Happy Holidays to all of our Operatives around the Geoscape! Thank you for supporting Phoenix Point, and excited to share even more with you in 2021. #HAPPYHEAVYHOLIDAYS
2020 has been a tough year. But we're nearly through it. And in a year of a global pandemic, we were still able to ship two major updates to Survival Mode, two seasonal events, and launch the game on Nintendo Switch. We also made a ton of headway on Episode Four, which we're excited to share with you in 2021. And in case you missed it, make sure you take a moment to try out the new content we added in our recent update, HESITANT PROSPECT.
This is a good moment to remind you that the team will be off between December 21st and January 4th, and while we have some light support coverage during the holidays, we'll mostly be resting up and enjoying time with our loved ones before we embark on our ambitious plans for 2021.
We really appreciate all the support we've received from you throughout this year. We hope that The Long Dark brings you some seasonal comfort over the winter holidays, and we look forward to seeing you all back in January.
On behalf of the team at Hinterland, we wish you a safe and enjoyable holiday season, and all the best wishes for 2021.
Fixed bug in The Burbs level where it was possible to break the level logic by pushing past the first enemy encounter without defeating the encounters.
Fixed bug in The Burbs level where it was possible to enter the Mr. Z combat encounter without Mr. Sniffles.
Fixed bug in The Burbs level where it was possible to be attacked by enemies in the Double Doose cinematic when the player has no control if you do not defeat the enemies before getting to that part of the level.
Fixed bug in the Into The Woods Part 1 level where the non-player zombies would not trigger the stealth fail condition.
Fixed bug in the Into The Woods Part 2 level where it was possible to use assassin Zs to attack patrols and not trigger the stealth fail condition causing the level logic to break.
Fixed bug in the Camp KiKiMa level where it was possible to get Ray stuck in a cinematic transition where the player has no control.
Fixed bug in the Camp KiKiMa level where it was possible to skip the trigger starting the cinematic to meet Lopain.
Fixed bug in The Climb level where the player might be moved into a leaf trap and take damage at the fire log hazard intro cinematic.
Fixed bug in the Downtown level where a player who defeats the enemies very quickly in the final run would have to wait a long time for the convoy to continue moving.
Added predefined controller layout options.
Miscellaneous bug fixes.
Added two more vsync settings supported by Unity game engine.
Vsync will now default to target settings when the resolution is changed by the user to help resolve reported latency issues with monitors running at refresh rates higher than 60Hz. The in game vsync setting can still be set as the user desires after setting the resolution.
Batbarian: Testament of the Primordials - DrSkipper
Got a fairly small update today, fixing a few minor bugs!
In other news, we are going to be hosting a holiday giveaway for 5 keys for Batbarian on our Discord server over the next week! Hop into the discord and follow the instructions in order to participate!! Happy Holidays from Unspeakable Pixels!! ːsteamhappyː
1.1.16 Patch Notes:
Move speedrun timer lower when two boss health bars are displayed to prevent it from overlapping with the lower one.
Check some achievements on save file load to make sure they're unlocked if they should be.
Fixed Friffle's kids playing standup animation after introduction.
Fixed a crystal switch being accessible before Fire Aura is unlocked that shouldn't be.
Improved a couple achievement descriptions in Simplified Chinese.
FPS Infinite will now use .NET 5 on Linux and Mac (please let me know your experience!), which should help performance and long-term reliability. Other engine improvements include Vulkan updates (memory allocation) which may help some AMD systems particularly.
5089's sequel recently received an internal visuals update and the story is being written. New testers have been brought in, and one of them could be you! Join the Discord to see updates and be considered for testing.
v1.15.13 includes a Vulkan engine update which should improve performance (new memory allocation system). Also fixes the portal glow around text labels (should be black).
v1.15.14 is a minor update to the Vulkan library used (Vortice)
v1.15.15 fixes some VR issues, particularly with Windows Mixed Reality when it minimizes windows. Game will continue to draw to the headset when minimized.
v1.15.16 fixes the "swap joystick / touchpad" option, which should help HP G2 and Index owners.
v1.15.17 updates the SDL library, hopefully improving rare fullscreen issues on some systems.
v1.15.18 includes important engine performance updates, particularly useful in VR
v1.15.19 has minor audio fixes and further performance improvements
Ostranauts v0.6.4.0 is now available on Steam, and your clients should be updating shortly. This, despite the fact that it's the Friday before vacation, which is usually a terrible idea :)
(And on that note, the previous version, 0.6.3.9, will be on standby as the opt-in "public_test" beta should we need it.)
This patch makes quite a few changes to socializing and the inventory UI, as well as several other fixes and tweaks.
Specifically:
Changed social status text to show recent trend direction.
Changed log messages to show recent trend direction, where applicable.
Changed socializing UI to only show NPC statuses and traits that we revealed through interactions with them.
Added a Debug button to social UI to toggle showing all NPC traits vs. revealed ones.
