RaceRoom Racing Experience - [S3] J-F
Update details:
Download size = 1.0 GB
Client version = 0.9.2.17
Client BuildID = 6069362
Dedi version = 70.0.1238
Dedi BuildID = 6025985



Changelog:
  • Missed from December patch notes: After an exploit had been found with pit lane speed limit tolerances (where players would be seen in the pit lane without the limiter on to gain a small advantage by going slightly above the limit), that tolerance was reduced. This has caused some reports of harsher pit speed penalties, which have felt unfair at times. While we look into improving on those cases, players can seek to adapt and adjust their techniques: be careful to enter the pitlane under the limit and make sure not to turn off the limiter too soon when leaving the pitlane. While driving down a slope, avoid giving your engine too much torque as it will be more likely to cause your car to speed above the limit. (using 1st gear with full throttle is more likely to make you bounce above the limit)
  • Fixed Hillclimb stages start phase that failed to hand over control to player
  • Fixed a case where certain replay files could fail to load
  • Fixed -triScr parameters that could conflict with a prototype for a new interface that is still in development.
  • Fixed dedicated server getting stuck in a session when the “Stay in Practice if empty” option was disabled.
  • Physics - BMW M4 GT4 - Increased suspension travel
  • Physics - Formula RaceRoom 3 - Lowered minimum diffuser operating height
  • Physics - Formula RaceRoom U.S. - Increased suspension travel
  • Physics - GT2 cars - BOP work to nerf the Audi a bit
  • Physics - GT3 cars - Tuned ABS & TC so all cars hold more similar slip ratios while TC & ABS are active. Fixed automatic gearbox that could be spotted failing to downshift under 4th gear.
  • Physics - Scirocco Gr2 - Fixed incorrect placement of the fuel cell
  • Cars - Audi R8 LMS GT3 Evo - Improved position of hood / bonnet / rear cameras
  • Cars - Audi R8 LMS GT4 - Improved visuals of the cockpit data display and LED’s
  • Tracks - Bathurst - Fixed an issue with a Pirtek sponsor
  • Tracks - Brands Hatch GP - Visual tweaks. Fixed an art material present on the exit of turn 8 that could trigger a lap invalidation.
  • Tracks - Portimao - Fixed HUD track maps that were no longer centered
  • Tracks - RaceRoom Hillclimb - Fixed HUD track maps that were no longer centered
  • Tracks - Sepang - Fixed some cut corridors
  • AI - Bathurst - Improved AI behaviour
  • AI - Falkenberg - Improved AI behaviour during race starts
  • AI - Mantorp - Improved AI behaviour
  • AI - Scandinavian Raceway (Anderstorp) - Improved AI behaviour
Kingdom Heroes 8 - 凤凰游戏
Q:首月购买《三国群英传8》后,在哪里领取神关羽?
A:进入《三国群英传8》详情页面,在【此游戏的内容】中找到【三国群英传8:神关羽】。


点击后会进入神关羽的详情页面,在下方点击下载就可以了。




Q:领取了神关羽DLC后,在游戏内如何使用?
A:在您征战新史的最后一步,会询问您本局游戏是否使用特典武将。您可以选择本局游戏使用或者不使用所有的特典武将。

Q:领取神关羽DLC后,如何关闭或开启这个DLC?
A:在【库】中找到《三国群英传8》,点击右键——属性,在弹出的框中点击DLC,您可以在这里管理您所拥有的DLC。
Ball at Work: The Ultimate Speedrun Platformer! - Famous Dogg
The LiveWire series in Ball at Work is now into its third instalment with a long and flowing special level that is full of fresh tricks and challenges!

We have designed this level to make it more accessible for newer users while also making it less linear to allow more possibilities for precise manoeuvres that will reward risk-taking and skill.



Users can also enjoy the DLC-exclusive Holiday Special graphics inside the LiveWire till January 20, 2021.

The event is already underway and will conclude on February 09, 2021 and we will be sending out STEAM GIFT CARDS OF $5 TO EACH OF THE PLAYERS THAT FINISH IN THE TOP THREE!

