Fell Seal: Arbiter's Mark - 1C_David


We are happy to let you know that we have added Simplified Chinese localization to Fell Seal: Arbiter’s Mark! To all our fans in China, we hope you enjoy the game now in your native language.

12/17/2020 - Version 1.5.0b
New Content:
  • Simplified Chinese: Is now an officially supported language.

Bug Fixes:
  • Achievements: Some achievements could fail to trigger if they were triggered while playing in offline mode. This should be behaving better now.

Modding:
  • Text: Modders could crash the game by creating recursive text replacement entries. Fixed.

https://store.steampowered.com/app/699170/Fell_Seal_Arbiters_Mark/
Goblin and Coins - NB264
Ever since Windows 10 v.1703 (Creators Update) the game (and many other titles) had issues with the fullscreen mode. At first it was just a black/white screen (easily mitigated with a compatibility mode), which was sort of fixed with the release of Win10FCU (1709) and KB4048955, but for some reason ever since game runs sluggish and under 30 fps even if it worked perfectly fine before... and runs fine on older versions of Windows even today.

It's playable, and gamers who aren't using frame counters might not even notice, but everything just feels way too slower than intended on random occasions. I've finally decided to try making this experimental DX11 build available, as it should work perfectly fine on any modern computer able to run DirectX 11. The reason I didn't do it earlier is because I wanted to keep backward compatibility with older computers and Windows 7. Using it as a separate build will keep that, while providing normal gameplay and experience to everyone else.

Simply right click the game title in the library, select "properties" and in the Betas tab select "DX11 build" from the dropdown menu. You don't need a password or anything.



This game is more than 4 years old and GnC2 is in advanced stage of development, so I can't really promise anything, but I do have some ideas on potentially updating all builds to DX11 and making it default if this proves as a good solution. So if you decide to try it, please let me know if there's any bugs or how it ran compared to the default build for you.

PLEASE NOTE: Main branch was later updated as well so there should be no slowdowns even on DX9. You can still try DX11 branch but it's not necessary.
Age of Empires III: Definitive Edition - Evangelos


Welcome, everyone, to the last major update of 2020! Though the year is coming to a close, this is still only the beginning for Age of Empires III: Definitive Edition. We have big dreams and big projects in the works for 2021: from improving on the foundations of the RTS classic to implementing new features and tools with which to approach the battlefield, and even coming up with new ideas to liven things up as you learn and master your favorite civs for years to come. Thank you for being here at the start of the journey—we hope you’re excited as we are to join us in the new year!

Today’s update introduces a new festival, new exclusive rewards, and TONS of new fixes to improve your experience over the holiday season. As always, here’s the short list for those of you who want to jump straight in:
  • New Event: The Winter Wonderland Celebration!
  • Seven New Profile Icons!
  • Improvements to the Game Stability and Performance
  • Significantly improved the aggression of AI players in Team games
  • Fixed certain instances where units would auto-garrison after constructing a building
  • Numerous multiplayer lobby and matchmaking fixes
  • Bug fixes, crash fixes, exploit fixes, and more!
This is only the beginning for Age of Empires III: Definitive Edition—the first months since it’s release back in October (even if that feels like years ago). Our list of projects and priorities will continue to grow and evolve into the new year and beyond, including (and often based on) feedback and ideas from you, the community!

Just remember: the BEST ideas are the one that focus on a single idea that improves the game, and which motivate and earn support from the rest of the community. There’s no better time to join in: whether you have an idea of your own or simply want to help others contribute to the future of Age!

💬 DISCUSS: Age of Empires III: Definitive Edition Forum
🗣 JOIN: The Age of Empires Official Discord
Tomorrow marks the beginning of holiday break for much of the Age of Empires team, so expect things to go quiet until the new year! Our support team will still be available to handle any issues that arise, and we’ll be back next year to keep the train moving forward and towards the next major update (and beyond).

We hope you and yours enjoy everything that the 2020 holiday season has to offer, and that 2021 brings new adventures and opportunities—both in life and in the age of exploration!

See you in the new year!

—The Age of Empires Team



UPDATE 10807



BUILD SPOTLIGHT
While there is plenty of notable fixes and features to which to look forward in today’s build, here are some of the big highlights coming with this month's update:

The Winter Wonderland Event

🎅 DECEMBER 17 through JANUARY 3
It's the holiday season, and we're sharing in the celebration with our Age of Empires family!

The WINTER WONDERLAND EVENT introduces a new set of challenges, new rewards, and new ways to explore Age of Empires III: Definitive Edition in the final weeks of 2020! You'll be able to return each day to complete new challenges and unlock new rewards, so be sure to grab the latest update and get started right away!

