Euro Truck Simulator 2 - Alex
Last week, we started a short "hype-building" social media campaign by adding the new Renault Trucks model under a red cover in front of a few Renault Trucks dealerships in Euro Truck Simulator 2. We called for our community to share their screenshots of it under the #RenaultTrucksEvolutionIsComing hashtag on Twitter, Instagram, and Facebook. As always - you guys and girls did not disappoint! In these few days, there were more than 2500 tweets and 700 Instagram posts. A few lucky winners have already been selected and rewarded by the Renault Trucks team with some really cool items from their merchandise shop! Congratulations!



Now it's time to imaginarily pull off the red sheet! Lights on! Cameras are rolling, and the paparazzi have their quick fingers on their camera shutters. Are we all ready to welcome the Renault Trucks T Evolution and Renault Trucks T-High Evolution to the game, in a trucking industry first-of-its-kind through a video game before the real event? Let's do this! We are happy to announce that it is now available for everyone in ETS2 on Steam!


It is a very remarkable milestone for us, and we are honoured and proud that our track record, alongside the importance of our #BestCommunityEver, have helped create so strong a position for us in the automotive industry that we are able to work on a cooperation like this. We believe that our fanbase will love the new design and that many of you will head straight to the closest Renault Trucks dealership in the game to buy a new model, or three.



But the addition of this new evolution of Renault Trucks is not where it all ends! After some deep discussions with our friends over at Renault Trucks, we devised a novel idea to recognize and memorialize this awesome cooperation and connection between the automotive industry and our virtual trucking community.

Yes! You the fans of Euro Truck Simulator 2 will have the incredible opportunity to create and vote for your favorite community-created design for the new Renault Trucks T High Evolution. A design that will be created and showcased across both realms - in the real world and in our game!



Starting from tomorrow, the 7th of April, and lasting until the end of the 25th of April, 2021, everyone can get creative and participate in our very special Renault Trucks Evolution Design Contest! You can wrap your design on a truck in ETS2, like a modder, or download images of the Renault Trucks T High Evolution and use your favorite software to paint/draw/compose on it. You can even print these images, draw on them and scan them/send the final images of your application!

Everything you need to know is on this special landing page developed especially for this contest! We highly suggest you to read the regulations, and terms and conditions very carefully!

After the 25th of April, 2021, a jury team comprising of people from Renault Trucks & SCS Software will browse all valid entries and pick the 5 best and most suitable designs. These designs will then be voted on by our community to decide the ultimate winner from the 30th of April to the 2nd of May, 2021 on a special website created by Renault Trucks. 

Now a few words about the rewards, shall we? All of the 5 finalists will receive very cool rewards kindly provided by the exclusive sponsor of this campaign, Thrustmaster. Winners will receive their amazing T150 steering wheel!



And what about the ultimate winner, the one and only design that will win the community's final vote? Well for that person we have prepared something very special. Their design will actually be recreated by the team at Renault Trucks on one of their production trucks and revealed in a special event around Summer 2021 at Renault Trucks headquarters in Lyon, France. The creator of this design will get an expenses-paid VIP invitation to this special celebration, to be the star of the night, to see the truck, to test-drive it, and to enjoy a good time with people from SCS Software and Renault Trucks.*

The real truck in the winning design will thereafter be displayed as prominently at the Renault Trucks dealership in Lyon, France, as a monument to this amazing cross-over between virtual truckers and the automotive/trucking industry! Plus, we will bring this design into the game as an exclusive paint job as well! 

We have probably just put a lot of pressure on everyone wanting to participate in this contest, right? This is definitely something worth taking part in, as the winner will literally become a legend of the ETS2 virtual world!

Would you like to ask some questions about the truck, or get to know more details about the design contest? We've got you covered! Join us today from 18:00 CEST time on Twitch, YouTube, or Steam as we will do a very special stream on this topic. And we won't be alone because we will have a very special and VIP guest joining us directly from France - Mr. Paul Daintree, Director of Design at Renault Trucks! We can't wait to introduce him to our amazing fans!



*The planned reward of an expenses-paid trip to the launch event in Lyon might be subject to change, as neither SCS Software nor Renault Trucks can guarantee that future COVID-19 travel and safety restrictions will allow such an event to take place.
Apr 6, 2021
Cleaning Robot Match "Scatter Battlers" - Noraperika
VS VIRUS
Fixed a flaw in the body attack of garbage truck robot.
Drones should now stand still when switching motion.
Apr 6, 2021
I Saw Black Clouds - Wales Interactive
We have rolled out a test branch that may fix any crashing issues for some users playing on Windows 7. To access the branch, go to your Steam Library > Right-click game > Properties > Betas > Opt into the Windows 7 Test Build in the drop-down list.








