Jan 26, 2021
Cave Confectioner - MSE
Hey, folks! This new update took the most muscle of any post-launch update so far. In addition to the new content, a number of changes have been made under the hood to facilitate looting and the new main menu.

Start a new game to see the new and updated content.

Content

* Added a fancy new main menu
* Improved goats
* Updated Wise Man
* Balanced enemy damage
* Added Flame Hawk, a character who is supposed to sell peppers but, due to time spent playing whack-a-bug, does not currently have anything in his inventory

Engine

* Interact with corpses to loot them (Are we Borderlands yet?)
* Added controller text input via Steam Big Picture (game must be launched from Big Picture mode)
* Bug fixes for trading system
* Bug fixes related to displaying a map behind the main menu
* Misc. bug fixes

There are a lot of changes, but this is still just a patch release. With version 0.2.0, there will be cake.

(Note: The "c" in the on-screen version number indicates a mini-patch. In other words, an additional bug was fixed immediately after a planned patch. In this case, the bug was preventing text input from working, and it took 3 mini-patches to debug and fix it.)
Fallout 76 - JessBethesda
Today’s update brings a Stash increase, a variety of improvements for your inventory and U.I., a new wave of bug fixes, and more. Read on for the full list of changes in Fallout 76.
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Update Highlights
  • Store More Stuff!: We've increased the Stash limit to 1,200 pounds so you have even more room for loot.
  • Sort Your Inventory with Ease: Stay on top of all the gear you’ve been collecting by using three new tabs in your inventory: “New,” “Armor,” and “Food/Drink.”
  • What’s Weighing You Down?: From now on, when you select a stack of items in your inventory, the menu will show you the total weight of that stack.
  • Know Before You Go: Player Vending Machine tooltips on the map now displays how many 1-, 2-, and 3-star legendary items they’re selling.
  • Build Mode Color Update: Outlines in build mode now appear blue instead of green so that players with colorblindness can more easily differentiate between valid and invalid placement.
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Update Version
PC (Steam): 1.5.1.26 (2.0 GB)
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Inventory and User Interface Improvements
Stash Increase: Hold onto extra gear with a STASH increase! We've increased the amount of weight your STASH can hold by 50%, giving you 1,200 pounds to work with.
New Inventory Tabs: We’ve added a few new tabs to your inventory menus so that you can better organize your gear, from your snacks and Stimpaks, to your outfits and armor.
  • New – This tab will keep track of all the items you gather during a play session, sorted by newest to oldest.
  1. If you already have a stackable item in your inventory, like Steel Scrap, then new Steel Scrap you pick up will not appear in the “New” tab. Instead, it will be added to your existing stack.
  2. Additionally, the “New” tab will reset if you leave your current world.
  • Armor – We’ve split Armor into its own menu tab so that you can keep your defensive gear separate from your other Apparel.
  • Food/Drinks – Your food and drinks are now split out from “Aid” into their own “Food/Drinks” inventory tab. Please note that your Chems and Serums will remain in “Aid.”
Stack Weight: What’s weighing you down? From now on, when you select a stacked item in your inventory, the Pip-Boy will show you the individual weight and the stack weight.
Vending Machine Map Previews: The tooltip that appears when you’re previewing another player’s Vending Machines on the Map will now show the number of 1-, 2-, and 3-star legendary weapons and armor they’re selling. This way, you’ll have more information about the legendary goodies players are selling before you choose to Fast Travel to their C.A.M.P.s.
  • Additionally, Vending Machine categories that are empty will no longer appear in the tooltip to help you more easily see what types of items players do have for sale.
Additional User Interface Updates
Atomic Shop: We’ve added a button to each category page in the Atomic Shop that will let you show or hide the items you already own, so that you can browse what’s still available with less clutter.
Build Mode Visual Improvement: We’ve changed the color of the outline that appears when you build objects in your C.A.M.P. from green to light blue, which should be more friendly for our builders who have colorblindness.
  • This change is only visible when the object you're trying to place is in a valid location, and invalid placement outlines are still red.
Daily Ops
Elder Tier Rewards: In response to community feedback, we’ve adjusted Daily Ops rewards so that you will always receive an item from the rare rewards pool whenever you complete an Op fast enough to reach Elder Tier.

Spread the Love: New Challenges and Rewards
Starting today, and lasting until February 16, you can claim a free “Heart Wrencher” Skin for the Pipe Wrench in the Atomic Shop, and then use it to complete Challenges that will unlock new cosmetic and consumable rewards!
  • Earn Lunchboxes, Perk Card Packs, and Repair Kits by defeating enemies with your Heart Wrencher every day during the Spread the Love event.
  • You can also claim outfits, and even a new variation of the Backwoods Bungalow, by completing Weekly Challenges with your Heart Wrencher equipped.
Be sure to visit our latest Atomic Shop article on Fallout.com for more details, and don’t forget to claim your Heart Wrencher Skin.