▶︎ NEW REWARDS!
Starting TODAY through JANUARY 3RD, complete daily in-game tasks to unlock holiday-themed goodies:
🎯 Sign into Xbox Live. 🏆 Unlock the Jaeger Bearing Gifts profile icon. 💾 *Required* if you want to save any rewards unlocked during the event!
Each of the following challenges must be unlocked in order and on separate days:
🔒 Win a Skirmish or Multiplayer game as the French in the Arctic Territories map. 🏆 [Mod] Unlock and keep the new Winter Wonderland Holiday Map. 🔄 Note that you will need to restart your game for the mod to work properly. :alertalert: Note that installing the Winder Wonderland mod will result in un-modded lobbies not displaying in the lobby browser. You will need to manually disable the mod to view all un-modded lobbies. 🔒 Win any Single Player Skirmish game on the Winter Wonderland Holiday Map. 🧱 Unlocks the Red Monster Truck Filled with Presents profile icon. 🔒 Win a 1v1 Single Player Skirmish game against Hard AI on the Winter Wonderland Holiday Map. 🧱 Unlocks Red Nose Capybara profile icon. 🔒 Play a Single Player or Multiplayer King of the Hill game. 🧱Unlocks Old Coot with a Confetti Cannon profile icon.
The Winter Wonderland map is a twist on an old favorite:

“During these festive times, players find themselves in a beautiful snow valley surrounding a frozen lake. A single circular trade route runs around the map. This map is filled with presents, decorated Christmas trees, and with reindeer and moose to fit the occasion.”
We hope you enjoy the new battlefield!

▶︎ KEEP IT FOREVER!!
If you sign in to Xbox Live during the event, you’ll get to keep all the profile icons you achieve over the next two weeks! Sign in, earn your rewards, and enjoy the celebration!

We hope you enjoy the Age of Empires III: Definitive Edition Winder Wonderland! Again, don’t forget to sign into Xbox Live to ensure you keep everything you unlock!

7 New Profile Icons
Seven new profile icons have been added as permanent unlocks to the library!

Complete their respective goals to unlock and use them!
  • Play a Skirmish or Multiplayer game as the Japanese.
  • Win a Skirmish or Multiplayer game with Trade Monopoly.
  • Win a 2v2 Skirmish with India on Hard.
  • Win Christopher Da Gama’s Expedition in Historical Battles.
  • Complete Blood, Ice and Steel Campaign: Act 1 with bronze medals.
  • Complete Blood, Ice and Steel Campaign: Act 2 with bronze medals.
  • Complete Blood, Ice and Steel Campaign: Act 3 with bronze medals.

GAME
Stability & Performance
The following fixes should address some of the most common crashes being reported:
  • Fixed a crash when setting a rally point for the second time after having played a previous scenario. (The waypoint flag was referencing unloaded animations.)
  • Fixed bone errors in tree_yellow_river that could cause a crash, and which prevented the tree type from visually falling when felled.
  • Fixed potential memory corruption in some unusual paths through the UI.
  • Fixed a potential crash in AI combat comparison.
If you continue experiencing disruptions following today’s build, please contact our support team so they can collect information and provide assistance!

Graphics
  • Corrected the thumbnails and tooltips of the color customization options for the Portuguese and Spanish Cathedrals to display the correct color variants unlocked for the building.
UI
  • Added a new prompt when starting a special event challenge. This dialogue will ask whether you want to play in single- or multiplayer to complete the challenge, then will send you to the respective lobby.
  • Steam users are now able to send invites to ranked parties even if they’ve disabled the Steam overlay.
  • Improved the readability of the UI number representing the total currently-selected or -garrisoned units.
  • Russians: Added the (previously missing) Veteran Grenadier to the technology tree.
  • Swedes: Corrected the technology tree name of the Heavy Cannon, which was previously listed as “Frontier Blockhouse”.
  • Each color customization option for the Maltese cathedral will now unlock the correct color rather than one of the other colors.
  • Updated the contrast of the campaign completion percentage to display more visibly against the campaign artwork.
  • The French Explorer’s ‘Heal Injured Units’ ability now displays the ability name on its tooltip.
  • Fixed several incorrect tooltips in the Clan Description and Join Policy menus.
  • Implemented various text updates in all languages.

