Fall of Civilization - lukedodds
Hi everyone!
1.04 has been now pushed to the beta (dev) branch.
I have been abit busier this week than I previously intended to be.
I am now a Gameplay Designer at Psycho Hound Limited! This wont however stop me from Fall of Civilization, I will still be aiming for weekly updates no matter how big or small. :)

But I still did some work on this over the week and wanted to keep consistent so pushing a build but will be doing more over the weekend as usual.

Developer branch
As reminder,
To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta

Changelist
  • Fixed the Raider characters material
  • Fixed the UI appearing over units heads
  • Stopped letting you open the UI when its not your turn (wait!)
  • Fixed the End Unit Turn button being disabled incorrectly
  • Fixed the Flee message appearing over the correct head
  • Added Input (Space Bar) for Ending Turn - This first ends your untis turn and if they're all done it ends your go. Should this be changed to an immediate end your faction turn?
  • Fix - Stops the End Turn function from being spammed
  • Added some visuals for Dead Factions/Bases
  • Some AI Tweaks
  • Some Move/Attack ability tweaks
Known bugs
  • Sometimes crash doing Quickplay (fix pending)
  • AI attacks may freeze progression
If you find issues please let me know via the form :)

The Next Build
For 1.05 and the coming week I will still be looking into combat and the end game state so its polished and can be played from start to end.

For more info on development and the current state of things feel free to check out
https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap

Join the discord or use the game options to report bugs!







Apr 9, 2021
Mercury Fallen - Nitrous Butterfly
Howdy Folks!

I had originally planned to work on the next content update which, as mentioned in a developer log, was to focus on colonist training equipment and new starting options. While these things are still in development, I wanted to take some time and focus on some other tweaks, changes and fixes.

Shortcuts


While there have been shortcuts for some of the HUD options I wanted to re-work it a bit and make the shortcut keys visible on the buttons themselves. I’ve also added new shortcut keys for the management sections and the construction queue. All of these new shortcuts can be remapped in the keybind settings.

Tweaks & Fixes
Many of the UI text elements were still using an older method of displaying text. I’ve gone through and updated much of the existing text elements to use a newer text mesh system which results in crisper looking text.

A minor quality of life change is that when setting a placed object to high priority for construction, any of the flooring underneath it that hasn’t been constructed yet will also be set to high priority.

I’ve also worked to fix up some inconsistencies with how closing windows works when pressing the escape key. One annoyance, that was fixed, was that the harvest/deconstruct filter windows didn’t always close when pressing escape.

Thanks all the great feedback and support.

Be sure to check all of the changes in the release notes below.

Follow Mercury Fallen Development On
Twitter | Facebook | Website | Discord | Roadmap

Release Notes

Keybinds
  • Added Reset Keybinds button to keybinds setting menu. This will reset keybinds back to default values.
  • Added shortcut keys for management windows.
  • Added shortcut key for construction queue.
  • Build category buttons now have individual shortcut keys.
  • Changed default keybind for harvest/deconstruct modes to ‘G’ and ‘H’ respectively.
  • Debug menu shortcut changed to F7.
  • HUD buttons now display a shortcut key if applicable.

Misc
  • When setting an object’s build priority to high priority, any placed flooring needed for its construction will also have its priority increased.
  • Updated look of close/apply button in settings menu.
  • Updated auto collect vehicle action description tooltip. It should now be more clear that vehicles will prioritize targets they are assigned to.
  • Updated look of info panel on main menu.
  • Info panel on the main menu now has a patch notes button. This will display the patch notes for the current version.
  • Updated various UI text elements to text mesh pro for crisper text.
  • Solid Fuel Generator and EMG now have rosters.

Fixes
  • Fixed: Deconstruct/harvest filter buttons not closing when pressing escape.
  • Fixed: Pinned items in global inventory not showing the correct button state for pinned items after loading a save game.
  • Fixed: Power meter on HUD not displaying properly.
  • Fixed: Save/Load window from game menu not closing properly if pressing escape.
  • Fixed: Various grammatical and spelling mistakes.
  • Fixed: Missing headers in debug menu.
  • Fixed: Performance issue when transport vehicle is set to auto collect, but there is nothing to collect.
  • Fixed: Room info panel shows disable and deconstruct buttons.
Stormworks: Build and Rescue - Deltars


Dear Stormworkers,

This week we are announcing part of the upcoming steam engines update - coal power!



Coal is a new resource in Stormworks. It takes the form of small physical particles, that can be poured through funnels, troughs, and stored in hoppers. This new resource can also be burnt in furnaces to heat up water.

Coal hoppers can be linked together by connecting their mating surfaces, merging them into larger hoppers. Some hoppers have open tops that coal can fall into, while others are closed containers.

A coal funnel allows you to pour coal from the hopper, releasing lumps of coal as individual, physically simulated particles.



Furnaces take coal and combust it along with air, produce exhaust, and heat fluid up.

This is obviously a useful component of steam engines, and we will let you know more about these new systems soon.

This week, we are also releasing a bug fix update with several much needed fixes and improvements. See the patch notes below for a full list of changes.



We look forward to hearing about what you think of coal, and the ways in which it could impact gameplay in Stormworks! Should we expand the logistics side of the game with coal transportation?

We look forward to hearing your thoughts and feedback!

We are really excited for some upcoming minor updates, which include features and components requested by the community. More info due soon!