If you were previously experiencing crashes specifically on Windows 7 and you would like to update the community on your experience from this new test build, head over to this thread: https://steamcommunity.com/app/1346830/discussions/0/3068614788779553040/

We are working with Unity to integrate this engine fix into all our interactive movies and FMV games that use the video player.

Wales Interactive
Starbase - PriskaFB

Progress Notes Week 13
March 29th - April 2nd

Hello everyone. Here are the progress notes of week 13 of 2021!

Please note that the "Progress Notes" are different from the Starbase Alpha "Patch Notes". Progress Notes are snippets from the development team and what has been worked on during the previous week, and many of the features might not be present in the current or upcoming builds of the Closed Alpha. Some features, especially in the design portion, can be subject to change as the development continues.

Design

Features
  • Triangle and Box thruster nozzles now affect thruster's total thrust
  • Buying blueprint chips with custom blueprints has been tested and improvements were designed
  • Design for registering spaceships as owned if they have been built outside of Spaceship Designer has been started
  • Free-form building in moon has been tested and improvements have been designed
  • Design for solid version of pipes and cables that can transfer resources and data continues

User Interface
  • Company medal awards and medal creator have been designed
  • Company ship access control has been designed
  • Using premade parts for Ship Designer purchases has been implemented

Code

Gameplay
  • Universal Tool optimizations have been made - Asteroid material queries should not cause FPS deflation
  • Ship transponders color code have been expanded to stations and lots
  • Two new ore slots have been added to mining backpack
  • Tripod functionality has been worked on
  • The objectives of the Demolition job tutorial have been revamped: All tools spawn right at the beginning and all four ships have separate objectives
  • Being able to restart the tutorial after completing it without first resetting the progress in the settings have been fixed
  • Jobs not being in tutorial mode after relogging with the tutorial active have been fixed
  • The Demolition job tutorial now shows usage hint for the currently active tool

User Interface
  • Page for editing mission settings have been worked on
  • Ship Manager's Access page has been worked on

Art

Animations and Emotes
  • Work on new prone transition animations continues

Stations and Cities
  • Windowed submodules have been updated in grid slots
  • Skyscraper Roof module 04 has been finished
  • Old window assets have been replaced in Skyscraper roof modules

Other
  • More rocks have been added for Moon Type 4
  • Rock spawn logic adjustments have been made for Elysium
  • Salvage collector asset has been created
  • Inventory icons for station and ship blueprint chips have been created
  • Auto snap icon for Ship Designer has been created
  • Relative sizing of all explosive propellant VFX have been updated, visual and optimization updates have also been made
  • Significant optimization/rework of remote explosive VFX when multiple detonations are combined up close

Gallery









Don't forget to check our official Starbase forums and our blog for more pictures and videos of the weekly development.

Until next time! 🪐
Crossout - XO_Team

You can find the previous part of the story here.

<Server name: “West Block 81” Workstation

“Arbitrium” neural monitoring system event log

A neurocommunication chip activation protocol record is available. Text log attached.

Access Level: Lieutenant>

Activation protocol SP-09873611


Date:

19.03.2051

Communicator

Anthropomorphic subject N-1. Calls himself “Nomad” or “Lost”


Introductory information

Subject N-1 was delivered by a Hoguksin-02 Special Agent (personal name: Ichiro) on March 15, 2051 at 02:14. The capture was carried out during reconnaissance and combat operation in E6 quadrant. According to Hoguxin-02 agent, the subject belongs to the group of nomads that have resistance to the effects of geopathogenic zones.

Medical examinations revealed significant deviations in biological readings from normal parameters. Blood tests, tissue biopsies, and visceral scans indicate multiple pathologies, cell abnormalities and changes in the biochemical composition of fluids.

In particular, we have encountered the rarest epidermal mutation that has led to irreversible changes in the corneal layer of the skin. There is evidence to suggest that there has been a consolidation of the subject’s body with the equipment elements and it is impossible to separate them without causing damage. The same can be said about a mask similar in some aspects to a chitin shell, which is connected to the facial bones of the skull.

Special attention should be paid to the subject’s brain activity. After careful diagnosis, we recorded unusual neuronal activity, which may indicate exposure to previously unexplored stimuli.

The subject has been held in the Laboratory 214 for four days.

< Start of recording >

Interrogation engineer (hereinafter IE): For the protocol. We are in Laboratory 214, West Block 81. The procedure for inserting the Arbitrium chip into subject N-1 was successful. The subject is fixed on the test bench with safety harnesses. The tranquilizers will stop working in 10 minutes.

< Pause >

< Rustling. Buzzing throat sound >

IE: The subject regained consciousness. Involuntary limb contractions are visualized. Examining data on brain responses... Reactions are within acceptable limits. Hey, you! Look at me. Do you understand what you are?

