Warbox - Mantaliss
Hey there! This is my first post on the steam announcements ever, and I am very excited. Worked on a lot of vehicle stuff this update. No player controls for vehicles just yet. More content coming soon.


Steam Release Update!

NEW CONTENT

- Patria AMV 30mm
- M1 Abrams Main Battle Tank
- Land vehicle spawn menu option added

NEW CHANGES

- Humvee Turret fixes
- Vehicle AI stop their vehicle when engaging a target
- AI get into vehicle logic fixed
Totally Accurate Battlegrounds - Botten Hanna
BETA 13.1 is live!

The beloved third weapons slot is back as promised!

Thank you all for playing the betas and giving us feedback, we're reading it all and taking it into account. If you have bugs to report or feedback you want to relay please post about it in the forums or email support@landfall.se


Patch Notes:
  • Added the third weapon slot. This slot only takes one-handed weapons.
  • Disabled healing while downed.
  • Dual-wielding weapons now auto-reload correctly.
  • Fixed bug where other players would reload their weapons forever.
  • Fixed bug where swapping attachments/blessings could put items of other types in those slots.

Please make sure to restart steam and verify the integrity of the game files in order to receive the update correctly.
Rocket Rumble - rsvpasap


Join our talented Alex Golebiowski at 3pm EST today (March 22nd) where he'll be working on some level design for Rocket Rumble! He's excited to share some more work with you, so come hang out!

-Rocket Rumble Team
MXGP 2020 - The Official Motocross Videogame - Milestone Community Manager
Riders, we have worked on some improvements on the Track Editor, Time Attack, Private Lobby, and more… Find them all in this new patch for MXGP 2020.

https://mxgpvideogame.com/game-updates/

  • Added Leaderboards on Time Attack

  • Added online Private Lobby

  • Added custom track selection on online Private Lobby

  • Added custom tracks selection on custom Championship

  • Added altimetric view to Track Editor

  • Added error messages when a track editor module cannot be placed

  • New map on Playground pause menu

  • Minor fixes on Track Editor

  • Minor fixes and improvements
Due Process - GEC_OZY
Audio occlusion improvements, some general gameplay changes for equipment, explosive charges, and more

Audio Occlusion Improvements:
  • Previously the audio occlusion system applied audio dampening when sounds were blocked by simple LOS checks on most objects. The sounds would attenuate via distance and whether or not any object(s) were in the way.
  • The new system is a mix of content and audio system improvements to increase the number of levels of audio occlusion that can occur, and certain exceptions have been made for gameplay relevant objects like door kicking and footsteps to make audio easier to understand.
  • Simple objects like props and shelves have low levels of occlusion, while thicker objects like interior and exterior walls, exterior doors gain increasing levels of occlusion.
Increase from 2 to 4 levels of Audio Occlusion:
  1. Exterior Walls: Unbreachable Walls (typically exterior walls of buildings) occlude most harshly.
  2. Interior Walls: Medium occlusion effects - Interior Walls, Exterior Doors
  3. Props: Slight occlusion effects - crates, bathroom stalls, boxes, etc.
  4. Clear LOS: Only distance attenuation is applied if there is clear line of sight to the sound. But also applies to objects like chainlink fences or metal catwalks in Factory.
Special Cases:
  • Exterior Footsteps: Footsteps blocked by exterior walls are silenced, except when the listener is close to the footsteps. This helps to mask attackers running around the exterior of the building, all they have to do is keep a small distance to mask their approach instead of walking the whole way.
  • Doors: Exterior Doors occlude like interior walls, interior doors occlude like props - doors occlude one level down from their surrounding wall, generally
  • Kicking Doors: Door kicking should always be heard from any distance provided they are not being covered by other loud nearby sounds or flashbang deafness
  • Layered Occlusion: When multiple types of objects are blocking the sound the effects do not stack the thickest object will set the occlusion value; similarly to player hitboxes, the thickest object "wins".