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Bug Fixes

Allies
  • Settler Forager: Corrected missing player dialog options for Settler Forager.
Art & Graphics
  • Apparel: Fixed texture issues with the Samurai Helmet.
  • Apparel: Reduced the gap between the Deep Cave Hunter Backpack and the player’s back.
  • Apparel: The Pip-Boy light no longer shines behind the player in the Brotherhood Recon Helmet.
  • Apparel: Fixed a texture issue with the Fasnacht Beret.
  • Décor: Updated the explosion seen when destroying Wrapped Presents.
  • Décor: The flame on Skull Candles no longer appears offset from the wick.
  • Items: Updated the explosion effects when destroying Mr. Handy Fuel and Portable Fuel Tanks.
  • Lights: Yellow lighting effects no longer persist after the Color Wheel has been turned off.
  • Lights: Adjusted the lighting on the “Kill, Laugh, Love” Sign so that the word “Laugh” is no longer too bright.
  • Power Armor: Headlamps no longer shine in an incorrect direction when wearing a T-65 Power Armor Helmet that has a paint applied.
  • Power Armor: Addressed missing textures and reduced clipping issues with the Captain Cosmos Power Armor.
  • Power Armor: War Rider Power Armor now properly covers the player’s posterior.
  • Vending Machines: Adjusted the explosion when destroying the Slocum’s Joe Vending Machine.
  • Weapons: Mind over Matter’s visual effects no longer appear to come from the player’s shoulder in third-person view.
C.A.M.P. and Workshops
  • Exploit: Addressed an exploit affecting item storage in the Stash box.
  • Shelters: It is now easier to place structures, like the Seedy Shed, Backwoods Bungalow, and others inside a Shelter, as long as there is enough space to do so.
  • Stairs: Stairs can now snap to the front of the Brotherhood of Steel Scout Tower.
  • Super Mutant Tube: Players can no longer get stuck inside the Super Mutant Tube while building it.
Challenges
  • World: The “Discover Beckley” subchallenge for the “Discover Locales in the Ash Heap” Challenge can now be completed.
Daily Ops
  • Rewards: Fixed an issue that could result in no rare reward being granted if the item the player would have received was a non-tradeable item Plan that they had already learned. Now, players will always receive a reward when this occurs.
  • Operation Report: Addressed a visual issue that could incorrectly mark reward tiers as already earned in the Daily Ops Operation Report. Please Note: Daily Ops rewards reset at 12:00 p.m. ET each day.
Diseases
  • Rad Worms: Rad Worms now only increases Radiation damage taken from consuming food and drinks.
Enemies
  • Spawning: Fixed an issue causing enemies to sometimes spawn grouped together at an incorrect location.
  • Giant Hermit Crabs: Players can no longer clip through Giant Hermit Crabs.
Items
  • Apparel: The Feral Ghoul Mask and Cuddles the Clown Mask no longer obscure the Pip-Boy light.
  • Apparel: The Plague Doctor Mask now correctly states that it prevents air borne diseases.
  • Apparel: The Swamp Camo Hazmat Suit can now be repaired.
  • Armor: Raider Armor now correctly works with the Funky Duds and Sizzling Style Legendary Perks.
  • Armor: Recon Armor now correctly adjusts to the players body style.
  • Flora: Thistle now correctly turns into Irradiated Thistle when nuked. Irradiated Thistle can now be harvested for Raw Fluorescent Flux.
  • Magazines: Fixed an issue causing “Live & Love 8” to cancel out the Very Well Rested bonus from a fourth Lunchbox.
  • Magazines: The “Astonishingly Awesome Tales 3” bonus has been changed to allows the player to breath underwater and regain health while swimming.
  • Mods: Weapons with mods that add fire damage, like the War Glaive with the Flaming Blade mod, now work with the Friendly Fire Perk.
  • Mods: The Heating Coil mod now correctly states that it deals fire damage.
  • Mods: Applying Brawler Armor mods to Brotherhood Recon Armor arm pieces now boosts unarmed damage by 7.5% each.
  • Mods: The Reduced Ammo Weight Legendary effect now correctly reduces explosive ammo weight.
  • Mods: Adding Pocketed mods to a Boiled Leather Chest Piece no longer incorrectly increases the item’s durability.
  • Plans: Fixed an issue that caused players to unlearn Plans for Lawn Flamingos and Wooden Desks.
  • Power Armor: The Targeting HUD mod now only highlights hostile targets.
  • Power Armor: The Explosive Vents mod has been renamed “Cooling Vents.” Cooling Vents slow Fusion Core drain by 5%.
  • Weapons: Fixed an issue where certain weapons that shoot multiple projectiles were taking too much condition damage.
  • Weapons: The Crusader Pistol Reflex sights no longer appear distorted when the Pyro receiver is equipped.
  • Weapons: The Stabilized Bull Barrel now correctly counts towards mods learned on the .44.
  • Weapons: Baton that have a paint or skin applied can now be changed back to their default appearance.
  • Weapons: Changed the Plasma Cutter’s speed description to Medium.
  • Weapons: Crossbows can now be changed back to their standard frame.
  • Weapons: Players can now correctly reapply the Wounding mod to a Bone Club after switching it to No Upgrade.
Mutations
  • Plague Walker: The Plague Walker Mutation's description no longer incorrectly states that it removes Disease durations. This was only a description change, the Mutation's functionality has not been adjusted.
NPCs
  • Brotherhood: Brotherhood of Steel Hopefuls and Initiates will no longer take damage when nuked.
  • Brotherhood: NPCs will no longer say hello to the player while they are talking to Russell Dorsey.
  • Brotherhood: Addressed dialogue issues with NPCs during “Property Rights.”
  • Putnam Brothers: Now have appropriate dialog if neither were recruited to Fort Atlas when the player revisits them.
  • Settlers: Fixed the collision on Settlers at East Mountain Lookout Tower.