< Non-articular wheezing >

IE: The level of pain irritation is adequate. Cognitive perception is not distorted. You don’t have to imitate agony. Your nerve impulses are totally fine. Though we still can’t recognize some signals... What is your name?

< Pause >

N-1: It doesn’t matter.

IE: I guess so. Your brain is curious material because of these anomalous fluctuations, but that’s not you whom we need. But Lloyd, the “Dawn’s Children” renegade. The syndicate demands a memory of the last interaction with him.

< Pause >

IE: Your interest is to do as you are ordered. We are connecting you to a neurotransmission processor. And if necessary, I can get any information myself. But you can choose a simple way. Describe the last time you spoke to Lloyd.

< Silence. Sound of intermittent breathing. Background beeping of readers >

IE: Right.

< Short electrical discharge. Squeezed scream. Fixing straps creaking >

IE: More?

< Pause >

N-1: It was after the meeting in the Sanctuary... Nomads know many paths in the Wasteland. I followed one of them, leaving the Valley far behind. But I turned back because of Lloyd.

IE: Why?

N-1: I went to places where Lloyd couldn’t get. He was there, at the border — hungry and heated. I turned around so I wouldn’t be the target of his army. He’ll never see the Nomads in his service.

IE: What do you call an army? Lloyd is not alone anymore?

N-1: No. He’s the father of monsters now. His children work day and night, for he himself knows no rest.

IE: Where is he going to go?

< Pause >

< Short electrical discharge. A muffled growling >

IE: Where?

N-1: To a forgotten place. Where only the Lost can come back from.

IE: Why?

< Pause. Monotonous equipment beeps varying in tempo and frequency >

IE: I’m picking up an unidentified electrical wave. Devices are notifying about an increase in body temperature and muscle tone. Respond! I understand if you lie.

N-1: To find the cradle of a broken god.

< Pause >

IE: Show me this place.

N-1: You must not know about it.

IE: I’m not in the mood to ask again.

N-1: Leave me alone!

< A wrestling noise, the sound of a broken belt whipping against the stand with force. Long electrical discharge. Stunning scream turning into wheezing >

IE: For the protocol. The subject showed resistance and was neutralized. Activating interface for direct brain connection. Subject N-1 has visually observed paralysis. Readers record pain shock.

< Pause >

IE: Transmitting information about the geodetic segment in the subjective perception of N-1... I am in an abandoned area with scarce vegetation. There is a blurry silhouette of the building ahead, I am walking towards it on a tuberous ground. I can see the corpses of birds and small animals without obvious injuries and signs of decomposition. There is a strong smell of hydrogen sulfide in the air. I can feel my breathing and heartbeat slowing down... I’m standing at the entrance to the industrial premises, possibly a machine hall. My chest vibrates, the vision is distorted. A source of technogenic noise is located behind the doors. A jet engine or a turbine… No, I can’t go in, it’s too hard…

< Heavy sigh and creaking of rotating chair >

IE: Duty technicians, locate the object and return the subject to the cell. That is all for today.

< End of recording >


Service note

On the eighth day of the subject N-1’s detention, an explosion occurred in Laboratory 214. The detonation source is not established. Surviving surveillance footage recorded the start of the operation to separate the ingrown outfit from N-1’s body. In the last minutes before the incident, laboratory staff try to remove the subject’s mask, after which the laboratory equipment fails.

None of those present in the laboratory, including subject N-1, survived.

Вступайте в наши сообщества, чтобы узнать больше информации о Crossout!
Apr 6, 2021
Epifrog - Adria Games
Hai!

Welcome to the latest #changelog! Just have a quick look what's new in Epifrog 🐸
---

NEW: Gate and Alternate Buildings camera settings have been successfully implemented
NEW: Epifrog can use some new commands: "Run", "Defend", "Invite All" and "Disband All"
NEW: Bomb Drop and Trap system has been introduced
NEW: A package of new action icons appeared in the game
FIX: bug during battles with spiders
FIX: kick animation bug

Neurodeck : Psychological Deckbuilder - tavroxgames
Before starting, a few important notes:
  • Some translations are still missing, but we wanted to update the game first and we can still patch the 1.1 version on Steam with new translations.
  • Gostique & Nemrod, our two new coders on the updates, will be working on the 1.2 version that’ll be pushed in beta once in a while – find how to activate Neurodeck Beta at the end of this post. It should be released next month.