Other Gameplay Changes:
  • Light emission for map cubes turns off when the power is off
  • Explosive charges now cause extreme concussion if the explosion goes off next to a defender without killing them (returning from alpha)
  • Explosive charge damage radius given slightly increased range, but damage falloff
  • Explosive charge damage radius will be blocked by walls again, re-enabled with return of concussion
  • Clacker now has a light ROF limit to once per tick
  • Flashlight toggling now has a 300ms cooldown
  • You can no longer shoot, use throwables or clack while in the truck
  • In-truck detection for above as well as dropping items back to the truck wall has been changed
  • Barbed wire can be thrown instantly again, like prior to equipment changes
  • Reduced flare light range by about 20%
  • Reduced effectiveness of body light (used when held item does not have a light)
  • Corrected throw position when crouching so grenade throws don't originate from standing height
Mar 22, 2021
All Hail The Cook-o-tron - Slapunas
ChangeList
  • Remodelled all kitchen surfaces
  • Major optimization pass
  • Relocated Deliverbee Customer Location
  • Deep fryer will despawn food that not supposed to be there
  • Potato Chips will have a hard spawn limit
  • Reduced movement on all levels
  • Burnt food will despawn after a delay
  • Cracked eggshells will despawn
  • Readjusted COCO spawning location

Bugfixes
  • Fixed Overspawning Plates, causing them to collide into each other
  • Fixed Mash potato dishes not despawning between arcade waves
  • Fixed DoubleSpawning Pause feedback graphics
  • Fixed Order Point Locking out when baby receives an icecream bribe
  • Fixed Kebab sometimes not replenishing
  • Fixed Users being able to double-submit their arcade score to the leaderboard
  • Fixed Kebab Shortage sometimes causing a crash
Pax Nova - [ICE] Daemsco
Hello everyone!

We're back with another update, and we're excited about this one. First, we've got some AI improvements in store for you. They'll be a lot smarter about which technologies to buy and which Leadership styles to choose.

We've also hunted down and squashed some particularly pesky bugs for your gaming pleasure, like Harmony calculations. And last but not least, we have some more stuff cooking, which we will also release soon™ (or more like very soon™)

Without further ado, let's get on with the patch notes.



Improvements and balance changes
  • The AI now focuses more on consolidating its first capital city rather than expanding as soon as possible, making its eventual expansion have stronger legs to go on
  • Rebalanced how the AI chooses its Leadership styles to better reflect their current global situation (at war, in a bad financial situation, lagging behind others technologically, etc)
  • AI now will avoid trying to buy technologies that are too similar to existing ones they already have (ie district improvements with similar effects for example) unless they are really desperate to improve a certain area or fix a certain problem (lack of research production, low overall prosperity despite having already built several improvements, etc)
  • Tweaked the aggressivity of some factions (Hyrokkin Federation, Terran Republic, Lotus Brotherhood, Templar Order and Eastern Resistance)

  • Armored Vehicles and Light Ships unit classes now can't be equipped with artillery/long range weapons
  • Mech unit classes now have +60 HP but also costs 100 Cr more
  • Capital ships now have +20 HP but cost 30 cr more
  • Colonizer, Invasion, Space Mining and Starbase Builder modules now can't be equipped on Light Ship class units
  • Capital cities now have a bonus of +2 labor instead of +1, speeding up early game
  • Increased the cost of several late game weapons

