Combat Arms: Reloaded - v_Xiphias


Greetings to our Combat Arms Rangers!
This is the development team leader of Combat Arms: Reloaded.

On the 3rd February maintenance (a little delay than the target ;;), we're introducing our second Nightmare.
The second Nightmare is designed to manage not only the boss but also normal enemies by spawning enemies that attack ranged attacks along with bosses that attack poison.
We wanted to give you a different feeling from the first nightmare, but there are still some factors that are lacking, so I don't know if it's delivered well.
It's a beta version now, and like the first boss, we're going to hold a ranking event with the official release.

Along with this, pickup gachas, which are not generally sold, have been released separately.
The original pick-up gacha is a very special mystery box where you can get the selected item if you purchase the advanced mystery box for more than a certain amount of time.
In fact, there was an issue that users could not understand the pick-up box, so we were able to sell 50% off just once as a promotion.
We hope that many of you will be able to take advantage of this special opportunity and choose the item you usually want.

On the other hand, a few updates will be made as it will be changed to the spring season in March.
As a representative, the overall compensation reorganization will be carried out. Search & Destroy mode will be improved to the seasonal event mode.

First of all, in the case of the reward reorganization, the exchange shop tokens are changed to be classified into types such as weapons, gears, characters, and functions from the previous method of classifying them by grade.
Accordingly, tokens that can be acquired for each game content (e.g. Gear token in Fire Team) will be determined.
Oh, of course, existing Rare, Epic, and Legendary tokens will be exchanged for changed tokens.

And Search&Destroy mode wants to improve the attack camp's bomb to one.
This creates optional factors such as who has the bomb and where the user with the bomb comes to.
We are working hard to add other interesting elements besides this, so please wait with anticipation.

We will always strive to do our best in order to bring a better game experience for everyone.
Thank you.
Community Announcements - Resident007
Update 6.4 is now available, bringing Scenarios to Murom Suburbs! After some updates dedicated to fixing bugs, now it's the perfect time to implement new content.
So, after updating the game you'll see a new entry "Murom Suburbs" in "Scenarios" mode, which contains some new scenarios. We won't describe them here to make sure you'll explore them by yourself.



What's changed:
- Added Scenarios for Murom Suburbs map.
- Blinkers now turn off automatically when the player returns the steering wheel into the central position.
- Added sounds when the player enables or disables blinkers.
- Fixed some textures to solve problems on certain buses.
- Added the preset for DualShock 3 controller (tested with ScpToolkit driver, other drivers are not confirmed to be working correctly, so you may need to configure it by yourself).
- Now, an alert will pop up if you try to assign a key, which is already assigned to another control option.
- Further Murom Suburbs optimization.
- Fixed an error causing pedestrians to walk back and forth on the pedestrian crossing.
- Fixed some bugs which could occur in navigation system.



- Adjusted traffic logic: There should be much less situations when there are too many cars in the player's lane, while the opposite lane is almost empty.
- Fixed a problem sometimes causing passengers to stand inside of a traffic car.
- Fixed clipping of the camera through seats when player turns back in first person mode.
- Fixed problems related to lighting, shadows and glares.
- Fixed a bug causing left windshield bar on Hungarian Legend DLC to be yellow even when current livery is the white one.
- Improved traffic trajectories. Fixed some places where cars could swerve of the road.
- Fixed "brick" signs in some places.
- Added fines for colliding with some fences and buildings.
- Slightly adjusted suspension of traffic.
- Fixed the issue causing the fog to appear and disappear very quickly.
- Changed the ambient sound when driving in winter.
- Increased bus ticket price on Murom Suburbs map.
- A new option in Settings, allowing you to adjust camera height in VR mode.
- The engine no longer shuts off if you shift to neutral gear without engaging clutch.
- Fixed a texture and markup on the road near Murom Stadium.



- Fixed a bug which caused steering wheel settings to reset after the game was minimized.
- Un-assigned steering wheel axis from the horizontal camera movement in the garage in order for the bus not to rotate when a wheel or controller is connected. Note: it would still rotate if preset for controller is assigned, but steering wheel is connected because axis on the controllers correspond to the pedals axis on steering wheel, which return -1 in the default state.
- Fixed minor graphical issues in the garages.
- Fixed some paths of passengers on Murom bus stops.
- Fixed a problem on initial bus causing the door to show incorrectly when opened/closed on the blue livery.
- Adjusted tachometer on some buses.
- Traffic cars now drive faster on turns.
- Localization changes.
- Other minor changes.