Here’s what's in 1.1 patch note:
  • The exploration scene has been revamped a bit, it’s now displaying some stuff better as well as the pacing changes we made;
  • Pacing changes make basically a shorter game, but with a mini-boss in the middle and a boss at the end. Future updates will add more unlockable stuff;
  • The fight phases have seen some stuff changed and revamped, such as Theophobia rules and stamina & sanity feedback display;
  • Rooms Meditation: unlocks permanent stats for the run;
  • “Survey” should propose a little less of the surveys you already answered, some work is still needed on this;
  • You’ll see “Nightmare phobias,” which has improved attacks and health points. The display is a bit poor at the moment but we want to make it clearer.






Here is what’s planned for 1.2:
  • New cards
  • New rooms
  • New resilience levels
  • New nursery traits
  • New achievements
  • Improving the game feel
  • Reworking the unlock system
Please keep in mind we might encounter challenges so some of those changes might get delayed.

Please let us know if you encounter any bugs or things to improve! We’re aware that you're all committed for at least 3 months of work but you’ll see patches every month!



Switch release

Switch release has been delayed and will be available at the end of the series of patches on Steam.



https://store.steampowered.com/app/1253860/Neurodeck__Psychological_Deckbuilder/
Starcaller - Benjamin
We've been hard at work fixing bugs, and improving the game!

We understand that Vive / Index users have odd rotations on the hands, we're working on a proper fix for this and will release it ASAP. This has now been fixed!

Improvements
  • Crystal colliders in the final ritual have been improved to make them easier to grab.
  • "You are Number One!" and "Reach for the stars" achievements are now achievable!
  • Previously, the chance of getting a tier 2 wall was increased by 10%, and tier 3 wall by 5% after each puzzle completion. Now, the tier 3 chance only increases when the chance of getting a tier 2 reaches 50%, and will also increase by 10%.
  • Increased the time that the description text is visible for the final ritual.
  • Polling frequency has been increased from 60 to 120, this should help the hands just feel "nicer"

Fixes
  • "Current Ranking" now correctly displays your rank with two players either side of you.
  • The "Friends" section on the leaderboard now only populates your entry once.
  • Jigsaw pieces are no longer grabbable before the wall has fully locked in, also fixing issues where the floating positions would be offset in some cases.
  • The outer ring for the tier 3 "Portrait" puzzle no longer gets stuck in some cases.
  • "Play Again" and "Main Menu" buttons no longer break in some cases (If this still happens please let us know).
  • Buttons in the main menu no longer break in some cases (If this still happens please let us know).
  • The menu music now correctly plays when returning to the main menu, after a long session in Survival mode.
  • Pausing now works when attempting to pause more than once in a single ritual.
  • "Out of the Blue" achievement skin is no longer unlocked without having the achievement.
Community Announcements - Dana
WORK IN PROGRESS BUILD AND DOCUMENT
This is a work in progress build and as such, neither of the changes and implementations found in it are final. Neither is the patchnotes document, which will be updated, corrected and completed over the Testlive period to better reflect the work in progress nature of this build.

[[url=https://steamcommunity.com/app/931180/#patchnotes]Jump to patchnotes.[/url]]
[[url=https://steamcommunity.com/app/931180/#changelog]Jump to changelog.[/url]]



Greetings, Exiles of the Testlive lands!

As we steadily advance towards the full launch of Isle of Siptah, we’re now ready to give you an early taste of our upcoming new content drop. Update 2.4 will expand the available land mass on Siptah to the South, with three new biomes full of new sights, adventures and dangers for experienced Siptah players and newcomers alike.



On the east side, the savannah, a massive open area hosting rich wildlife and the ruins of an old capital of the Grey Ones, with a secret lurking within its confines. On the west side, the ashlands, the soot-covered volcanic grounds once inhabited by the First Men and now only hosting the remnants of this once-proud civilization. And in the center, the floodlands, an in-between area with tall cliff formations and lush and overgrown plains that will be prime locations for builders and adventurers alike.
These new lands continue the work established in our previous update, adding to the Isle of Siptah 47 new NPC camps of varying sizes with repeatable activities, trainers and surprises.

To couple the release of these new biomes, we have also worked on a series of optimizations and improvements to the lighting and skyboxes of Siptah, to make these new landmasses shine like never before on Conan Exiles!



Another new addition coming with this update is a new religion! Zath the Spider-God joins the pool of available religions in Conan Exiles both on the Exiled Lands and the Isle of Siptah. Summon Zath and a swarm of its children to bring terror and destruction to your enemies! New NPCs, placeables and items have been added to the game for those who chose Zath as their deity.

New with this update is also our new Character Transfer feature! With these new options you can now transfer your character between Official servers, between unofficial servers, or from an Official server to an unofficial server keeping your name and appearance, level and all items in your backpack. Even between the Exiled Lands and Isle of Siptah! (Please note: This is currently a W.I.P. feature and it’s not fully implemented in this initial Testlive build - we are still testing the feature so please use at your own discretion. To transfer to or from the Isle of Siptah, ownership of the DLC Expansion pack is required)

Along with these new additions, we have also worked on a series of oft-requested improvements and rebalancing aimed at PVP combat as well as other systems. Tons of new performance optimizations, a myriad of animation improvements and many UI and quality of life additions, along with many other fixes, complete this package. Update 2.4 is one of the most ambition content updates we have released to date, and we can’t wait to let you try this early build. If you do, please share your feedback with us and report any issues you might have!