GAMEPLAY
  • Changed the default hotkey for “Attack Move” from CTRL+SHIFT+Z to Spacebar to address an issue with issuing the command to moving units. As a result, the “Find Selected” action has been moved to CTRL+Spacebar.
  • Added safeguards to prevent players from Aging-Up or researching technologies from any building. Buildings will now check to ensure that they have the permissions to research the given technology.
  • The “sooo good” cheat is now properly disabled between different matches.
  • Units can no longer be ordered to garrison in a buildings while it is under construction. This is to prevent the accidental “auto-garrison” of builders by SHIFT+queueing the order while it is being built.
  • Chasqui will no longer auto-garrison inside a Tambo they were recently tasked to build.
  • Fixed an issue which could result in Town Centers activating stealth mode (i.e. disappearing) on Malaysian-themed maps.
  • Fixed an issue where quickly double-clicking different “Find Unit” hotkeys would fail to perform the latter commands.

CAMPAIGN
Art of War
  • Added the victory conditions of each scenario to the Art of War menu so players understand the objectives before entering the challenge.
  • Algiers: Renamed the Home City to Cherchell.
Historical Battles
  • Chuvash Cape: Fixed an issue which prevented the scenario from ending in defeat until the starting Flat Boats were destroyed, even if all land military units were lost.
Campaign Missions
  • Strange Alliances (Blood, Ice, and Steel – Act II): Stuart Black is no longer listed as an enemy, as he is, in fact, an ally.
  • Colonel Washington (Blood, Ice, and Steel – Act II): Removed an errant response offered by Ká:nien to John Black that did not belong in the scene.
  • Saratoga (Fire and Shadow – Act I): The AI players will now construct forts on any difficulty, and will no longer play as passively or defensively during the scenario.

CIVILIZATION BALANCE
  • Fixed an issue which could prevent the Town Center Rickshaw from spawning when playing Nomad on the Baja California or Central Plain maps.
  • Fixed an issue where, on occasion, the AI could trigger two different revolutions.

LOBBIES & MATCHMAKING
  • Player tooltips are now visible in Ranked party matchmaking.
  • Fixed the display of player names when loading into a ranked match.
  • The 20 Minute Treaty game mode is no longer checked by default when queuing for a ranked match.
  • The previous game Mode and Rules will now be preserved across matches.
  • Team colors will now match the player colors when there’s only one player per team. For games with more than two players, team colors will be assigned at random.
  • Improved the color randomization in Ranked matches to prevent duplicate assignments from breaking the game.
  • The multiplayer lobby browser can now (properly) be sorted by games with/without a password, or by server region.
  • The ‘Reset All Filters’ button now refreshes all fields in the multiplayer lobby, whereas previously missing the ‘Region’ setting.
  • The leaderboard is now auto-refreshed when opened to avoid the display of outdated results. Note that there may still be a short delay between the end of a match and leaderboard update.
  • Overlays such as the multiplayer leaderboard will no longer “stick” if the game loses focus (e.g. ALT+Tab) while it is open.
  • Fixed instances where the ‘View Profile’ button could not be clicked, such as in the friends list and chat window.

AI
General
  • Significantly improved the aggression of computer players in team games.
  • Fixed an issue which prevented the AI from constructing Trading Posts along trade routes.
  • Military units will no longer swap to melee mode when it is only the *slightly* better option than the default ranged mode.
  • Added new Age-up strategies for each civilization.
  • AI-controlled players will now construct additional military buildings when needed.
  • AI-controlled players will no longer send Fort Wagons unless playing defensively.
  • Swapped out certain underutilized Home City cards from AI player decks.
Scripting
  • The cvPlayerToAttack variable can now be used to prioritize which players this AI will attack.

LOCALIZATION
  • German (DE): Adjusted the width of text in the Ranked Game Search menu to avoid truncation.

MODDING
  • Custom maps can now be played via an installed mod.
  • When browsing the lobby browser, a new popup will alert players running mods that they will need matching mods to join a match with mods enabled.
  • A warning message will now appear when joining a multiplayer match with mods enabled.




ONGOING INVESTIGATION



As always, we are continuing to track issues reported by the community for future updates. Here is a brief update from our Production team regarding some of what is still in the works:
  • Additional investigation into issues with Attack-Move: We’ve read your reports and want to continue working on improving the behavior of and fixing issues related to the Attack-Move command.
  • Stuck Units: Though we hope to have had a significant impact on the number of areas where this happens, we will be keeping a close eye on your reports to see if, when, and where it still occurs. If you catch this occurring in your games, please create or add to a thread on the official forum with a note of the name of the map, the area and/or object, and a screenshot highlighting exactly where the unit got stuck. (Thank you!)
:alertalert: DISCLAIMER
This list is subject to change and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.

For the latest updates and announcements, please visit our social channels.
Please note that custom mods may not be compatible with the latest game update. If you are experiencing issues launching or playing the game after downloading the new build, try disabling your installed mods before trying again.