Animal Drop Safari - HH Games
We are happy to releas the match3 game "Animal Drop Safari" with developer "Anwiki" on 26th February on Steam. Follow our publisher site to get infos on all our new releases!

https://store.steampowered.com/app/1541530/Animal_Drop_Safari/
Eternal Return - GM Chippy
Hello Lumia Survivors!
GM Aesop here with some dope news!
Official ER tournaments will start Saturday, February 13th and will be held every two weeks alternating between duo and squad modes. Be there or be SQUARE .



  • Drops Information
    • Event: Official ER Tournament DROPS!
    • Period : Saturday, February 13th 09:00 PM PST - Until end of broadcast
      *If the broadcast goes past 12:00 AM PST, players will be rewarded up to 12:00 AM PST.
    • Rewards: 1,000 A-Coin per hour of viewing
    • Redemption Period : ~Wednesday, February 17th 06:59 AM PST
    • Official Channel: Official Nimble Neuron Channel
Good Night, Knight - NGG_Arek


⚔️ Let's chat! ⚔️

Hey all, wanna check and discuss the changes being made to Good Night, Knight in real time? You can now join our official Discord server!

Join us to keep up with the very latest updates and send us feedback directly, find players to play with in coop mode through Remote Play Together, discuss strats and how to solve the mysteries of the Spire, or just chat around about anything really.

Good Night, Knight official Discord server

Have a good one and see you soon!
Knightdev


https://store.steampowered.com/app/1133050/Good_Night_Knight/
Feb 5, 2021
Alchemy Emporium - Curtel Games
In this new live stream we will show the game and all the new things of the new patch!

What you will see:
All the main activities of the game starting from the purchase of the ingredients to the sale to the customer;
The settings to create the campaign with: partners, villages, orders and the character skill point selection;
Some of the side activities (for example the hiring of helpers);
Game mechanics and much more!


You will be able to ask questions about the concept, the development process, the game system and anything you might be interested in.

Please try the demo and Wishlist the game!
If you have any kind of feedback, please add it to the discussion in the Steam discussion we will create just before the Demo release.

Hope you will enjoy the demo and the Stream Event!
Feb 5, 2021
无眠夜曲 - 在酒楼上
1.修正了一些bug
2.大幅增强了某些boss,小幅增强了部分敌人。
Propagation VR - TheRetroMonkey
It's D-Day! You can now get the downloadable content to play Propagation VR in 2-player Co-op mode!
4 months after the release of Propagation VR, we are very happy to see the enthusiastic reception you have given to the game. The community has been extremely encouraging, with nearly 1,500 overwhelmingly positive reviews (96%) today. Thank you all for your support and feedback! We have received many requests for evolutions, and we are delighted to see that you wish to see more and see us go further. One of the recurring requests being to be able to play in multiplayer, we have decided to implement the co-op feature as a DLC.



This downloadable content adds a “Multiplayer” menu to your Propagation VR experience, allowing you to create and join 2-player games (public or private) with your Steam friends or with anyone in the world! A voice chat is integrated to be able to communicate with your partner and cooperate as best as possible to survive. The bulk of the game is the same, apart from the difficulty levels which have been adapted for 2 players instead of 1, and of course the fact that you will be much more confident with support by your side. Will you make it till the end together?

You can find here a presentation of the game by the studio team (in French):



The co-op DLC is offered for a base price of $9.99 (take advantage of the launch discount to get it for less) because we are an independent French studio and we are already thinking about the sequel to Propagation VR! The solo Propagation VR experience will stay available for free because we want to offer this game to a maximum of players.

One of the most prominent request among the community was to add a co-op mode. Another one was to be able to move around in the game. This one unfortunately is not possible in the current game because it was designed to be experienced from a single point of view (for the scenery as well as the artificial intelligence of enemies). We are therefore planning a future exploration game in this same horrific universe that we love so much and which gave you thrills! We have a lot of ambition for this title so you will have to be patient, but of course we will keep you posted on the next developments.



With the release of the DLC comes an update to the base game, which includes the following changes:
  • New “Reset position” option in the menu during the game to recenter the player
  • Improved navigation of enemies
  • [Fix] The game could get stuck if the player dies when the boss is in the hole
  • [Fix] Rotation sensitivity on Windows MR fixed
  • [Fix] The game misidentified Vive and Quest headsets in some cases
  • Version number is now displayed in the main menu

Your support and feedback allow us to continue to develop games with passion, so thank you! And good luck surviving Propagation VR, in pairs this time. Please share your videos and feedback with us, we're always listening and happy to hear your reactions, so that we can continue to improve our games.