Thank you for your ongoing support, and stay safe!

IMPORTANT NOTE REGARDING MODS

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed. For the purposes of testing, we recommend not using any mods when playing on Testlive.




Three new biomes for the Isle of Siptah!



The savannah, the ashlands and the aloodlands are now available in the Isle of Siptah! These three new biomes are populated by dozens of new NPC camps, two new factions (The Grey Ones and The First Men), new activities and new loot!

Improved lighting and skyboxes on the Isle of Siptah!



New lighting effects and improved colors, along with many optimizations, have been added to the Isle of Siptah skyboxes, to make your adventures through the new biomes truly memorable! The difference is… night and day!

New religion!



Here comes Zath, mighty Zath! Destroys whatever with an avatar wrath. Spins a web any size. Catches foes, in Conan Exiles. Look out! Here comes the Spider-god!
(Along with new item sets, placeables, NPCs and tons and tons of little critters).

Core system changes!



New revisions to combat systems with a reduction of mounted combat damage, dodge improvements and re-balancing of bows and arrows! Swimming does not drain stamina and you can engage in 1-handed combat on water! And the hunger and thirst systems have received a balance pass to make them less frustrating and improve the gameplay flow!

Server Character Transfer! (W.I.P.)



You can now transfer your character between Official servers, between unofficial servers, or from an Official server to an unofficial one (Note: Unofficial servers can opt in or out of this feature!). You’ll keep your name, appearance, level, feats and backpack inventory while leaving everything else behind. Even within Exiled Lands servers, or from/to Siptah!
(Please note: This is currently a W.I.P. feature and it’s not fully implemented in this initial Testlive build - we are still testing the feature so please use at your own discretion. To transfer to or from the Isle of Siptah, ownership of the DLC Expansion pack is required)


  • Three new biomes for the Isle of Siptah!
  • 45+ new NPC camps for the Isle of Siptah, with new loot and NPCs!
  • Two new factions for Siptah: the First Men and the Grey Ones!
  • New religion for the Exiled Lands and Isle of Siptah!
  • Mounted combat and dodge changes!
  • Swimming combat!
  • Hunger and thirst improvements!
  • Improved lighting on the Isle of Siptah!
  • Tons of animation improvements!
  • Many quality of life fixes and additions, especially for controllers!
  • Character transfer!
  • Tons of fixes!
  • …and much more!



Separate TestLive Product on Steam
We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.

If you own Conan Exiles on Steam, you should now see a separate Product called “Conan Exiles - Testlive Client” in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.

We are aware that not everyone wants install or has space for two full installations. For those of you who don’t want to play through the additional TestLive Client, you can still access the TestLive servers through our old method.




Currently Known Issues
  • The character server transfer feature is still W.I.P. and actively worked on and not fully implemented in this initial Testlive build - we are still testing the feature so please use at your own discretion. (2021/04/06 19:30 CET Known issue for clarification)



  • Fixed a number of client crashes.
  • Fixed a server crash related to mismatching modlists.
  • Optimized animation blueprints to reduce memory costs.
  • Added a significant number of other optimizations to reduce memory and performance costs across the board, for clients and servers, both on the Exiled Lands and Siptah.
  • Fixed server log warnings when accessing empty sockets array in building system when placing a module.
  • Increased number of reconnection attempts when connection fails to the voice chat servers.


  • Players can no longer avoid damage by standing on or inside certain structures.
  • Fixed an exploit in regards to underwater gameplay.
  • It is no longer possible to build inside Jhil’s Roost cave.
  • Addressed a method that allowed for placeables to be placed under the mesh.


  • Added new landmass to the southern region of Siptah, divided into three biomes: the ashlands, the savannah and the floodlands.
  • Added 47 new NPC camps of different sizes to the new Isle of Siptah landmass.
  • Added two new factions to the Isle of Siptah: the Grey Ones and the First Men.
  • New weapons, armor, placeables, fauna and NPCs added to the Isle of Siptah.
  • New feats have been added to the Exiled Lands.
  • New activity in the Isle of Siptah: summon and fight bosses with the Pool of the Grey Ones by offering statues, found within the confines of the new Siptah lands.
  • Added a new religion to the game, with a new avatar, placeables, feats, NPCs and item sets. All hail Zath, the Spider-god! Oh god…
  • Added new Rocknose types with new art, animations and combat logic.
  • Added a new tool: the Iron Sickle.
  • (Currently W.I.P. - we are still testing the feature so please use at your own discretion) Added new character transfer feature, from an Official server to another Official server, from an unofficial server to another unofficial server, or from an Official server to an unofficial server, from or to the Exiled Lands and Siptah (Unofficial servers will be able to disable this feature if they desire). We will release an announcement closer to the full launch of this update where we will provide more details about this feature. (2021/04/06 21:40 CET Added clarification)