Bugfixes
  • Fixed Capital city tooltip indicating wrong Bonuses and typo
  • Fixed multiple issues related to how Harmony was calculated and shown in the tooltip. It now indicates properly when the harmony growth bonuses come from districts and these bonuses now must have an active district rather than functioning like Landmarks
  • Fixed multiple issues with cities either losing or gaining excessive district bonuses after loading a game, namely harmony, prosperity, income and corruption bonuses
  • Fixed player research wrongly being skipped after buying a technology off another player
  • Fixed multiple issues with the city Prosperity tooltip
  • Fixed improvements that affect Harmony Growth like the Arbin Shrines not working correctly (fix doesn't apply if the improvement was built in a save file prior to this build)
  • Fixed solar system names getting repeated (Only applies in new games started from this build onwards)
  • Fixed Laisser Faire and Ultra Capitalist leadership prosperity per X district bonuses not being calculated correctly
  • Fixed Technocracy leadership research bonus and Utopic leadership prosperity bonus not being applied correctly
  • Fixed landmarks sometimes not give the appropriate bonuses
  • Fixed some path milestones not working correctly
  • Fixed path options in random events not advancing the paths correctly
  • Fixed issue with game not starting correctly and showing a black screen if the correct codecs aren't installed
  • Fixed various issues with the Chinese, Russian, French and German versions
  • Fixed tutorial not starting if the player chose any language other than English or German
  • Fixed unit abilities names and descriptions being reset to the Hideous ability rather than their proper names and descriptions after loading a game (fix only applies in games loaded with this build onwards)
  • Fixed Path requirement text being broken when selecting the last milestone of any path in the paths menu
  • Fixed intro videos and cutscenes occasionally and randomly stuttering and showing video artifacts
  • Fixed the Archive being generated on top of a minor faction, making it unusable and blocking progression on the main quest
  • Fixed draggable items in lists like build lists using the wrong offset when being dragged
  • Fixed searchable items events sometimes defaulting to nothing being found when they should trigger one of their respective positive bonuses
  • Tentatively fixed game getting stuck on game creation if no victory conditions are selected and other specific options are selected
  • Fixed Archive quest occasionally getting stuck because no Archive has been generated

Coming soon™
As mentioned before, we've got something else on the horizon. We're not going to spill the beans yet, but rest assured it's going to be very cool.

With that tease out of the way, check out the new update and let us know what you think!

Connect with us to stay up to date!


Pax Nova
Twitter
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Iceberg Interactive
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YouTube
Steam Publisher Page
The Dungeon Paradox - Zarkow
* Added BENCHMARK option for Main Menu for the new Benchmark Level
* De-coupled FPS and Tick gathering for better resolution of information
* Adjusted Quality level Medium to High, added level Low
Spire of Sorcery - Sergei Klimov
We released version 184 on Steam on Friday, but it happened so late that we simply didn't have the time and the energy to finish writing these release notes until now ;-). This week, we're already knee-deep in work on version 185, which bring similar improvements to the encounter flow.

Detailed release notes for version 184: on the game's forum, as well as below.


CONCEPT

This week we continued to work on the way that we display the encounter mechanics. The user interface of the game is catching up with the game's logic as we learn to show to players everything that happens. There is still a way to go, but we've already managed to upgrade the way that the token combinations. On top of this, we made a few improvements in the overall user interface, and worked hard on larger issues that will ship with the forthcoming updates – such as mood and personal traits. And, as usual, the game received another batch of new sound effects, and another batch of translated texts (Japanese, Simplified Chinese and Korean).




MOVE POINT INDICATOR IN TRAVEL MODE

This has been on our todo list for a while. Now there is a move point indicator in the travel mode, which shows how many move points are left in the current day. Why do we need it? Because in the future, player party may have more or less than the current standard of 3 points per day. Thus we need to get the interface ready to inform you about the changes.




COMBINATIONS OF TOKENS NOW HAVE UNIQUE ANIMATIONS

This is the main feature of this week's update: now, when tokens combine, they have relevant animations (for example, Damage clashing with Protection in) and the description of the result (the result of this combination would be "Absorbed!"). This makes the encounter much easier to understand, and will allow us to shorten some of the timers since things became more obvious with this change.




INVENTORY COUNTER FOR ENCOUNTER USE

A quality of life improvement: there's now an indicator next to the inventory button in encounters, which shows how many items you have already used in the current round (by default, you can use only 1 item in 1 round).




LOOT ICON GOT UPGRADED, NOW HAS A COUNTER

Another quality of life improvement: we changed the loot icon (earlier, we just re-used a sack from the 2019 version) and added a counter next to it, so that you can see how many items have dropped there at any given time.




"VICTORY OVER A STRONGER OPPONENT" ICON UPGRADED

And yet another small improvement: we updated the icon that indicates, whether or not your party is eligible to the reward for victory against a stronger opponent, to match the overall style of the user interface.




"MORALE BOOST" INDICATOR UPGRADED

Finally, the indicator used to show the progress of the Morale Boost mechanics (cast 3 spells in 3 rounds or less) got a facelift. It also flips over once the 3 rounds have passed or the boost has been deployed.