  • Scribe Valdez: No longer comments on documents players have already collected during Mother of Invention.
  • Scribe Valdez: Fixed an issue that prevented Valdez from playing certain voice lines during “Mother of Invention.”
  • Scribe Valdez: Valdez's clipboard will no longer clip through her while in a downed animation.
  • Vendors: The Flatwoods Vendor will no longer sometimes appear invisible to players.
Performance and Stability
  • Client Stability: Fixed multiple crashes that could occur during combat.
  • Client Stability: Addressed a crash that could occur while scrolling the Notes tab in the Pip-Boy.
  • Connectivity: Fixed an issue that could cause PC players to receive a “Disconnected due to modified game files” error during normal gameplay and kick them from their current world.
  • Server Stability: Addressed an issue that could cause a server crash.
  • Performance: Addressed an issue that could cause the game client to hitch while viewing the Aid tab in the Pip-Boy.
  • Performance: Addressed an issue that could cause the game client to hitch when sorting the Pip-Boy by spoil.
  • Performance: Fixed an issue that could result in framerate drops inside Fort Atlas.
Perks
  • Dodgy: Now has a 2 second cooldown on AP drain. The damage reduction is still active during the AP cooldown. This prevents players’ AP from completely draining when hit by high rate of fire weapons.
  • Friendly Fire: The health regeneration effects from Friendly Fire no longer stack, but heal faster. This makes it so all weapons heal at the same rate.
  • Stabilized: Fixed an issue that prevented Stabilized from working correctly while wearing Power Armor.
  • Super Duper: Fanfare and sound effects no longer incorrectly play when crafting Legendary Items.
Quests and Events
  • Disarming Discovery: Dagger will no longer attempt to talk to the player if they are in the shed.
  • Disarming Discovery: Dagger’s Key will now longer reappear on her corpse after logging out and back in if the player has already looted it.
  • Dogwood Die Off: Fixed an issue where the quest target does not appear correctly on the trunk.
  • Fasnacht Day: Players will now correctly earn a three-star legendary item upon event completion.
  • Fasnacht Day: Super Mutant Suiciders will no longer continue to spawn after Fasnacht ends.
  • Fasnacht Day: Addressed an issue that could cause the Master of Ceremonies to spawn outside of the event area.
  • Fasnacht Day: The Robotics Expert Perk can no longer be used to Hack the Parade Marcher bots.
  • Fasnacht Day: Looting Porcelain Steins during the Fasnacht Day event no longer prevents players from picking up additional Porcelain Steins during the next Fasnacht on that same world.
  • Field Testing: The Putnam parents are now more visible during the intro scene.
  • Field Testing: Fixed a rare issue that could cause the player to see a blank dialogue box when speaking with Paladin Rahmani.
  • Forbidden Knowledge: Addressed several issues affecting Forbidden Knowledge and Technical Data, and this quest has been re-enabled. Please Note: Technical Data can no longer be dropped, traded, or Sold.
  • Mother of Invention: The Mysterious Component now remains a quest item after relogging.
  • Mother of Invention: The bag of dirt in the Ultracite Battery housing will no longer disappear when the player returns to the instance.
  • Mother of Invention: Addressed an issue that could cause Scribe Valdez to not fight back when attacked by enemies.
  • Mother of Invention: The Mysterious Component in “Mother of Invention” will now display an inventory message when the player extracts it.
  • Mother of Invention: Addressed a lore continuity issue in Rahmani and Shin’s dialogue regarding Paladin Taggerdy.
  • Over and Out: The animation of the transmitter getting destroyed no longer plays prematurely.
  • Overseer, Overseen: Dialogue and quest will now progress appropriately when returning the security footage to Head Engineer Brass.
  • The Best Defense: A quest target now correctly points to Paladin Rahmani after being directed to speak with the Brotherhood upstairs.
  • The Best Defense: Fixed an issue that could cause more enemy waves to spawn than intended during the quest’s final encounter.
  • Trade Secrets: The quest marker to collect the Pip-Boy Construction kit now consistently points to Vault-Tec University.
Sound
  • Scoreboard: Entering the Scoreboard quickly no longer causes the sound to disappear.
User Interface
  • Atomic Shop: Once owned, the Brotherhood of Steel Icon now correctly appears in the Player Icons page in the Atomic Shop.
  • Fast Travel: Added an error message when trying to fast travel to a C.A.M.P. that the player is too close to.
  • Map: Fixed an issue where the map could be opened while viewing a terminal.
  • Map: Fixed a rare issue that could cause item counts in a player’s Vending Machine preview on the Map to mismatch the number of items in that Vending Machine.
  • Notifications: Fixed an issue where fanfare would sometimes not play after completing a timed challenge.
  • Perk Coins: Fixed a visual issue that could cause the player’s Perk Coin total to display an incorrect number of Perk Coins after scrapping Perk Cards.
  • Pip-Boy: Items with long names are no longer cut off in the Pip-Boy.
  • Quests: Fixed an issue causing the “Forging Trust” objective tracker to remain on the screen after the quest was completed.
  • Scoreboard: Fallout 1st exclusive rewards are now claimed separately from standard rewards on the Scoreboard.
  • Social Menu: Improved mouse controls on pop-ups in the social menu.
  • Teams: The Team UI will no longer flash while repairing items at a workbench.
World
  • World: Fixed several locations in the world where players could become stuck.
  • World: Fixed several locations where players could view out of world.
SMITE® - TitanCupcake
SMITE Season 8 is here!