Still having trouble? Visit our support page!
Vectro Blast - Zechy
Starting today, we will be releasing a series of regular updates for our game.

Due to a Holiday season, this update doesn’t contain a lot of changes.
The rest of the updates will be coming in monthly intervals and you’ll be getting more new features, or fixes.

Controls change
Controls are now customizable, and you can also choose from a couple of new ways to control your game.
You can now switch between the guns in one direction, up or down. This setting is linked to the back/forward buttons on your mouse by default. This means you can change your weapons with your mouse on the fly, if you have those buttons.

Unfortunately, the option to control your game with a gamepad has not been finished yet.
We’re hoping to bring you this feature in the next updates!

Bugfixes
  • The Seekers description in the update menu wasn’t centered.
  • The in-game settings background was darkened.
  • The Clone Squares cloning effect was reduced: It could cause the game running slow on lower end machines.
  • Rarely, the game could be showing zero heath, but you were still alive.
  • Added a prevention for getting stuck in a wall.

The next update is coming in January, and one of the main features is going to be a localization support, but you can expect a couple of other cool updates as well!
Between the Stars - The Bullet
Greetings, Spacefarers!

Today we're releasing a new update for Between the Stars!

These are the main features you'll find:

New Secondary Storylines
The new update adds twenty new events and four secondary storylines. They will add more variety and fun outside the main storyline.

Damage Sampling
In order to give the game a more "RPG" feel, we have added a system in place that will show damage numbers. If you don't like it, you can always disable and configure it in Settings > Game.



New Hard Mode
If Between the Stars is too easy for you, now you can start a new campaign in Hard Mode. In this mode, ships have 50% more health and shields, dice rolls are more difficult, enemies in dice battles are more dangerous, there is less loot, and interceptions are more frequent.

Repair Kits and three new weapons
In this version we're adding Repair Kits. They allow you to repair the ship without returning to the stations. Kits can be purchased from system shops or found as a reward on enemies. Also we're introducing Repeating Cannons, they will allow you to overwhelm the objective with a lethal shower of projectiles.


New Save System
We've updated the save system of Between the Stars to solve the issues some players found in the past. With this update, the corruption data issues will be resolved. Now the game is saved in a single file instead of using a large number of files. Due this change, the Bug Reports are now sent much faster.


You can take a look at the complete change log below:

Change Log Version 0.4.7
  • 20 new secondary events have been added. These events set up 4 new secondary storylines.
  • 3 new weapons have been added.
  • 4 new secondary event items have been added.
    • RG-210 Repeating Cannon
    • RG-420 Repeating Cannon
    • RG-840 Repeating Cannon
  • Repair kits have been added that allow the ship to be repaired without returning to the stations. Kits can be purchased from system shops or found as a reward on enemies.
  • A system has been added to show the damage done. This system can be disabled and configured in Settings > Game.
  • Hard difficulty mode has been added. In this mode, ships have 50% more health and shields, dice rolls are more difficult, enemies in dice battles are more dangerous, there is less loot, and interceptions are more frequent.
  • An additional step has been added at the start of the campaign, where you can select the basic settings of the game.
  • Illustrations have been added to the events in Xeah, The Living Bay and Sharp Hill.
  • Now you can abandon the contracts that are obtained in the stations.
  • Now weapon groups can be activated or deactivated using keys 1, 2, 3, 4, 5 and 6 in the weapon group activation menu.
  • Now when a weapon is dragged from the store, the inventory will automatically show the weapon section.
  • Now when an object is dragged from the store, the inventory will automatically show the object section.

  • A system has been created to adjust the difficulty of dice rolls in side missions.
  • A system has been created to adjust the difficulty of dice battles in side missions.
  • The amount of credits that are obtained in loot has been increased.
  • Now you get more credits when selling weapons.
  • The projectile speed of Plasma cannons has been increased to have the same projectile speed of the Cannons of the Republic.

  • A large update has been made to the save system.
  • Now all game data is saved in a single file.
  • When the new version is run for the first time, it will back up the game and go through the process to transfer all data to the new save system.
  • The new save system avoids the corruption errors that occasionally occurred to some players.
  • The bug reporting system has been improved, now they are sent much faster.
  • A bug that did not allow to deactivate the VI weapon group has been fixed.
  • The lighting in the reverse engines of the Genesis has been fixed.
  • A bug in the systems ability WS-100 Energy Converter that bugged the shields when used at when they were full has been resolved.


What is coming
As you know, in the latest update we mention that Chapter V would be ready by the end of December. Unfortunately this won't be possible. We need more time to do a good job so the Chapter V update has been delayed. We plan to release it in February. We are doing our best to have a great update, so please be patient. :)

Merry Christmas and happy new year to everyone!
Kerbal Space Program - daniele.peloggio


Hello everyone!