WHAT'S NEXT?

With version 185, we will continue working on the visualisation of encounter mechanics as well as prepare the ground for a few new features: the mood (you'll see Character Sheet change to accommodate the mood scale initially, and the mechanic itself is scheduled for versions 186-187) as well as the transition from biome effects to encounter conditions (currently: Forest has a condition that applying Fire there runs a chance of triggering Burning ground; in the future: Forest will have an encounter condition "Flammable environment", and that condition starts Burning ground when enough Fire accumulates) and the groundwork for game log and the notification system.

We have to restrain ourselves from adding new content right now, as we want to first of all ship all the tasks that are already open. Nothing is as fun as creating new creatures! But we must be cook cooks, and clean the kitchen table before starting on the next recipe =).

Stay well, and see you in a few days!
Spire of Sorcery (Limited Early Access) - Sergei Klimov
We released version 184 on Steam on Friday, but it happened so late that we simply didn't have the time and the energy to finish writing these release notes until now ;-). This week, we're already knee-deep in work on version 185, which bring similar improvements to the encounter flow.

Detailed release notes for version 184: on the game's forum, as well as below.


CONCEPT

This week we continued to work on the way that we display the encounter mechanics. The user interface of the game is catching up with the game's logic as we learn to show to players everything that happens. There is still a way to go, but we've already managed to upgrade the way that the token combinations. On top of this, we made a few improvements in the overall user interface, and worked hard on larger issues that will ship with the forthcoming updates – such as mood and personal traits. And, as usual, the game received another batch of new sound effects, and another batch of translated texts (Japanese, Simplified Chinese and Korean).




MOVE POINT INDICATOR IN TRAVEL MODE

This has been on our todo list for a while. Now there is a move point indicator in the travel mode, which shows how many move points are left in the current day. Why do we need it? Because in the future, player party may have more or less than the current standard of 3 points per day. Thus we need to get the interface ready to inform you about the changes.




COMBINATIONS OF TOKENS NOW HAVE UNIQUE ANIMATIONS

This is the main feature of this week's update: now, when tokens combine, they have relevant animations (for example, Damage clashing with Protection in) and the description of the result (the result of this combination would be "Absorbed!"). This makes the encounter much easier to understand, and will allow us to shorten some of the timers since things became more obvious with this change.




INVENTORY COUNTER FOR ENCOUNTER USE

A quality of life improvement: there's now an indicator next to the inventory button in encounters, which shows how many items you have already used in the current round (by default, you can use only 1 item in 1 round).




LOOT ICON GOT UPGRADED, NOW HAS A COUNTER

Another quality of life improvement: we changed the loot icon (earlier, we just re-used a sack from the 2019 version) and added a counter next to it, so that you can see how many items have dropped there at any given time.




"VICTORY OVER A STRONGER OPPONENT" ICON UPGRADED

And yet another small improvement: we updated the icon that indicates, whether or not your party is eligible to the reward for victory against a stronger opponent, to match the overall style of the user interface.




"MORALE BOOST" INDICATOR UPGRADED

Finally, the indicator used to show the progress of the Morale Boost mechanics (cast 3 spells in 3 rounds or less) got a facelift. It also flips over once the 3 rounds have passed or the boost has been deployed.




WHAT'S NEXT?

With version 185, we will continue working on the visualisation of encounter mechanics as well as prepare the ground for a few new features: the mood (you'll see Character Sheet change to accommodate the mood scale initially, and the mechanic itself is scheduled for versions 186-187) as well as the transition from biome effects to encounter conditions (currently: Forest has a condition that applying Fire there runs a chance of triggering Burning ground; in the future: Forest will have an encounter condition "Flammable environment", and that condition starts Burning ground when enough Fire accumulates) and the groundwork for game log and the notification system.

We have to restrain ourselves from adding new content right now, as we want to first of all ship all the tasks that are already open. Nothing is as fun as creating new creatures! But we must be cook cooks, and clean the kitchen table before starting on the next recipe =).

Stay well, and see you in a few days!
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