New Conquest Map



Conquest gets an overhauled look in Season 8 inspired by Baylonian myth. The goddess TIamat has banished Cthulhu, and cleansed the battlegrounds of his dark influence. But in doing so, she’s remade the world in her own image -- resplendent in gold and Babylonian architecture. The new Conquest map is larger than the old map and features new Jungle challenges, offering additional opportunities for strategic gameplay.

New God Skins

Bunny Bomber Aphrodite



Safe Breaker Kali



Mastermind Yemoja



Heistblade Pele



Experi-mental Baba Yaga



Walking Blight Ymir



Regal Warrior Erlang Shen



Battleship Heaven Nu Wa



Midnight Glamour Neith



Princess Sleepyhead Kumbhakarna



Grand Magus Anubis - Season Pass 2021



Midgardian Macaque Hun Batz - Season 7 Ranked Reward



Crash Test Janus - Season 8 Ranked Reward



Pure Heart Ganesha - Season 7 Commendation Reward



Season 8 is also bringing A TON of balance changes with overhauls to Starter Items and healing mechanics, plus a slewbuffs and nerfs to gods and items. Be sure to check out the full Update Notes HERE for all the details!
Jan 26, 2021
King under the Mountain - Rocket Jump Technology
Welcome to the first King under the Mountain dev update for 2021! This month has been entirely focused on implementing a particle effect system into the game. But that might lead you to ask…
What are particle effects?
Particle effects are a graphics technique where lots of small and usually simple images or models are rendered and often animated to produce a single complex effect. Here’s an example from the official Unity tutorial (the particle effect is the pink glow and sparks):



In the above example,  a simple coloured sprite is being used lots of times for each of the particles flying off the main large effect on the kart’s wheel.  If you look closely you’ll notice they’re also decreasing in size as well as moving in an arc until they disappear entirely.  Simply put, a particle effect is created by applying several effects on lots of instances of small “particles” like this. Particle effects are used extensively in games, for explosions, spell casting visuals, impact effects, almost any visual effect you can think of is often done using particles, though in other cases techniques such as using shaders give a better result. As an aside, a shader is a program that runs on the graphics card to adjust the geometry of models/shapes, or the colour of individual pixels – sort of – which can have some incredibly powerful effects, see https://www.shadertoy.com/ for some good examples to play around with. The dynamic lighting and flowing water in King under the Mountain are both achieved using a shader.
Particle Effects in LibGDX
King under the Mountain is written using LibGDX, which is a game development framework, which is a bit different to a game engine – an engine is a bit more prescriptive of what kind of asset formats you have to use, how levels/maps are handled and that kind of thing, whereas LibGDX is at a lower level than an engine, giving you access to underlying graphics and audio programming interfaces (OpenGL and OpenAL) with a good amount of “helper” code on top for common game development tasks. That said there’s much, much less that you get “out of the box” for using LibGDX compared to a standard engine, for example I had to implement something as seemingly basic as multi-line text in LibGDX!