Much love <3,

The Stormworks Developers



Patch Notes

v1.1.19

Rework - Removed gearbox torque damage
Rework - Gearbox ratios 1 & 2 are now named On & Off
Rework - Increased min and max range for missions to reduce clutter
Fix - Corrected gearbox descriptions
Fix - Added new sensors to the research tree
Fix - setFire function causing instant explosions
Fix - Buoyancy damping on small bodies
Fix - Small rocket parts missing buoyancy surfaces
Fix - Fluid rate tooltip showing 10 times less than the value
Fix - Radar/Sonar small tracking issue
Fix - Sonar not correctly tracking submerged targets
Fix - Mirrored rendering and constraints for pressure sensor
Reverted fix for emissive lights underwater as it caused other render issues
Cartel Tycoon - Khalmanac
Today's patch includes another set of QOL improvements - including an Upkeep Switcher for the Building List, allowing your to quickly swap entire production lines between Dirty and Legal money upkeep.

Here's a quick preview of this new feature in action:


This update also includes UI improvements, balance updates, and more. Take a look at the full Patch Notes below, and let us know what you think!

Patch Notes - Early Access Version 0.9.0.1327

Updates & Changes
  • Added upkeep switcher for building list
  • Show buildings links on hover buildings
  • Updated bottom panel UI
  • Added button to turn off building markers (“C” key)
  • Added button to turn off building links in hover state
  • Moved plants layout switcher UI
  • Updated some characters voices

Balance

  • Reduced the rate of lieutenant experience gain
  • Opium can now be purchased from the Area depot

Bug Fix
  • Disabled terror animations that blocked UI
  • Fixed an issue that caused Sandbox mode Aerodromes to lose control
  • Fixed some minor text issues in different languages
  • Prevented an issue that blocked lieutenant commands in some rare cases
  • Added Spanish language for launcher
  • Fixed an issue that caused the Store launcher to load, infinitely
  • Resolved an issue with invalid default languages in launcher
  • Corrected Menu UI for some of the languages in launcher

Visual
  • Fixed some burning and explosion visual issues
  • Cleaned up terrain under roads
  • Fixed some cities building visual bugs
  • Update Aerodromes and Checkpoints visual

Known issues
  • Building list could be buggy sometimes in story mode
  • On some of the Windows versions (specifically if something has been done with the default Media Player) our animated intro causes the game to crash. The temporary workaround is to turn on “Skip movies” in the settings.
  • Aerodrome deconstruction causes its progress bar to roll back.
  • Some of your crash dumps were not processed yet, we are working on it
  • Some Nvidia cards cause D3D to crash at start-up (https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/256280/unreal-engine-is-exiting-due-to-d3d-device-being-l/)The main menu UI is bugged at some laptops - switching from Fullscreen to Windowed or Borderless usually fixes this.
Apr 9, 2021
Ortharion project - Aryal
  • For the non action-combat mode the player orientates by the arrow keys instead of orienting towards the mouse pointers.
  • Set bonuses with powers the player cannot learn work properly, such as bonus 4 from the classic attack set.
  • When loading with non-combat action mode activating the reticle in the middle of the screen is correctly deactivated.
  • The power stat on the collar is correctly visible only once.
  • Corrected text for the quest "Leather by Thousand".
  • Corrected text on the Parchment Upgrade Table.
  • Corrected text for the name of the quest to retrieve the apprentice's bow.
  • The "ghost", "missing husband", "strange wolf" NPC are only visible on the large bridge under certain conditions.
  • The textures of the "strange wolf" have been updated.
  • Changed rendering for some grass which will now take into account the volumetric light, mainly visible on the terrain of the large bridge.
  • The number of stack of items is correctly updated after a stack.
Frontiers Reach - Soliloquis
We've deployed a hot fix to address an issue with the third person camera when configured from the settings menu.
INFERNIUM - Carlos [HORROR TALES solo dev]
Crossout - XO_Team

https://youtu.be/K5lGSLTnde4
Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.ru containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win!
When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!

In this episode:
For more information on Crossout, follow these channels:
Apr 9, 2021
Community Announcements - brunocracia


Salve, guardião!

O momento que toda a nossa comunidade esperava chegou. Começou a primeira temporada ranqueada do Skydome, e com ela a disputa pelo topo da tabela!

Jogue partidas ranqueadas sozinho ou ao lado de mais um colega de equipe. Teste suas estratégias na arena numa série inicial melhor de dez, e descubra qual é o nível das suas habilidades: Bronze, Prata, Ouro, Platina ou o poderoso Diamante!

Todos os detalhes da terceira semana da atualização Choque de Guardiões podem ser vistos no canal de patch notes do servidor do Skydome no Discord.

Assista ao vídeo abaixo para ver ainda mais detalhes. Nos encontramos na arena!

Apr 9, 2021
Alt254 - Santo
Good day, everyone! We’re happy to announce that we’re releasing today an important update for Alt254. To begin with, the game now supports Mac and Linux! This is something we’ve been requested many times, and we really wanted to make the game available to as many people as possible. We hope you guys enjoy Alt254!

But that’s not all: we have called it the Speedrunner Update for a reason. Although it wasn’t developed strictly with that goal in mind, the open and minimalistic nature of Alt254, along with its difficulty, suit speedrunners very well. With this in mind we have implemented a new Speedrun Mode, which adds a stopwatch to measure how long it takes you to beat the game… and a worldwide leaderboard to compare your performance with other players! How fast can you beat Alt254? Try this new mode and find out -- and don't hesitate to send us your personal bests!

On top of all this, we’ve fixed several technical issues; check the patch notes below to find more details. We hope you enjoy these new features; you can send us your feedback here in the Steam forums or through Twitter. Thanks for playing Alt254!

Patch notes

  • Mac port
  • Linux port
  • Speedrun mode
  • Fixed an issue where some features in the Pause menu could stop working after watching the credits
  • Fixed a synching issue where the marks in the map didn’t synch with Steam Cloud
...