WanadevStudio's social accounts are also great spots to share your feelings with us. You're welcome to follow us on:
Discord
Facebook
Twitter
Instagram

See you soon for more news on Propagation VR!
Armored Warfare - Silentstalker
Commanders!

During the last couple of weeks, you've asked a lot of questions and today, we'd like to answer as many of them as we can.



Here are the responses directly from the developers of Armored Warfare:

Will Tier 1 to Tier 7 vehicles get rebalanced the way Tiers 8 to 10 were?

Yes. But, unfortunately, we don't have a deadline for that.

Will some parts of older vehicles become animated where appropriate? For example, various case ejection ports, side skirts and so on.

Generally speaking, yes. These animations are now always present on new vehicles. On the older ones, we implement them as a part of ongoing model overhaul program.

Will you buff AFVs across the board?

No. They are already fulfilling their battlefield role.

Will you add more night-fighting maps or options (such as a thermal imager mode)?

No, at least not for the foreseeable future.

Will you improve the decal system by allowing decals to be resized or repositioned from their fixed places?

We are currently investigating this topic. For now, we have no definitive answer.

Will you buff machinegun elevation and depression angles?

Most machineguns in the game are coaxial. Their elevation and depression should therefore match that of the main gun, which is sufficient. In some rare cases where no such coaxial machineguns are present (mostly on various SPGs), we are setting these angles independently.

Will the spotting system be fixed?

As far as we know, it is currently working correctly. If you have evidence to the contrary, please submit it via the usual channels (dedicated Discord bug and feedback channel, for example).

Will the reverse steering be finally fixed?

We are aware that the system could use some more improvements but for the most part, it's working correctly. Any improvements to it would require major overhauls of certain mechanics at the expense of other planned features. That would not benefit the majority of players.

Will the old PMC base system ever return to the game?

No.

Are you planning some major new vehicle visual customization options (such as adding camo nets to all vehicles)?

Not for the foreseeable future.

What about the Battalions? Are there any plans specifically for them?

So far, we have no specific plans to do that. It's quite possible that some improvements to various Battalion mechanics will appear in the future, but, generally speaking, the whole Battalion system is currently working as intended and requires no urgent fixes. One thing we are looking into, however, is the ability to add your own Battalion logos. Obviously, there are some serious pitfalls to the system – we have no intention of allowing players to run around with swastikas or some lewd images on their tanks. So, for now, we can offer no promises other than that we're looking into it. Likewise, we currently have no plans for more Battalion-exclusive vehicles or Heroic maps, as these quite expensive to produce while benefiting only a small percentage of players. Right now, we want to focus on content for everyone.

Some of us don't like the Grassy Fields (Pleternica) map in high-Tier PvP. The open nature of this map leads to an excessive amount of draws, as nobody can cross the open fields without being shot to pieces. Will you remove this map from PvP?

We won't remove it, but we reduced its chance to appear on top Tiers. The map itself is valuable in the sense that it provides more gameplay diversity and less repetitiveness on higher Tiers.

Will you add a Contract Mission status window directly to battles?

Sadly, we cannot. The contract objective completion calculations only take place when the battle is finished.

Can you add a voice warning that you are running out of ammunition of a certain type?

We'll look into it.

In real life, the Armata platform (T-14, T-15) does have ERA elements on its sides. In the game, it does not. Will you add them?

We'll look into that as well.

Please explain the HEAT-MP shell purpose. To us, it's very toxic, because it allows you to deal damage even upon non-penetration. The ATGMs do this too, but they do have a lot of disadvantages the HEAT-MP shells do not, such as being exposed to enemy fire, or being fired by vehicles with light armor.

The HEAT-MP shells are intended to be sort of warning shots. They don't deal massive damage upon non-penetration, but they do force camping MBT players to move, because otherwise their hitpoints would get chipped away with every shot. And it's working. We are currently considering reducing the HEAT-MP non-penetration damage to make this shell type not as obviously superior to the standard HEAT rounds as it is, but we won't remove it altogether.

Are you planning to return alternative weapon systems to VBL or Wiesel? Will MBT-70 get its 20mm autocannon?

Not at the moment, for any of these questions. But we'll consider it.

Will you add more maps to the Global Operations mode?

Not for the foreseeable future. Map-wise, we are currently focusing on new Special Operations, new standard PvE missions and new PvP maps, roughly in this order (since PvP got a new map fairly recently).

We feel that soft-kill APS does not work against AI opponents. Is that intended?