One of those utilities that LibGDX does provide, is a good particle effect implementation and GUI editor for defining your own effects:



You can see some of the many parameters that can be applied to a set of particles in an effect (you can have different sets of particles each with their own “emitter”), such as the angle of emission from the starting point and the range of velocity they have. The blue-line-graphs are used to adjust these values over the life of the particle. There are more parameters which have not been used in this example such as rotation, gravity and “wind” that can be applied (all with the ability to have a different amount over different times).

When you load up the particle effect editor, it starts with an example particle effect of lots of semi-transparent red circles (up to 200) used to create a flame effect:



The first particle I decided to implement myself was a simple but important one for a game about dwarves digging into a mountainside – chipping away bits of rock while mining!



Unlike the example flame effect, this uses much less particles at once, but also makes use of rotation and gravity to give the effect of something a chip flying away from a point.
But what about lighting?
In most games the above would be great and all you’d probably need to look at with particle effects in a game built using LibGDX. In the case of King under the Mountain however, things are made a bit more difficult by the dynamic lighting system. If you’ve ever looked at the data files for King under the Mountain, you’ll likely have seen that almost every sprite in the game has a matching “NORMALS” version, like with the following:



The _NORMALS file is a visual normal map (or bump map) that uses the red, green and blue colour channels to describe which direction each part of the “surface” is pointing in 3 dimensions. This information is combined with light sources – each light source is casting light from a certain point, and this is combined with the normal map to figure out how much light will be hitting any given point. At least, that’s my attempt at explaining normal mapping without getting too technical into vector maths! It’s much more commonly used in 3D games rather than 2D ones, but one of the very first things I wanted to implement in King under the Mountain was a truly dynamic lighting system so that a dwarf carrying a lantern around tunnels and halls would be suitably evocative, and help distinguish the game from its peers.

It helps to see everything combined in-game:



In the above screenshot, the top left is the game world rendered without lighting, using the sprites as they exist in the data files, also known as the diffuse sprites/layer. Top-right is the same scene but using all the _NORMALS versions of the same sprites to build a normal map of the entire scene. Note that the sack in the lower-right does not have a normals-sprite for the label on the sack, so this is not rendered in the normal map scene, meaning it will be lit the same as the layer below (the sack itself in this case). Bottom-left is the lighting information, which is made by running a shader over the normal-map version and data from point lights in the scene (a white light from the cursor in the upper left, a yellow light from the miner’s helmet in the lower right, and a small amount of global lighting so unlit areas are not pitch black). The lower-right is the combined final result that you see in-game, which is made by simply combining the two images on the left hand side.

That’s a very quick run-through of the lighting system, but I bring it up because it occurred to me that I wanted the lighting system to work with the particle effect system, at least for some particle effects that want to be “in the game world” compared to ones which should not be affected by the lighting and would be more like UI information (for example, thought bubbles above settler’s heads).

The naïve approach would be to have two sets of my rock chipping particle effect running at the same time in the same place, one with the diffuse (standard colour) rocks and one with the normal map (even though normal maps don’t really work when rotated – this is an issue I’m going to live with for now). Unfortunately, there’s a lot of randomness in a particle effect but there’s no way to set a “seed” (an initial value used to make a random number generator give the same sequence of results multiple times – like the map seed when starting a new game) in the LibGDX particle effect library, and in fact the randomness is buried quite deep within the workings of the library so there wasn’t a simple option of just replacing all the random number generation with random number generation using a supplied seed.

Instead I had no option but to take a copy of the main part of the LibGDX particle effect codebase and modify a lot of it, I ended up making it be aware of an optional extra set of sprites for the normal maps, and any randomness would apply to both sets of particles that were created at the same time. It doesn’t seem like much but it took a lot of effort to have a particle effect which could spit out diffuse and normal-map versions of the particle in the same way at the same time!



 
And a little extra on top
There was just one main hurdle remaining – the particle effect shows chips or rock flying away to the right, but what if the miner is facing a wall from the left, or above, or below? But also where should the particle be positioned relative to the entity in game that is creating it (if it’s even attached to an entity at all?). The LibGDX particle editor saves and loads in its own file format, named by convention as a .p file. It would be a bad idea for me to add or make changes in this file as then I wouldn’t be able to load the .p files in the visual editor in the future, so each particle effect in King under the Mountain is defined with a type in JSON (like almost every “type” of thing in the game files) that looks like the following:

{
"name": "Chipping rock",
"particleFile": "rockparticle.p",
"scale": 0.4,
"usingParentOrientation": "LEFT",
"isLooping": true,
"isAffectedByLighting": true,
"usesTargetMaterialAsTintColor": true,
"distanceFromParentEntityOrientation": 0.8,
"offsetFromParentEntity": {
"x": 0,
"y": 0.3
},
"attachedToParent": false
}

The key to the direction problem is the “usingParentOrientation” property with a value of LEFT – I then added some code which readjusts some parts of the particle effect, like the initial angle of emission based on this property for use with other orientations. “attachedToParent” with a value of false means the particles won’t move (once created) when the parent entity moves – this would be true for things like speech and thought bubbles which would also have “isAffectedByLighting” as false so they appear above everything else and are not affected by the lighting system.