  • The Wheel of Pain has received a visual overhaul.
    - Thralls being converted are now the ones seen pushing the wheel.
    - If no thralls are present, the wheel will show empty and not rotating.
    - If out of gruel, thralls will stop visibly pushing the wheel.
    - Pushing animations have been improved across the board (or should we say… wheel? ha ha).


  • DLC items can now be processed correctly in the Delving Bench.
  • Reduced craft time on building pieces from 5s to 0.5s.
  • Added Mitrean Gloves and Sandal recipes to the Priest of Mitra feat.
  • Added Yogite Chest, Legs, Feet and Hand armor item recipes to the Priest of Yog feat.
  • Updated Yoggite Mask recipe to use light padding instead of leather.


  • It is now possible to engage in combat while swimming with one-handed weapons.
  • The Red Mother should no longer push followers under the mesh with her attacks.
  • Arrows can be equipped and swapped while mounted, as intended.
  • Short swords, one handed swords, one handed axes and one handed maces sprint attacks performed with the off-hand/block key have been changed to a kick.
  • Reduced the number of instances where NPCs could be harmed through walls and mesh.
  • Light sprint attacks with a Javelin while also wearing a shield are now functional.
  • Fixed an issue where doing a sprint attack right before mounting caused issues with the mount’s functionality.
  • Unwield action should no longer prevent the Player from executing unarmed sprint attack.
  • Fixed an issue in regards to weapon durability being draining when hitting other players with PVP disabled.
  • Fixed an issue where if you tried to initiate an attack while in a block-stun state, you would drop your guard.
  • Reworked spiders to be worthier opponents, with new AI and attack patterns and new animations and FX to match. “Why spiders though??!!!” -Glad you asked.
  • Added combo table adjustments for Katana heavy charge attack based on how many prior steps in the combo were performed.


  • Thralls will no longer immediately eat an item when it gets put into their inventory.
    - They will now eat if: they have some food that will give them the strong buff and they do not have the buff; if they have neither weak nor strong buff and have some food that will give them the weak buff; if they do not currently have the health regeneration buff but they have any food item.
    - The situations when a thrall will consider eating: When any of the three buffs expire; when new items are added to their inventory; when they lose health; all the time, should we ever add pineapple on pizza to the game.
  • Fixed an issue where archer, bearer and orb thrower thralls would not perform combo attacks. Additionally, now T1-2 thralls use basic combo attacks, T3-4 use advanced combos.
  • Thralls are no longer able to break equipped weapons and the durability stops at 0.1.
  • Fixed a number of other issues that would block thralls from performing combos.
  • Thralls and pets will no longer take any damage from standing in lava.
  • Vault NPCs should no longer attack buildings as intended. (2021/04/06 16:30 CET: Added line. Reason: missing from notes)
  • Elder Things should no longer attack player buildings. Siege Elder Things still retain this behavior. (2021/04/06 16:30 CET: Added line. Reason: missing from notes)


  • Adjusted how a Purge chooses its target, which should result in fewer situations where a Purge fails to spawn properly.
  • Your purge meter will no longer reset when creating a Clan. (2021/04/06 16:30 CET: Added line. Reason: missing from notes)
  • When leaving a Clan, your purge meter will no longer be set to an effectively random value. (2021/04/06 16:30 CET: Added line. Reason: missing from notes)