Gear up Kerbonauts, engineers are required for some in situ reassembling! Stack up your inventory with parts and tools in order to prepare for any contingencies. With a reimagining of the game’s inventory system and the introduction of a new EVA construction mode, KSP is here with new content for everyone!

Kerbal Space Program 1.11: Some Reassembly Required is the game’s latest major free update and with it, we’re adding some significant and game changing elements that give players added flexibility and a more immersive KSP experience. Pack an inventory for your missions and modify your crafts or even assemble a new vehicle on the spot with the help of your engineers, or bring an EVA Science Experiment Kit and have your Kerbals undertake fun animated experiments. In addition to some new parts, visual enhancements, and some bug-fixing, Some Reassembly Required continues to enrich the KSP experience.

Let’s go through some of the update’s highlights below:

EVA Construction Mode

This mode gives your engineers tools similar to what you find in the VAB/SPH to manipulate parts in their inventory or within their range while on EVA in any location. Need to make some adjustments to your Vallerian SSTO, or build an improvised Munar rover in situ? Now you can!



Inventory System Changes

This update expands upon the inventory system and gives it deeper meaning and functionality! These changes include the option to carry and stack various parts in your craft’s inventory and adds to the ability of Kerbals to carry an inventory of their own. All while making it easier to get access to and manage all of the inventories on a craft. Just remember to think wisely on what you want to bring with you on a mission…


New Lights and RCSs

Some Reassembly Required adds new lights parts to the game, including some smaller, physics-less lights as well as a couple of deployable lights that work without the need for an attached craft or EC power source. And not only that, two new smaller Reaction Control Systems are being added to the part repertoire! These smaller RCS are perfect to make your probes, drones or smaller crafts more mobile and versatile.


Joolian Moons’ Visual Improvements

With this update, we will continue with the overhauling of the rest of the Joolian satellite system with Bop, Vall and Tylo. These moons have been popular destinations for intrepid space explorers and now they will look better than ever before, with high-quality texture and graphic shaders.




And more!