Putting it all together, we can now have rocks chipping away with any mining direction!



 
What’s Next?
All the particle effects! Or at least, a good set of effects for where the game is now, focused around different job types and crafting types. It’s always been a long-held ambition to have leaves falling from trees in autumn according to the changing colour of deciduous trees during autumn, and this finally makes that possible (or rather, fairly easy instead of some long-winded and complex way of achieving it with a different approach).  However many particle effects I come up with at this point, I’m sure there’ll be lots more that could be added to the game as it is – just looking at the animation above, when a wall block is removed it could really do with a burst of clouds of dust type of effect, things like that. I’d absolutely love for the player community to suggest more that they’d like to see – now that the particle system is in place it should be fairly straightforward to add more effects – so get involved via the Discord server.

It’s a bit of a shame that after the initially swift progress of Alpha 5 that I’ve had to spent the entire month adding this single feature, though it is quite a big one which will add a lot in the future, and was a bit of hurdle to get over but we’re there now! The intention was always that this can also be used for the “Visible job progress” item on the roadmap but there’s also lots more that could be included now or later. Hopefully, particle effects are wrapped up soon, then constructing flooring, roofing and rooms is the next step to complete Alpha 5. See you next month!
Jan 26, 2021
Avorion - Sue
We are hoping that you had relaxing holidays and an amazing start into the new year and that you are ready for the great news we’d like to share with you!

So without further ado, here it is:

At the moment we are working on a large (free ;) ) update for Avorion that will introduce many new features and massively rework some aspects of the game in Q2 2021. We don’t want to spill too much info at this point, but we would like to share some details to get you hyped up a bit!

You all know about independent targeting and we hope you will be excited to hear that we are reworking it. In the future, you will be able to decide for yourself which of your weapons will be able to fire independently, and the damage of these weapons will no longer be reduced by 50%.

There will also be changes concerning the game progression and the collection of materials. We know this sounds exciting, but you'll have to be patient for a little longer before you can discover your journey to the center all over again.

Now that we have dropped some spoilers, we would like to tell you that we have thought long and hard about what we want Avorion to be like in the future and which direction we want to go to improve it!

We have been taking a closer look at the gameplay and we have realized that you guys are forced to spend a lot of time on (annoying) micro-management. This is one of the things that we want to change in the future.

As you know, there are countless adventures and experiences to be enjoyed in Avorion. But we have noticed that we introduced a few features in the past that only scratched the surface and that have caused the game to feel a little rough in some respects. But now it’s finally time to smooth those edges! This means that we might have to tackle some (annoying) gameplay mechanics and reduce their scope. We are even planning on replacing some (micro-management intensive) mechanics with more intuitive systems. Our goal is to make sure that in the future, we won’t be spreading our efforts too thin and that we will be able to make our vision of the game bloom!

We are looking forward to the update and we can’t wait to receive your feedback! In the meantime, take a look at one of our verified servers, marked with a blue checkmark in the server list. Who knows, maybe you’ll find new allies there!

And if you still haven’t read enough, check out this wormhole that leads directly to our roadmap:

https://avorion.gamepedia.com/Roadmap

Europa Universalis IV - MagnusPDX
Click here to discuss on the forums

Good morning, everyone! Today we're back at North America taking a look at some of the remaining interesting tags in terms of missions and events.

To begin with, we have the Pueblo tribes, in the actual New Mexico region. The tags we have for them are Isleta, Acoma, Zuni, Zia and Ohkay Owingeh. They lived in adobe or stone villages, and were mainly interested in agriculture, specifically maize. They were descendants of the Mogollon Culture, the Hohokam Culture, and the Ancestral Pueblo people, who inhabited the village of Mesa Verde, where a spectacular cliff palace can be seen. Some highlights of this tree include:

  • The missions "Place that Always Was" and "Restore Mesa Verde" make reference to said village, giving prestige and diplomatic bonuses after owning and developing it.
  • "Chaco Roads" and "Irrigation Canals" are references to the importance of agriculture in the region, with the first giving benefits to trade efficiency and range in the provinces that have native great trails, as well as some small manpower modifier, since they can also be used for military travel purposes. The second one rewards the building of irrigation canals with some local production efficiency, as long as you keep your devastation low.
  • The "Ancestral Puebloans" mission lets you change your tag name to "Pueblo", as long as you have conquered all the other provinces of the same culture, or by having a Federation Size bigger than 5. It will compensate your efforts with a permanent modifier that gives you +5% Morale of the Armies and +1 Diplomatic Reputation until the end of the game.
When it comes to events, among others, the Pueblo tribes will get "Po'pay's Rebellion" events, which happened in 1680 and was a revolt organized by the Native Pueblo people against the Spanish colonizers, and which succeeded in expelling them from their land for more than ten years. In the starting event, you'll get a general named "Po'pay" and a +10% Morale of the Armies to combat the colonizers.