  • Increased speed and distance of dodge rolls.
  • Dodge speed and recovery times are now influenced by your encumbrance level and no longer influenced by your armor worn.
  • Short sword:
    - Significantly increased armor penetration by 100%.
    - Increased base damage by 43%.
  • Bows:
    - Removed base armor penetration values.
    - Increased base damage of bows. This change varies depending on the type of bow, with the Rach of the Red Mother having received the most significant increase.
    - Reduced armor penetration values on arrows, this change being more extreme on arrows such as
    Hollowbone Arrows and Mandibles of Atlach-Nacha.
    - Increased base damage of arrows.
  • Adjusted stats on Obsidian weapons to make them more enticing:
    - Slightly increased Armor Penetration values by approximately 1.5% (depending on the weapon).
    - Increased base damage values by approximately 18% (depending on the weapon).
  • Mounted combat:
    - Significantly reduced damage multipliers (from 1.5x to 1.1x, and from 1.8x-2x to 1.2x).
    - Removed status effects from mounted attacks.
  • Hunger and thirst:
    - Extended slower food consume rate (0.1x rate) to be anywhere on ANY land claim in addition to shelter. Best rate will apply, not both.
    - Reduced damage taken from starvation/thirst to 0.5% HP every 10-15s instead of 2% HP every second.
    - Reduced full screen effects from starvation/thirst.
    - Added a small movement penalty to starvation/thirst (5-10%, stacks if both).
    - Anchovies on pizza are more of an acquired taste, though.
    - Reduced “active hunger/thirst” multiplier to 1.5 (from 2).
    - Increased the duration of the stated/hydrated effect.
  • Adjustments to Ambrosia and Purified Flesh:
    - Healing values of Ambrosia have been lowered to be the same as a regular food item.
    - Added buff effects to Ambrosia (+1 STR / +1 VIT) and Purified Flesh (+1 GRIT/+1 VIT).
    - Craft time of Ambrosia is now the same as Purified Flesh.
  • Religious armors received a balance pass:
    - Increased armor values of all religion armors.
    - Added bonus attributes to religion armors.
    - Ymir religion armor is now classified as heavy.
  • Increased yield of True Indigo to 10.


  • Map markers can now be placed beneath the player icon on the map.
  • Admin teleport via the map now works through map markers.
  • Using the right stick on gamepad when in a UI with multiple inventories now jumps between inventories.
  • Shortcut bar assignment radial now requires a hold to open by default. It also commits the item to the radial when released. There is a new option in gameplay settings to change this action back to a toggle if desired.
  • Split item popup now has functionality for moving up or down in increments of 10 or 100 when using a gamepad.
  • Opening the inventory now automatically focuses the search field in the crafting inventory rather than the first slot in the player’s inventory. This behavior can be changed back by disabling the “Auto focus recipe search bar” gameplay setting.
  • Added a significant number of additional QoL improvements to menus and functionality while playing with a controller.
  • Added a new setting which allows to auto focus the search bar when opening a crafting menu while playing with keyboard and mouse. This can be found under Settings → Gameplay.
  • New setting in the gameplay settings: “Send new items to shortcut wheel.”. When enabled and using a gamepad, newly acquired items that can go on your shortcuts wheel will be automatically put there. When disabled, they will go into your inventory instead.
  • You can now interact with doors, gates and other items while mounted
  • Added new recipes to the Dryer for converting plants into seeds to help with farming sustainability.
  • Added outer face indicator to foundations and ceilings when building.
  • Added visual feedback for building stability. You can now see at a glance the structural integrity of your building before placing a piece by checking the color of the placement brush!
  • Choosing “Loot All” when choosing your corpse will now send and/or automatically equip all your belongings back where they were right before your quite possibly embarrassing death.


  • Sigil of the Serpentmen now correctly cleanses existing Poison stacks from the player.
  • Sigil of the Snakemen now correctly cleanses existing Bleed stacks from the player.
  • Obtain a Mount and Obtain Animal Companion journeys should now definitely, 100%…maybe complete on the Exiled Lands.
  • Fixed a Vault puzzle that could not be reset via admin commands.
  • Stamina cost modifier server setting will now properly affect costs for dodging, jumping, and attacking.
  • Tweaked mesh position in the Vault Fiend Bone Trophy to avoid clipping.
  • Removed additional instances of Exceptional and Flawless items still present in the game.
  • “Nosprintcost” debug command now affects the character’s attacks, kicks or jumps again, as intended.
  • New admin cheats: EnableHunger 0/1, EnableThirst 0/1
  • Added support for blacklisting feats in server settings ini file. Instructions on how to do this are included in DefaultServerSettings.ini.


  • Multiple vaults had missing textures. This has now been fixed.
  • Fixed a number of Vaults that would evict players into the air after refreshing. That was kind of rude even by our standards.
  • Fixed an issue where Braziers located around the Leyshrine of the Goblinoid could be activated.
  • Fixed an inconsistency in ruined building pieces LODs.
  • Added a number of improvements and optimizations to Siptah’s lighting and skyboxes, which will result in more vibrant and striking scenes.


  • Improved animations to prevent certain weapons from clipping through the body when looking up or down.
  • Fixed an issue where the character model would stutter after attacking with a weapon at close range.
  • Added new and improved climbing animations.
  • Fixed a specific circumstance where the dismounting would not play properly.
  • Fixed some clipping issues with sprint kick attacks.
  • Added new idle facial animations to the combat idle stance and locomotion.
  • Added full body equip animations and equipping from back.
  • Reworked orb throwing animations.
  • Improved the combat pickup animation to better blend with the combat idle stance.
  • Improved chest opening animations.
  • Improved kicking animation for unarmed and one-handed weapons.
  • Improved harvesting tools and other non weapon items idle animations.
  • Added new animations for the new gameplay additions, i.e. swimming combat animations, idle Wheel of Pain animations and so on.