To learn more you can read the full Changelog here:
=================================== v1.11.0 ============================================================ +++ Improvements * Improve version checking for save files to prevent incorrect compatability messages. * Added game setting to enable Ghosted Navigation Markers. These let you see targets behind you by presenting a faded marker on the navball as if you are looking through the navball. * Text in action group labels now moves if truncated so the text can be fully read. * A notification is displayed on the Fairings PAW when it has a flag attached and the sides and edit Fairing options are blocked. * Robotic Controllers like KAL can now be accessed by EVA Kerbals to Play and Stop the Sequence. * Revamped Vall! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Tylo! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Bop! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Launchclamps will now default to the earliest stage on a craft. * Added a speed slider to the Axis Groups Binding so players can control how fast a binding will move. The value shown is in % of full axis range per second. * Expanded on the Warp to Sunrise button functionality. It's now available in flight and Tracking Station whenever it makes sense. * Added onscreen tab to Map Filters panel to make it more obvious and changed the behaviour to be click to toggle like the navball tab. * Implemented Menu Navigation on the Action Groups in Flight. * Added new Color Picker for the Kerbal Light Color during Flight. * Parts of the same type and variant can now be stacked in a single inventory slot. Each part has a maximum allowed stack amount. * Change PPD-10 Hitchhiker and Mk3 Passenger Module mass to align with passenger/mass ratio of Mk1 Crew cabin. * Change PPD-12 Cupola Cost and Mass to align with cost/mass ratio of Mk1 Capsule. * Change Mk2 Crew Cabin mass to incorporate wing mass. * Don't put parachutes in the first (launchpad) stage by default. * Crewable part masses revised to account for crew mass and their cargo. * Crew now have mass when on IVA (inside parts) along with their cargo. * The Flag browser now categorizes flags into groups. * Added RocketLabs and Electron flags. * Added EVA Construction Mode. * Amended dV and orbit calcs to use Double precision. * Some large parts cannot be put into cargo containers but can be manipulated in EVA construction mode. * Players can no longer assign the Undock node Action. This has been removed as it was causing confusion with the Decouple node Action in some parts. Crafts with the action assigned can still fire it. * Construction Mode provides CoM CoT CoL overlays. * Kerbals stop climbing on reaching the end of a ladder. A new toggleable game setting Check ladders end enables/disables the behavior. * SEQ-3 and SEQ-9 Cargo Containers are now Stock parts. * All Cargo Parts can now be searched by the tag cargo in editor and mission builder. * Flight Info debug window now shows the angle of the surface the vessel is currently on. * Asteroids have new textures and shader. * New rover construction contract for career games. * New vessel repair contract for career games. * New satellite upgrade contract for career games. * Improvements over the Kerbal jittery movement. * Comet visual FX performance improvements. * Added a repair kit part. Now repairing broken parts uses up repair kits, be sure to have some in your Engineer's inventory. * Added new EVA science experiments and animations. * Kerbal Jetpack and Parachute are now cargo items that kerbals must carry in their inventory to use them. * Kerbals in EVA use EVA propellant from EVA cylinder parts and Jetpacks that they are carrying. * EVA cylinder parts and Jetpacks are refilled when they are transferred back into a vessel from a kerbal. * Amended dV and orbit calcs to use Double precision. * Make render probes fade in better when a new render probe is added. +++ Localization * Removed line breaks in the Orbit's Ejection field tooltip. * Fix missing localized text in the Robotic controller name input field. * Multiple bug fixes for all languages. * Navigation console had missing space for the field IZQUIERDA which affected only Spanish. * Fix fairing variants having wrong language on textures in English and French. * Multiple string additions and corrections for some languages. * Fix spelling of BepiColombo and Rosetta. * Multiple KSPedia fixes all languages. +++ Parts * The LFB KR-1x2 Twin-Boar Liquid Fuel Engine now has the correct diameter. * Added colliders to all flag part variants. * Removed the gaps of the FL-R25 RCS Fuel Tank when attached to other tanks. * New SEQ-24 Cargo Storage Unit and new SEQ-1C Conformal Storage Unit. * New Place Anywhere 1 Linear RCS Port. * New RV-1X Variable Thruster Block. * New Repair kit part. * Added new EVA science experiment kit. * EVA Fuel Cylinder cargo part. * Fix gap in the Mk2 Cockpit IVA. * HG-5 High Gain Antenna is now placed correctly in mirror symmetry. * Fix LFB KR 1x2 'Twin Boar' off placed surface attach underneath. +++ Bugfixes * Revised the instructions on several tutorials regarding the recent changes to the flight UI mode toggling. * Fix issues with fairing shaders when width/height ratio is extreme. * Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods. * Fix flickering orbit lines in mapview. * Fix an overlap in some languages between the Header and vessel stats field in the craft browser dialog. * Fix part joint failure including autostruts when target RigidBody is same as host RigidBody which can occur in some edge cases. * Fix tourists from being EVA'd from a command seat. * Fix steep textures shaking on lower quality shaders after reentry. * Fix payload inside fairing not being released when decoupled and fairings are still intact. * Fix resource transfer failing when opening and closing a parts action windows several times. * Fix inventory part tooltips lingering on the screen when changing Camera Mode. * Fix EVA Kerbal walking animation sync, timing and bounding issues. * Fix EVA Kerbal sliding issues. * Fix menu navigation issues when navigating between columns in the Action Groups menu. * Fix craft thumbnails not showing fairings. * Fix Female Kerbals not walking correctly on some low g bodies. * Fix Incremental speed sliders now update on symmetric parts on the Action Groups Menu. * Fix Comet Sample contracts not completing if comet is renamed by the player after the science sample is taken. * Fix AOOREs and flow on effects that occur on vessel markers for vessels that use ( as the first character in their name. * Fix issue with flags on parts that are set flipped that also have variants set not flipping the flag textures. * Fix AOORE on temperature gauges when parts explode. * Fix NRE on adding any action to action groups. * The crew inventory initialization doesn't break the kerbal roster initialization on the astronaut complex. * Fix alignment in action group text in the action group editor window. * Fix localization of tech tree node names in UI. Including Part Upgrades. * Fix Camera controls are now enabled when the Action Groups panel is open during Flight. * Fix Staging is now Locked when Action Groups panel is open during Flight. This could cause firing unintentional staging while having the panel opened. * Fix issue with SEQ-3 search tags. * Fix inconsistency in the detection of hatch obstruction. * Fix click-through issue occuring with the main menu expansion dialogs. * Fix Action groups UI becoming non-functional on pressing the KAL's Action Groups button more than once. * Fix Kerbals rotating when walking on hills. * Fix System set to Time Zone that KSP can't handle from crashing the game. eg: Hong Kong. * Fix the Comet and Asteroid showing up in the Size3 Bulkhead filter. * Fix issue that prevented fairing panels from exploding when colliding. * Fix mistake in the 1.10 section of the changelog. * Fix the white rectangle showing in both Advanced Grabbing Units when rotating in the part picker. * Fix multiple comet comas blotting out the sky when a comet breaks up on reentry. * Fix lighting issues in Terrain System. * Fix issue with forward axis not updating properly. * Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done. * Fix Kerbals neck showing when swimming. * Fix Grand Tour contracts need a new vessel to be built requirement. * Fix default helmet and neck ring settings not applying on first EVA. * Fix KSPedia continues to work as expected even after closing it abruptly while a slide was loading. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix undo in editor with fairings changing materials on cargo bays. * Fix comet science contracts failing when sample has been collected but not yet transmitted or returned. * Fix the kerbal ladder sliding. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix camera being too far from vessel when exiting map view in some situations. * Fix the Kerbals hands on fire idle arms shrinking at the end. * Fix Paws are automatically opened when hovering a cargo part over an inventory in the Editor. +++ Modding * Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. * LightOn/Off events have been replaced with a toggle event on the PAW to reduce PAW redraw. The events still exist and can be triggered, but are hidden from the PAW. * Tech Tree now correctly reads all TechTree nodes from gamedata folder. * QuaternionD now supports LookRotation. * Implemented FlightVesselOverlays class to implement the Center overlays to be displayed in flight. * New pre-generated craft and locations capability for contracts in career games. * ModuleInventoryPart.allowedKerbalEvaDistance obselete in preference to GameSetting.EVA_INVENTORY_RANGE. * Parts now have a minimum Rigidbody mass minimumRBMass which affects how small the rigidbodies mass can be. Does not affect part.mass - which is whats used to calculate force, etc - but does affect rigidbody collisions. =================================== Making History 1.11.0 =================================== +++ Improvements * Added the option "All SAS Modes on all probes" to the Mission Builder Start node Difficulty options. The same option found in Sandbox games. +++ Localization * Fix mission validation report dialog not displaying validation options text in Chinese and Japanese. +++ Parts * Added colliders to all flag part variants. * Fix the LV-TX87 Bobcat Liquid Fuel Engine's attach rules, no more surface attach. +++ Bugfixes * Engine plates now shroud parts attached to nodes inside shroud from airstream. * Fix user is was unable to switch the GAP Vessel Token from Aircraft to Rocket after saving a mission with the Aircraft selection. * Change the error message when you try to launch a vessel in the SPH with the same name in the VAB or vice-versa. * Fix issue with Mission Builder when animating parts are toggled when the flight scene loads. * Fix the seam on the Making History suit helmet. * Fix active vessel not switching when explode part node fires in missions. * Fix undo in editor with fairings changing materials on cargo bays. =================================== Breaking Ground 1.6.0 =================================== +++ Improvements * Added toggle to enable or disable a KAL controller. +++ Bugfixes * Fix InventoryModules adding mass to a part even if there was no cargo in it. * Fix floating Mun ROCs by adjusting the meshes. * Fix NRE in deployed science when retrieving experiment parts.