Fire up Ball at Work and start competing NOW! For lots more chat related to the game and other crazy Speedrun shenanigans, join the community server on Discord

Please see all terms and conditions for the LiveWire competition here- https://www.famousdoggstudios.com/terms-of-service

Jan 12, 2021
Tank Warfare: Tunisia 1943 - andrey12345 v2.0
1) Added PzGr.40/1 ammunition for 5cm guns.
2) Game cursor now uses the OS Windows cursor.
3) Added the probability of no explosion for shells when hitting soft ground.
4) Updated user manual.
5) For platoons, trophies can be used within the battalion (for encircled - within the platoon).
Jan 12, 2021
Civitatem - 󠀡󠀡󠀡󠀡󠀡󠀡󠀡LW Games
Some people reported that they couldn't save, so here is a small fix to this problem.
Jan 12, 2021
Graviteam Tactics: Mius-Front - andrey12345 v2.0
1) Added PzGr.40/1 ammunition for 5cm guns.
2) Added Panzerkampfwagen T-60 743(r) tank.
3) Game cursor now uses the OS Windows cursor.
4) Added the effect of the terrain surface conditions (snow, mud) on the BG/platoons movement speed on the operational map (will be used in some operations).
5) Added the probability of no explosion for shells when hitting soft ground.
6) Updated user manual.
7) For platoons, trophies can be used within the battalion (for encircled - within the platoon).
Panzer Knights - Sango
Hello, Commanders,

It's the first main update for Panzer Knights, below are the details:

Main features
  • Three new missions: Fall Weiss, Pass the Ardennes, Occupy Boulogne-sur-Mer
  • Add available tanks, the currently available list is as follows: Pz.Kpfw.38(t), Panzer II Ausf. D, Panzer III(Ausf. E, Ausf. J, Ausf. L), Panzer IV(Ausf. D, Ausf. F2, Ausf. H)、Panther(Ausf. A, Ausf. G)、Tiger I(Ausf. H, Ausf. E)
  • Garage system, through the medals obtained from the missions to unlock the tanks and camouflage, you can freely choose the battle vehicle
  • Camp system, unlock the crews through medals, and you can freely assign the crews of the tank
  • Memoir page, you can watch the event dialogue again
  • Crew skills can strengthen the tank’s abilities
Others
  • Mission content adjustment
  • UI optimization
  • Add grass-related screen options, volume options
  • New languages: Simplified Chinese, Japanese
  • Performance optimization, and it will proceed
  • bug fixed
  • The previous save files will not be available
  • Game values ​​are still being tested and will continue to be adjusted
Price adjustment
After the Valve has verified it, the price will increase to $11.99 (USD). This is the first time that Panzer Knights adjusted the price. The next and final price adjustment will be when the official version releases.

- Joy Brick

https://store.steampowered.com/app/1416230/Panzer_Knights/
First Class Trouble - Mothy


Hello residents - this is your captain speaking…
We got an announcement to make. We are absolutely thrilled to finally be able to share with you our new officiel roadmap! We have been working on First Class Trouble for a few years now. But a lot has happened during the last few months, and with Versus Evil publishing First Class Trouble, we are now able to focus fully on the journey ahead.

If you stick around we will take you through it and explain how we intend to use the roadmap to keep you all updated on our development.

How to read the map.
The roadmap is our current charted course, and it should allow you to see where we are heading. As with with every journey, challenges may lie ahead. Astroid belts, black holes, engine failure or crazy AI are not uncommon - both in space travel and game development. So changes may occur, as we try to navigate our way to the stars.

When a change occurs, we will try to share information with you guys as early as possible (and we can only share what we know at that point). We are very agile and change plans on the spot if we think it is the right thing to do. At the same time we want to listen to our community and changes may arise, due to your input. There are also things that we might not share right away, but we will share any changes with you as soon as possible and when we are confident that the change is the right thing to do.