  • One of the surviving members of our #spellchekker team, sent into one of the vaults underleveled and under prepared, happily informed us that a new round of typos have been fixed. Sadly, he expired too. #nowhiring
  • Parchment icons should no longer be switched.
  • Updated the message prompt when exiting an avatar to now mention the name of that god, which is not Joel.
  • The thumbnails of Dripping Longsword’s Epic versions should now match its in-game model.
  • Added missing text to a lore book in a Siptah cave.
  • Jin’s Adze is no longer described as “hammer-like”, which is rather disappointing if you ask me.
  • Fixed a number of items showing placeholder names in Dedicated Servers.
  • Changing a Difficulty preset to Barbaric now shows the notification “Server Restart Needed”.
  • Added a number of QoL UI optimizations when playing with a controller.
  • Blackwater Leggings and Gauntlets, and Khayne’s Leggings and Gauntlets had mixed UI icons. This has been fixed.
  • Harpy’s Kiss Arrows and Bow now have the correct icons, names and descriptions.
  • The Featherlight bow, Dagger and Jhil Armory feats should now have legendary borders.
  • Really, you should try pineapple on pizza. It’s delicious.
  • The PvP-Enabled server setting checkbox should now be visible in the Server Settings page while in-game.
  • Icons and names of harvested items scaled down to fit on UI notifications, which caused readability issues. This has now been fixed.
  • The Allow Family Shared Accounts setting is now visible in the General tab of the Server Settings screen.
  • Fixed an issue where art in the purge warning UI was displaying improperly.
  • Players closing a crafting station UI will no longer cause the UI to close for other players interacting with that same station.
  • Fixed a number of text lines being cut off by the margins of the UI.
  • DLC Filter in crafting inventory is now persistent.
  • Added new high-contrast player icon for the map UI.
  • Added on-screen binding hint for locking on a target when playing with a controller.
  • Fixed a number of small issues with the inventory UI.


  • Added new audio assets for the new content.

Changelog:


We will update this section with any changes and fixes released during the Testlive period.

2021/04/21 13:00 PM CET

Revision 4 released.
Changelog.


2021/04/15 12:00 PM CET

Revision 3 released.
Changelog.


2021/04/13 14:00 PM CET

Revision 2 released.
Changelog.


2021/04/13 14:00 PM CET

Revision 1 released. Changelog.


2021/04/06 21:40 CET

Added clarification for the Server Transfer feature.
Under New Additions (new text in bold):
  • (Currently W.I.P. - we are still testing the feature so please use at your own discretion) Added new character transfer feature, from an Official server to another Official server, from an unofficial server to another unofficial server, or from an Official server to an unofficial server, from or to the Exiled Lands and Siptah (Unofficial servers will be able to disable this feature if they desire). We will release an announcement closer to the full launch of this update where we will provide more details about this feature.


2021/04/06 16:44 CET

Added the following lines missing from the initial notes:

Under Purge fixes: Fixed the Purge Update Interval server setting having too significant an effect on the purge meter fill rate.
Under Purge Fixes: Storm Spawned NPCs attack player buildings during storm when building damage is disabled
Under Thralls/AI: Vault NPCs should no longer attack buildings as intended.
Under Thralls/AI: Elder Things should no longer attack player buildings. Siege Elder Things still retain this behavior.

Added clarification:

  • Added support for blacklisting feats in server settings ini file. Instructions on how to do this are included in DefaultServerSettings.ini

Fixed typo, in QoL.:
  • You can now interact with doors, gate*s* and other items while mounted

Slave Application - Diestroyer
Hello Fellow Slaves and Slavelings!

Today I am announcing that a Patreon has been created for SuB games, creator of Slave Application. Now is your chance to get in on the ground level as they say (though we'll be wanting to hit the lower floors once WE get in).

Become a Patron!

Why Patreon?
I would love to move into game development full time and Patreon could not only help me do that but could also give me information and feedback on how to improve Slave Application and future projects.

How much is it?
To become a level 99 Patron and have access to exclusive daily posts and content it will only cost 3 dollars. For a slightly higher price, it is possible to become an even lower level Patron if you're interested in having a say as to what might be added into Slave Application in future updates and in future games as well!

How can I join?
Visit patreon.com/subgames and choose one of the three available tiers of support.

In addition to starting a Patreon I am also shipping a new update today featuring original music for the battle victory and game over screens. Also fixed a bug that prevented credits from showing. And a bug that was affecting the hand repair skill.

Thanks for tuning in and may your service be ever faithful!

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