No, that's not intended. If it's so, please submit a bug report.

The Type 99A2 Tier 10 progression MBT is too weak – it has a really thin upper front plate, thin sides, offers poor gun depression and no real niche for its playstyle. Can you improve its performance?

We know that it's not great and we are planning to overhaul it in the future. For now, we can't promise any deadlines, it's not like the vehicle is critically broken so that it requires an immediate intervention. Additionally, some of the abovementioned arguments aren't entirely valid. The upper frontal plate is protected by modern ERA, which was overhauled recently. The sides (although only the frontal portion of them) are amongst the thickest on Tier 10 MBTs and we will actually make that thicker area larger. As for the gun depression, that aspect is dictated by the vehicle's geometry – we can't improve it without the gun clipping into the hull.

What about the CATTB? It's poorly armored and has a long reload time to boot.

The sides will receive a buff. The frontal armor of this vehicle is average – as intended, so we won't be improving that. The reload time will not be improved either.

The BMPT series does not have sufficient autocannon ammunition. Any plans to improve it?

Yes. We'll improve the entire BMPT series ammo count to match that of the T-15. In other words, these vehicles will have 1200 autocannon rounds instead of 900.

Can you give us a list of vehicles that can go in reverse as fast as going forward?

AMX-10 RCR, Begleitpanzer 57, CATTB, FV101 Scorpion 90, FV101 Scorpion Kastet, FV101 Scorpion, FV107 Scimitar, FV438 Swingfire, Object 490, Rooikat 76, RST-V Shadow, Sabre, Taifun and Type 10.

Can you tell us what the intended use for Russian MBT gun-launched ATGMs is?

They can help in situations where you need to fire at targets below your maximum depression angles. They also are the only rounds available to Russian MBTs, which are also capable of dealing damage upon non-penetration (unless of course you are also carrying some HE shells).

Some top-down ATGMs deal full damage even to vehicles with unmanned turrets. Some don't. What's up with that?

It all really depends on the length of the HEAT metal jet and the angle of impact. Generally speaking, the system works as intended – if the jet does not penetrate the main hull of the vehicle and only goes through the unmanned turret, the damage will be reduced. If the jet is long enough to go all the way through the unmanned turret and penetrate the hull, the vehicle will take full damage.

That's it for today, commanders. Do you have any questions for the developers? Don't hesitate to leave them on Discord and, as always:

See you on the battlefield!
Firework - gameragame
火树银花,璀璨而美丽,感谢各位玩家对《烟火》的喜爱与支持。昨天游戏上线后,我们收到了大量玩家热情洋溢的反馈,今天我们推出了游戏首个更新补丁。同时对于玩家可能遇到的问题,给出了目前可行的解决方案。如果您还有其他任务问题或者bug需要反馈,欢迎加入烟火BUG反馈群:105539595 ,进行反馈。

v.1.0.1更新公告
1.优化了游戏的操作说明。



《烟火》常见问题解决方法汇总

1.为什么我购买游戏只有9折,其他人有8折?
答:这是我们上线首周的联动折扣活动,此前购买过《疑案追声》,或者《魔女之家》可以享受10%的额外折扣。

2.游戏要如何全屏?
答:进入游戏按F4即可全屏,如果你是笔记本,请按FN+F4

3.我打开游戏遇到闪退黑屏,要如何解决?
答:还请在任务管理器里关闭游戏的客户端game.exe,后重启steam客户端,或者切换成Win7兼容模式(右键单击游戏运行图标,选择属性——兼容性——以兼容模式运行这个程序),再尝试启动一下游戏。

4.为什么我的OBS软件无法捕捉到游戏画面?
答:OBS与游戏的开发引擎rpgmaker存在兼容性问题,还请尝试使用直播平台自带的推流软件,进行直播。

5.手柄为什么不能正常使用?
答:打开steam设置里的常规控制器设置取消除了第一选项的勾选,然后重启游戏。

6.关于OST下载后不能播放,打开文件夹为空。
答:此前因为steam配置问题,OST会遇到下载后没有文件的问题,现已解决,之前下载失败的玩家可以通过重新下载来解决。

7.游戏突然掉帧怎么办?
答:游戏突然掉帧有可能是显卡驱动问题,如果出现了掉帧的情况可以先按X键打开菜单,然后再将菜单关闭,帧数有可能恢复正常;
如果不行,需要检查显卡驱动是否正常,例如:是否安装了显卡驱动,是否是在用核显运行游戏,显卡驱动是否为最新版本。
...