If you want to get into more detail about the specific features visit our detailed and living roadmap here:
Living detailed roadmap



So some features are still not scoped, others are prioritised over others. So it will be until the game is launched. When we sit down to decide what to include in an update, it tends to be healthy mix of reading and analysing your feedback, as well as listening to our own wishes and desires. Luckily those things tend to pretty much align across the board, which is a very good sign for us. It's our goal to never overpromise on something we can't deliver with our limited manpower, and when we do things we want to do them properly, in the way that fits the game best.

We are passionate game developers , and it’s important to us that you have a great flight and a good experience aboard First Class Trouble.




One giant step for FCT, one small step on the way.
As you may notice from the roadmap, Early Access is around the corner. The exact launch date is still preliminary, but we are quickly closing in on a version that we feel has most of the features and content we ourselves would expect from an Early Access game. Core is a new improved matchmaking backend and front end, which will make it a smooth ride to find people to play with. Furthermore, profiles and character customisation will allow you to build a character and level it up. We will get more specific on what to expect from our Early access very soon. But it is nonetheless a giant step for us, but in no way the last step we take on this journey.

The great beyond… update 13 and on…
Right now we are focused on getting this heavy rocket off the ground and getting the journey started. But what about what lies ahead - you ask? To answer that question in short; First Class Trouble will be a living game.



We will continue to add content at a regular pace, and will also make bigger updates with a lot more content - specifically themed for holidays or yearly seasonal changes.
We will get into more detail about this in the coming months and looking forward to sharing our first thoughts on this.

Join our Discord (Join our Discord) if you want to talk to us about the roadmap or have ideas for the game.

With love,

On behalf of the entire on-board crew




Shop Titans - Zesty Hamburger
New Features
Blossoms
We added a new Full Moon Recipe : Blossoms! One for each type of magical seed, these special items can raise the maximum amount of Seeds a hero can consume!

Each Blossom increases the cap of its related Seed by 5, and a Hero can consume 8 Blossoms of each kind, for a new cap of 40 additional seeds.
Hotkeys
We’ve added hotkeys for our Steam shopkeepers. When in the trading view you may use the following keys to interact with your customers!
  • Suggest: Q / NumPad 7
  • Discount: E /NumPad 9
  • Small Talk: S/ NumPad 4
  • Surcharge: F / NumPad 6
  • Refuse: Z / NumPad 1
  • Sell: C / NumPad 3
  • Wait: X / NumPad 0

Balance Changes
Rebalanced Town Hall
The Town Hall always stood out as an odd building, capping at a lower level than other buildings (17) and thus being proportionally more expensive to upgrade, since its total cost was the same as other buildings.

We’ve increased the maximum level of the Town Hall up to 20, bringing its upgrade thresholds to the same level as Tier 1 buildings. Levels 18, 19, and 20 of this improved Town Hall will increase the maximum Renown Weekly level that guild can reach, allowing bigger guilds to earn more renown.

Due to the change in required investments, many guilds will see themselves one Town Hall level ahead alongside an extra member slot. Good luck filling it!
Other Balance Changes
  • Improved the T9 Staff Transcendence which suffered with the introduction of T10. The second Ascension level now removes 2 Alloy Rings precraft, instead of one.
  • Reduced the overall Fusion time for quality fusions.
  • Mundra's Spirit effect will now apply to mini-bosses as well.
  • Experience received from Fusion will now scale with the quality of the item fused.
Other Changes
  • It is now possible to access the Basement menu by tapping the trapdoor next to the player’s shop.
  • It is now possible to access the Fusion menu from the Crafting menu and vice versa.
  • Caprices for item lines with the same resources type are now less likely to appear together.
  • With the arrival of Moonstones in the crafting tab, we did a bit of maintenance. The Crafting tab now holds a Stones category, containing both Runestones and Moonstones.
  • As part of the same change, Moonstones have been added to the list of possible caprices for the King’s Caprice Event.
  • Added a tooltip for Mundra's Spirit effect in the item details menu.