Then we have the Dakota and Lakota nations, formed by the Sioux, Wichiyena and Lakota tags, which lived around the Lake Superior region. They were a society much more focused on hunting and gathering, thus tracking animals through the woodlands, harvesting wild rice and fishing on wooden canoes. Their villages were organized in camp circles, large extended families led by a chief appointed by a council of elders, and this kinship ties were a key feature of their lives both on a personal and on a more pragmatic level, affecting warfare, alliances, work and marriage.

  • The "Camp Circles" mission addresses this social organization, being triggered when your capital has at least 10 Development, and you have at least 1 Stability and 200 Diplomatic Points. As a reward, you'll get +25 Government Reform Progress, and some extra diplomatic power.
  • The "Seven Council Fires" mission is a reference to each of the fires representing one of the seven Dakota villages, who would gather together in peace or war negotiations. Owning these seven provinces would add some extra military power to your nation.
  • Both "Hereditary Enemies" and "Fight the Iroquois" address some old rivalries between the Dakota and Lakota people against some other tribes. The first one is about the dispute against the Ojibwe people, so having a -100 opinion of them, and them having a -100 opinion of you would be rewarded with some prestige and morale bonuses, as well as claims to their provinces. The second one is about fighting for the resources around the Great Lakes against any of the Iroquois tribes, giving an extra manpower modifier as a reward.
One of the events for these nations is Foreign Trade, since a few European explorers and missionaries lived among the tribes and tried to gain their respect by following their traditions. One of the most important alliances was the one that the Dakota tribes entered with French merchants in the late 17th century, where they traded fur in exchange for European goods. In this event, you'll get local trade power and production efficiency to your capital, in case you manage to achieve an alliance with France while they own any province in the North America super-region.

After that we have the Powhatan nation, which inhabited the actual Virginia region. One of the main focuses of these people was the use of birchbark canoes for both warfare and fishing, however, they also had a great interest in growing crops, especially maize, as well as in hunting in the woodlands. They were among the first Natives to experience contact with Europeans, and some of the events for this nation address that matter. Some highlights of the mission tree are:

  • "Just Around the Riverbend", "Head of Navigation" and "Powhatan Fleet" are all focused on the naval power of the Powhatan tribe, so building to Naval Force Limit, and having enough transports and a flagship will reward you with Ship Durability, Morale of the Navy, National Sailors Modifier, and some Navy Tradition, apart from a Admiral with 80 Tradition when completing the last mission.
  • "Yehakins" is a reference to the type of buildings they used for living, made of young saplings, woven mats or bark. Having a longhouse in any of your provinces and a fortified house in the capital will reduce the development cost for those provinces, as well as increasing the local tax modifier and giving a small government reform progress.
  • "The Laughing King" was chief Debedeavon, ruler of the Accawmacke Native nation, tributaries of the Powhatan Chiefdom when the first Europeans arrived in 1608, and a legendary monarch that will become available for duty as a 1/4/3/2 general if you have built your Army and Navy to their Force Limit.
Some of the events for the Powhatan tribe include Tribal Trade and European Trade, which both focus on changing the resources produced in your land. The first one addresses the trade of copper and red dye as luxury objects that the Powhatan would cherish, while the second is triggered when any European nation gets a neighboring province, allowing you to exchange crops for iron or wool from the Old World.


Lastly, we have the Cherokee people that lived in villages along river valleys in the actual North and South Carolina, Tennessee, Georgia and Alabama areas. Agriculture and gathering were both part of their culture, and, as most Native societies at this time, gathered maize, but also engaged in hunting, with their trade being valuable by European nations, since the deer skins they collected from their mountain hunting-grounds were of exquisite quality.

  • The "White Government" and "Red Government" missions are references to the two types of government that the Cherokee people had, one for the peaceful times and another for times of war. The first one requires a Stability of at least 1, +200 Gold and the employment of a Diplomatic advisor, and will reward the player with a new and cheaper advisor, and some diplomatic power. The second one needs a general and to build to Army Force Limit and will reward the player with a new general and some military power.
  • "Botanical Exports" addresses the ethnobotanical knowledge of the Cherokee people, both in recognizing the healing and harmful properties of the plants that surround their land. Completing the mission will reward the player with two modifiers, one increasing the Trade Efficiency and another one increasing the Manpower Recovery Speed, since this knowledge will help them recover from battle.
Among the events for the Cherokee nation, we have the Cherokee National Council, which was created in 1794 and ruled their nation as a legal and autonomous tribal government until the year 1907. The event will be triggered either by having the Clan Council Reform or the Native Republic Reform, and some stability and diplomatic power will be added to your country.