Kerbal Space Program 1.11: Some Reassembly Required is now available on Steam!

Happy launchings!
Dec 17, 2020
Odd Realm - Sleipnir
Hey everyone!

Now that I'm moved and all that is out of the way, I've been working hard to wrap up the rest of this next update. It's coming along super well. As per usual, I don't want to promise any dates, but I'm feeling great about almost being done.

Currently, I'm rounding out the tech tree which is new in this update. I'm adding in a bunch of new weapons, tools, and gear which you can unlock. Plus some you'd find from events.



You can look forward to some new projectiles like spears, bolas, rocks, and so on. I never had these before because I had no 'throw' animation. Only a bow firing one. The throw animation lets me add in a lot more projectile options for obvious reasons, so that's fun. I'm also adding in more options for the Ancients, such as Summons. I'll keep those under my hat until the update is ready.

I've also been reading a bunch of feedback and suggestions so you'll see some quality of life additions. Namely, I've added the ability to click items in the top stats bar. This will take you to the respective world point. i.e., clicking the idle settlers count will iterate through them. Clicking on raw food will do the same for items. When you're taken to a settler it selects them and follows them, and, for items, I have a highlight effect to indicate the point as it's hard to tell otherwise.



As well, I've made a change so that the stats which you manually track show up on the top stats bar as well. You can right click them here to untrack them or left click to have them go to the next iteration point.



Within each toolbar menu, I've added a toggleable list panel to show: active jobs, auto jobs, active zones, and active rooms. Active jobs let you remove jobs or go to their positions (much like the top stats bar would). Auto jobs let you see jobs which the game will automatically create for you (like harvesting mature plants) and you can toggle these if you prefer to assign them manually. Active zones are pretty much the same as active jobs. Active rooms show you which rooms are placed, their state (empty, needs requirements, full, etc) and also provide an easy way to select that room to add more points to it or just open it's management screen. All these lists don't have to be open but are there if you want to see that stuff.