Bug Fixes
  • Fixed a crash that would occur when trying to fuse Legendary items for which you did not own the Blueprint for.
  • Fixed an issue where various Moonstones would appear in the third slot of the Fortune Zone.
  • Fixed partial missing textures for the Dress & Apron customization.
  • Fixed an issue with Santa's Helper Coiffe customization unequipping the player's facial hair.
  • Added missing divider between Moonstones and Enchantment categories in Craft menu when in landscape.
  • Fixed an issue where the “new” Moonstone notification was being displayed on Enchantment/Runestone tab instead.
  • Fixed an issue with King Reinhold rapidly cycling through his dialogs if the King's Caprice event ended while the menu was open.
  • Fixed an issue with new Antiques notification not being removed after closing the menu.
  • Fixed a minor display issue with the Goals tab.
  • Fixed the Resource Bins in Basement not showing the correct resource capacity.
  • Fixed an issue with the notification on the Basement icon not being properly removed after completing an upgrade.
  • Fixed misaligned text on the Champion Recruitment screen.
  • Fixed issue with last chest in Inventory not properly selling when fulfilling Market requests.
  • Fixed Mundra's Tabard clipping through the bottom of Racks.
  • Fixed Moonstones dropping from quests and other areas before unlocking Sondra and Fusion.
  • Fixed display issue with the Full Moon fusion unlock prompt if Mundra is not owned.
  • Fixed an issue with the Fusion button "+" icon not properly prompting you to purchase an extra slot.
  • Fixed an issue with the Fusion button displaying the "+" icon when maximum amount crafting slots has already been obtained.
  • Fixed an issue where Enchantments would show their stats after completing a Fusion.
  • Fixed an issue where the incorrect item count was being displayed when returning from Market in Fusion menu.
  • Fixed an issue where the Fusion details menu was displaying the incorrect fusion time for higher quality fusions.
  • Fixed issue with third milestone upgrade for Dra-Ko-Nu.
  • Fixed issue with Opulent Elixir not being properly designated a Chest Blueprint.
No Captain Allowed! - 9heads
New Content
- Add new Vehicle: Village Boat
- Village Boat has 3 different weapons and all items are crafted from materials.
- Added new version of the first vehicle: Kaos Spaceship
- Kaos Spaceship has a tesla weapon and generate items at the center of the vehicle. Generated items self-destroy when dropped.
- Add more enemies and invaders variations.
- Added option to change the mode while in the Lobby.
- Vehicle based on the Spaceship now have a fixed amount of Shield that is lost on take damage.
- Added more upgrades to the shop for every vehicle.
- Added new settings tab: Gameplay. The new tab has type of camera and option to not show the item name.


New village boat!

Gameplay
- Increased the time for the enemies' events to reset when all finish.
- Changed modules that don't close, to always be visually open.
- Decreased goo rain's goo size by around 30%.
- Increased invader drop change on death.
- Increased delay for the door to close in Ettar Spaceship.
- Changed position of Cleaner Gun in the Ettar Spaceship to make it easier to see.
- Changed position of all socket upgrades to make it easier to use them.
- Quests and Cargo now have a destiny that is guaranteed to have path.
- Added button to vote to leave the shop.
- Re-balanced all items, upgrades and skills values.
- Nerfed some enemies causing too much damage.
- Buffed invader only enemies to spawn more invaders.
- Burst Mode now drop a big number of items, give EXP at the start.
- Fast mode don't fix all modules when start moving, but revive all players.
- Buffed all start player's weapons.
- Balanced the use of energy of vehicles.
- Balanced some upgrades values to make some upgrades more or less desirable.
- All weapons now have bullets or/and damage variation on drop.
- Player don't get account EXP for killing invaders.
- Items now don't stay inside each other, they will find the nearst position to drop.
- Some modules now can be activated again while still activated.
- Changed all vehicle's self balance based on number of players, making easy to play with 1 or 2 players.
- Secondary damage of weapon now change based on number of players too.
- Changed group camera to show better the players in all vehicles.
- Nerfed last boss damage and some of the events.
- Remaked AI to remove some problems caused in the past.
- Vehicle's bullet booster now give more bullets per boost.
- Added ambush to all levels, type of invaders is based on the level.
- Ambush now drop items and invaders now drop resources.
- Ambush now are harder at the of the game.
- Ambush's events now scale better based on level.
- Decreased the number of level connections.
- Removed all level event during levels (burst and gas).
- Cargo can now be drop at the last level, but quests still can't be complete at last level.


