken by a professional, cool-minded, grumpy lady-of-war: Patch!


But let's cut to the chase! Patch notes:
  • Guapo has been replaced by new character Patch for external reasons
  • Made in-menu postprocessing less saturated
  • Reduced stuck timer from three seconds to one
  • Fixed small collission hiccups in Pawn's Road
  • Fixed bug that prevented coins to spawn in Token Race 8

Hope you have lots of fun!

Thanks,
Raúl
Dec 12, 2020
Furious Angels - Morfeo
• Made the code a bit safer from cheating
Long overdue.

• You can mix gamepad input with mouse and keyboard
For example you can use one stick for movement and the mouse for shooting.

That's it!
Observer: System Redux - Saucerhead
Dear Players! The thirtd patch for Observer System Redux is live! We continued our work on fixing bugs Many thanks to everyone who gave their feedback!

Changelog:

- Dynamic Resolution available
- Light and level streaming optimized
- Raytracing optimized
- Minor graphic issues fixed
- Razer Chroma support implemented
- It Runs In The Family: Tkaczyk's computer monitor is readable even when the room is dark
- Errant Signal: computer in the basement should no longer have issues with text dispay (white screen) preventing the player from finishing the quest
- Doors leading to the room 210 should no longer be doubled
- In-game collectibles' menu shows the correct maximum amount of patients' cards

More updates coming soon!
...