Lastly, I've added an overlay panel where item tracking used to be. This is where you'd enable/disable visual settings for temperature, block counts, rendering the current layer only, highlighting settlers, and so on.



Alright, time to get back to it. I genuinely hope everyone has a fantastic holidays and stays safe.

Best,

Waylon
RPG Maker MZ - Nick_Degica
Today we've added two brand new DLC to RPG Maker MZ!

https://store.steampowered.com/app/1493120/RPG_Maker_MZ__Tyler_Clines_Epic_Music_Pack/

Tyler Cline's Epic Music Pack is ready to give your project the epic soundtrack it deserves. 10 tracks featuring sweeping orchestral music will elevate your game to new heights.

https://store.steampowered.com/app/1493110/RPG_Maker_MZ__Country_Woods_Addon_Forest_Lake/

While the Country Woods Addon: Forest Lake expands the Country Woods Base Pack with even more tiles and sprites in the same style. Bring your countryside to life.

Be sure to check out these DLC and more today!
Dec 17, 2020
Due Process - GEC_OZY
The winter update is mainly three parts, the winterized maps, pinging system and content update for our defender room and attacker truck. While the winterized maps will eventually go away once the event is over, the other changes will stay after the event.

You can either look at all the flashy pictures in our blog post or read the nitty-gritty patch notes here:

Winter Update - Temporary seasonal patch notes:
  • All gameplay levels are experiencing snowfall, with the most dramatic accumulation being in killhouse.
  • The killhouse map pool has been completely replaced with new killhouses for this event. We will drop more winterized killhouses later during the event along with other maps. These maps will only be here for a limited time so play them while you can!
  • As per ARGUS HR request, Killhouses made 241% more festive. This is the mathematically most festive we've achieved, and well surpasses quarterly goals.
  • All planning rooms have been decorated, as 2 in 5 residents of Alpha City decorate for the holidays. Statistically, somebody (or multiple somebodies) on your team are the culprit.
Don't stick your tongue out and eat the snow. Not only is it hazardous, the chemicals it contains are the intellectual property of 6 different conglomerates and ingestion is an implicit agreement to 4 different EULAs.

Defender Room and Attacker Truck Changes:
  • Players should no longer spawn on top of each other in the back of the truck or on top of the table and instead spawn at intended player spawn points.
  • Defenders now have weapons in lockers instead of on racks.
  • The standard defender room lighting has been polished and optimized. Neither the truck or the defender room will allow moon or sunlight to shine through solid ceilings.
  • Attacker truck lighting and doors are now animated and include buzzers as well as changing light colors to signify the start of staging (T minus 15 seconds) and execution. The execution buzzer is loud enough to be heard by defenders.
  • Weapon positions on the defender shotgun locker have been tweaked to reduce overlaps that caused picking up a secondary shotgun when loading a primary shotgun, and barbed wire has been rotated for better readability. Gear positions in the attacker truck have also been polished.
  • Defender room collision has been hardened - defenders should no longer get lazed by the UAV when platforming in the defender room.

Ping System and UX Changes:
  • Ping System: Callouts can now be made using a "ping" to mark points of interest to teammates on the fly, both in the map and in first-person.
  • Visibility improvements to the "move here" waypoint marker were made to better highlight it in first-person view. Now accompanied by text that displays the player's distance from the waypoint in addition to a proximity check that disables the waypoint when reached.
  • Player map name cards have been updated to take up less space on the map. A "vision cone" visual has been added to players in the map view to better gauge at a glance which direction players are facing.
  • Player map name card info and vision cone for you (the player) is now distinct from your teammates by being colored yellow to better help with orienting and locating yourself on the map.
  • Updated barbed wire icon.
Dec 17, 2020
Circle of Sumo: Online Rumble! - baphometlux97
I CAN SEE A LOT OF SUMO WRESTLERS.

Hey, Sumo fam!
So, here we are, 2020 is almost over, and holidays are incoming.
Despite all the struggles, 2020 has been an incredible year for us.
We started with the Circle of Sumo Early Access and ended with the official release on Steam and Nintendo Switch.

When we started our journey, we had no idea how many people would play our game, but today we have a number, and it's beyond expectation.

Yes, over 150k Sumotori fought in Circle of Sumo's arenas so far! We are so glad that we've been able to entertain so many of you during these tough times!
On the other side, we really felt your support. Thanks, people!



We also want to thank all of you that reviewed the game and nominated us for the Steam Awards.
We love you <3

Oh, and a new update is coming VERY soon👌


...