Changed social action previews to show more info.
Changed social UI action buttons to have optional text describing traits that led to that option.
Added scrollbar to social actions.
Added code to swap inventory items on cursor if dropping an item on top of something that cannot stack.
Added code to quick transfer inventory items with shift click.
Added code to require fewer clicks to drag inventory items into new spaces.
Added code to automatically open a container's grid in inventory when first equipped.
Fixed a bug that caused significant hitching/lagging when doing certain job types like repairs on a large ship.
Fixed a bug that caused humans' body heating effects to be ignored after awhile.
Fixed debug teleport so it works on other selected crew.
Fixed bug that would leave items stranded at root if save file had different stack limits than current build.
Fixed a bug that could cause game to hang or crash when loading a ship with errors in contained item data.
Changed fatigue cost of prying and bashing to be higher.
Changed pricing on drinks to be more differentiated in supply kiosk.
Changed trash stacking limit to 3 so it spreads out more.
Fixed bug in Give Up response that required opposite personality types from what they should be.
Changed Back Away Slowly to have greater intimacy penalty, and smaller privacy reward.
Added banter about Breakout match as possible reply to banter about Breakout match.
Fixed bug that caused dark rectangle under chin in dark skin portraits.
Removed unused price info on installed switches and battery.
Changed trenchers food to have eat as first context option.
The social system had a pretty significant overhaul this patch. We now start knowing very little about our conversation partner, and have to slowly reveal their status and traits via social moves. We can now also see how our status has recently changed in both the status UI and message log.
Furthermore, the social actions list now shows which traits and abilities unlocked each move, if applicable. And the preview text tells us more complete info on how the move is likely to affect both us and them.
Similarly, the inventory UI had quite a few quality of life features added. These include auto-swapping items if you drop on a different item type, shift-click to quick transfer between containers, and click-and-drag to start dragging, with releasing the mouse dropping or equipping the item.
There are likely gaps in the above UX changes, or tweaks needed, so we'll be looking for feedback on what works and doesn't.
One small fix with potentially big implications: body temperature would previously stop working after a while, so you might see yourself stuck sweating or shivering. Now, this should work with one caveat: it probably won't fix stuck sweating/shivering on old saves. So as you're working away, you'll have to manage both fatigue and heat, on top of breathing, sleep, and nutrition.
A number of bug fixes and optimizations also went into this patch, to hopefully further make running the game smoother.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best, Daniel Fedor Founder, Blue Bottle Games, LLC
As OWI HQ begins readying itself for the Winter break and all the festivities that surround it; spending time with loved ones near and far, eating lavish meals for many of us remotely, and quite possibly, racking up the playtime counter on your favorite Steam games (or that pesky backlog), we wanted to take the time to appreciate all the players of Squad, Beyond The Wire and Post Scriptum, for your active participation allowed Offworld Industries to have one of its most vital years despite the current state of the world.
It’s safe to say that 2020 has been a rollercoaster year for everyone, providing many challenges to overcome and understand, not only for a new way of living but also with lots of new work challenges. Even with these changes, Squad was able to achieve an engine upgrade that helped provide improved functionality for many of the game’s systems. The Road to Fallujah was completed and shipped, bringing to Squad one of the most intense and densely populated maps so far alongside the Middle Eastern Alliance faction. On the horizon, for 2021, we have the Map Layer Overhaul update in V 2.0, which comes with a slew of changes aimed at improving your experience while playing Squad, and even more for 2021.
Oh, did we also mention that Squad launched out of Early Access? Yeah, that happened. Good times.
Speaking of V 2.0, we’ve got an updated Public Testing build of the V 2.0 Update that has been pushed to Steam with some more fixes and changes for you to peruse, and you may even spot the Yuletide additions we’ve been able to add on the latest Goose Bay map. Festive fun for all! For a detailed list of the new additions, plus information on how to report bugs you find, please click here
You’ll likely still see some of us around in the familiar places, helping where we can, though the majority of the team will be getting some needed R&R.
We just want to thank you for helping take Squad to new heights throughout 2020, we’ve got even bigger plans for 2021, and we’d be honored to have you join us for the ride. Please enjoy the holidays as best as you can, strive to do a good thing every day for someone else, and stay safe.
added: new environment (trees, grass, rocks...) added: cliffs on the mountains added: wind effects for trees and plants the type of tree and the amount of health are displayed when you look at the tree animals do not stop following when they go to eat or drink changed bow animation changed stairs model, fixed: sometimes animals can't walk on the stairs grass and plants are removed when the foundation is placed other changes and fixes
Welcome to the community of Motor Assailant. The game is currently being prepared for the final testing phases and eventual release on Steam. Please add it to your Steam wishlist to be informed when it releases. If you want to learn more about the game, exchange opinions about it, join testing, get a chance to win a free copy of the game or just talk to the developer then please join our Discord server.