Village boat has a catapult, a ballista and a laser cannon!

Visual
- Changed damage effect of modules to make it more clear.
- Optimized vehicle's damage particle effects.
- Added symbol feedback for modules without energy.
- Dropped resources are now bigger.
- Added new feedback when item or cargo is dropped inside the vehicle.
- Changed default vehicle to the new vehicle: Village Boat
- Updated all skills visual effects and player's shields.
- Added visual effects to all upgrades and skills.
- Added colors to texts, weapons now show the damage increase in green for example.
- Change the create game and lobby interface.
- Loading screen now have updated tips.
- Shield color now use the amount of the shield that was created.
- Added visual feedback when the vehicle's energy got to less than 30%.
- Arrows at the modules now don't appears when the module is already in use.
- Item that you pick now show the name in your hands.
- All upgrades got in quest or bought in shop show the name at the side.
- Text at chat showing vehicle's changes based on the number of players now don't repeat every time.
- Increased time of feedback that show in the right and increased visual impact.
- Removed camera change when an enemy is destroyed.
- Last level now have better visuals.
- Changed some levels to have more shadows.
- Added feedback for when the ambush ends.
- Changed colors of player's and invader's life.
- Decreased the size of the player's name and life.


We fixed a bunch of stuff!

Fixes
- Fixed mask upgrade not in the shop.
- Fixed vehicle balance by the number of players.
- Fixed lights not going back to the default values.
- Fixed modules colors when out of energy.
- Fixes modules possible been use while without energy.
- Fixed upgrade body cannon not change colors when not possible to activate.
- Fixed possible picking weapon on loading screen.
- Fixed invader's life bar when invader at less than 1 life.
- Fixed some small issues with interface.
- Fixed cannon upgrade effect position.
- Fixed some upgrades positions inside the vehicle.
- Fixed issue with cloner not removing old characters.
- Fixed possibility of getting stuck in some parts of the vehicles.
- Fixed some interfaces in the local game.
- Fixed some small collision problems with the vehicle.
- Fixed quest that spawn enemies, possible hard locking the game.
- Fixed text size issues in some interfaces.
- Fixed some camera issues not showing the player.
- Fixed invaders goo drop not happening.
- Fixed invaders item drop some times not happening
- Fixed some items values not increasing.
- Fixed some burst mode enemies and ambush position.
- Fixed bugs related to targeting invaders.
- Fixed skills not showing effects to players.
- Fixed skills got when coming back to the game.
- Fixed all translations in Chinese, Russian and Spanish.
- Fixed create game and lobby interface changing size based on selection.
- Fixed invaders life showing sometimes after death.
- Fixed some problems with player using the same type of Aura.
- Fixed path at the lobby search interface.
- Fixed items possible been created outside the vehicle.
- Fixed vehicles' collision stopping big invaders to move around.
- Fixed interaction with button some times not working.
- Fixed the trace test with modules changing based on the size of player's bounds.
- Fixed tool tips not closing on player death.
- Fixed items possible getting stuck when dropping it.
- Fixed main menu button size and text.
- Fixed some paths while moving around the interface with controller.
- Fixed loading screen tips text size.
- Fixed loading screen taking too much time in Burst Mode.
- Fixed lag caused when too many invaders are inside the vehicle.
- Fixed a lot of AI issues while moving and getting targets.
- Fixed invaders getting stuck while moving some times.
- Fixed invader position while attacking a module.
- Fixed cloner glass door closing when someone is still inside.
- Fixed a lot of small problems with group camera while moving the vehicle.
- Fixed last level ambush position.
- Fixed last level bug with camera.
- Fixed some ambush's events visuals.
- Fixed random upgrades got from quests possible repeating.
- Fixed bug with shop showing to remove a invalid module.
- Fixed tutorial text based on the changes of the shield.
- Fixed cargo and quests not showing at start levels.
- Fixed the possibility of the vehicle get stuck after an ambush.
- Fixed mask effect not been removed from player.


Invasion enemy are harder!
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