We have also added 18 events to the Totemism faith, including two small event chains. One of them addresses a Native myth that holds some similarities to Orpheus and Eurydice's famous story; the second one is about the finding of a sacred cave in your land and follows this structure:
Where the Legend Begins (totemism_flavor.8):
  • Triggers if you have a province that is not your capital.
  • Option a: Send explorers (-5 treasury, -0.05 manpower, adds province modifier “legendary_location”, giving local_autonomy = 0.1, local_unrest = -2 and prestige = 0.25 until the end of the game).
  • Option b: Do nothing.
Exploring the Caves (totemism_flavor.9):
  • Triggers if you have chosen option 8.a.
  • Option a: Adds church_loyalty if you have estate_church, adds temple to the sacred province if the nation is reformed, adds native_ceremonial_fire_pit if the province doesn’t have one, adds a native_longhouse if they do or adds prestige = 10 if none of these are applicable.
Cave Maintenance (totemism_flavor.10):
  • Triggers if you have chosen option 8.a. and have already had event flavor.9.
  • Option a: Sends your adm or dip advisor to take care of it, adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
  • Option b: Sends your heir (will trigger event flavor.12 and he gets a 50% chance of having a +1 adm point), adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
  • Option c: Donate some money, treasury -10, adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
  • Option d: Do nothing.
Where the Legend Ends (totemism_flavor.11):
  • Triggers if the country doesn't follow the Totemism faith anymore.
  • Option a: You leave the caves. Removes all province modifiers of the chain, adds country modifier “tot_legend_abandoned” for 3650, giving religious_unity = -0.25.
A Convenient Landslide (totemism_flavor.12):
  • Triggers if you have chosen option 10.b.
  • Option a: There’s a 30% chance that your heir might die.

Thank you for reading and see you next week back with some new mechanics!
X-Plane 11 - Aerosoft
https://store.steampowered.com/app/1379950/XPlane_11__Addon_Aerosoft__German_Islands_1_Ostfriesland/
Changelog
  • Fixed some night lightings
  • Updated rwy designators at Juist and Wangerooge
  • Improved vegetation
DesktopMMD3:Miss Fish - DesktopDev
  1. Add "Lock Eyeball Movement" Option
  2. Add "DoubleSide" Rendering Style
  3. Fixed the problem that some models could not be loaded
Jan 26, 2021
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners,

Once in a while, it's good to look back and see what you have accomplished. When we founded Ghost Ship Games four and a half years ago, we knew we would bring Deep Rock Galactic to life, and we decided that open development and co-op first would be our guiding principles. But - we never anticipated the fantastic community that would spring up around the game, or the fact that we'd strike gold like we have and end up with a bonafide success on our hands.

Before we launched into Early Access, we reached an internal agreement that 200.000 units sold during the game's lifetime would be suitable, and would allow us to continue and do a new game. But now we just crossed 2 MILLION units sold, and the game is performing stronger than ever - not only in sales, but also in the strength of the community. When reading a random thread on gaming and suddenly one user comments "Rock and Stone", causing the whole thread to explode in rock-and-stone shouts, then you know you've created something extraordinary and transcending. And the "we" does not only mean us developers, but also very much you, the community around Deep Rock Galactic. From the bottom of our hearts, we thank you!

with love
the Ghost Ship crew

Jan 26, 2021
Leif's Adventure: Netherworld Hero - r.fuhrer
GAME DEVELOPMENT PROGRESS!

A new level is born
Leif’s Adventure combines six big worlds into a single, exciting adventure. Creating these worlds and filling them with challenging puzzles, fights, and riddles is a lot of work. But Leif's Adventure is coming along nicely.



A level is created out of several layers. In the gif above you can first see the ground structure of the level. In the next step, the background and the filler or wall elements are added. The next is integrating dynamic lights to give the environment an interesting look.
As the last step, I love to add a lot of decoration to tell a story.
In the Sandfall level, we visit a fallen tiger kingdom that has been destroyed by an evil witch and is recovering slowly.

Breathing life into the level
But a level would be nothing without inhabitants and maybe even more important foes to fight. For the Sandfall level, I have created the Tigros. This old tiger-tribe has been fighting against the crazy witch Kara for the last 10 years and have finally managed to get her behind bars.




The foes in Sandfall
Next to Kara, there are many bigger and smaller foes waiting for you. Somewhere hidden in the catacombs of Sandfall awaits Angur the snake god!
He is a master of the elements and will challenge you with magical elemental defense and attack tricks!



Minjaar will also ramp up the forces he sends against you. In Sandfall you will face a new phantom warrior type! A very big one:



Make sure you work as a team and combine the abilities of both characters to fight your way through the level.


Bosstime
Every good level needs a final challenge. In Sandfall you will face off against the evil witch Kara in an epic airship battle. You can control the ship with Leif and fire the canon with Ghost. Together you can win this fight.




Make sure to put Leif's Adventure on your wishlist to support me!



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