Nebuchadnezzar - NeposGames
Greeting, rulers of Mesopotamia!

We are really excited about your reception of the 1.2 Update announcement, so we are happy to show you the first tasting of the new content.

And let’s start with the hot one - the fire illustration.

For more exciting updates and news about Nebuchadrezzar, remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!

Until the next update!

May 20, 2021
Realm of the Mad God Exalt - ana.waddington


He’s a fellow partnered content creator that comes from the USA and he’s passionate about board games… but has over 6 thousand hours of RotMG on his hands. Meet Cebmofroz here!
Survival Horror #8,436 (DISCONTINUED) - Lickbeans Interactive
Hey kids! Do you like violence?

Cool.

As some of you were finding out the hard way, dying by the monster reset the entire game and that led to many frustrations.

Think "Getting Over It", also available on Steam.

Well, now it has been added that you will spawn in the shed every time the monster pummels you with his giant claw things.

Think Lady Triple-D from RE: Village, also available on Steam (except our dude was from Mixamo for years before she was introduced).

Tell your friends. Give it another shot.

Also, for those of you who did the YouTube LPs, just know it is has gotten better. Don't stop believin'!

Also, in case you missed it:

  • Achievements are now working (ALL of them, including Mom's Spaghetti)
  • The untouchable log on the northern path going from shed to mansion now works
  • There is a video posted by yours truly with a quick tip on how to get past the monster without dying, as well as how to get to the secret area. Feel free to give it a 'Like'.
  • This game was never intended to be taken seriously, but I realize that some people are actually enjoying it, even for being a F2P POS. So, thank you.

EDIT: The travel distance system is functioning properly now.

Happy surviving!
May 20, 2021
Noch - fairgamesstudio
We tried to make changes and improvements ASAP and quickly upload the patch. So what we have here:

- Fixed achievements
- Improved demon’s animations in the cutscene before the fight
- After death wolves no longer try to run
- Wolves no longer revive if the cause of their death was a strike in flight
- Improved the appearance of the male character (we styled his hair :)
- In single player, the second character (from the coop) no longer appears in cutscenes
- Fixed icons of electric current
- Simplified finding Enigma in the second location
- Fixed the final bossfight in the coop
- Made an automatic reset of control settings if you played the demo version and you still have saves
- Improved "glitcy" enemy
May 20, 2021
Slipways - krajzeg
It's only two short weeks until release! Time for me to take a little break from programming and give you one last update on what to expect!

WHEN IS IT COMING?
First things first, it is my pleasure to confirm that Slipways is releasing on Thursday, June 3rd, 2021 at 15:00 UTC! That's 17:00 CET, 11am ET, 8am PT and 23:00 in China. On release, the game will be available on two platforms (Windows and Mac) and in six languages: English, French, German, Polish, Simplified Chinese and Spanish.

HOW IS IT COMING TOGETHER?
The big features slated for release are 95% implemented. You'll be able to play standard runs (with optional quirks to mix the game up), the first act of the campaign (four missions, each introducing a significant twist to the gameplay), a chill endless mode and a competitive ranked mode (which is the last mode still under development).

I'm working around the clock to get Slipways in the best possible shape. The open beta gave me a lot to think about and I'm now prioritizing user interface, readability and game flow improvements based on your feedback. Unfortunately, prioritizing sometimes means cutting things. One unfortunate cut is Steam achievements: I can't make it for release, but they will be coming very soon after. The other feature that had to go is the "tough+" difficulty - this will be coming in the first post-release update.

WHAT NEXT?
Speaking of post-release updates, I have three of those planned at the moment. These are not DLC and will be freely available to all owners of the game. Here is a rough idea of what to expect:

The first big update will be focused on adding some features that I really want in the game, but couldn't get done in time for release: the tough+ difficulty mode, a more challenging endless mode (in addition to the existing sandbox version) a stats screen to keep track of your bests and various UI improvements to make the game play even better. If needed, this update will also contain changes based on player feedback, including rebalancing and suggested features.

The second update will deliver more content, expanding the campaign with a second act and adding new events, quirks, council tasks and technologies to make the game even more varied.

The third update will cap the campaign off with a final act and provide modding support so that anybody can extend and expand on the game.

Smaller patches will of course happen as well. Bugs are inevitable and fixing them will be a priority, not something pushed back until a large update comes. I'm blocking a chunk of time right after release to fix any issues that might crop up.

THAT'S IT!
Enough talking about Slipways, time to make some more of it!
Thank you for reading and see you around the galaxy!



EDIT 2021-05-20 21:05 CET: Edited to add information about the achievement cut. This was intended to be part of the original announcement, but somehow slipped out of my mind.
Deepest Chamber: Resurrection - vladw
Hey there dwellers!

Healing is a vital mechanic in Deepest Chamber. Your group’s health can be thought of as a buffer that can be relied on when mistakes are made or when bad circumstances come into play. Naturally, the more health you have, the better equipped you are to handle these situations.



Players begin their run with a single Heal card in their starting deck. Early in development, there were no hard restrictions for when the Heal card could be used. This quickly became a problem, as players could easily heal their parties at any given time. In this format the standard tactic was to kill enemies until there was only one left standing, then gather some block and, when in a safe situation, use the Heal card. We thought that this approach reinforced a slow and boring type of gameplay.

After a couple of different approaches we found a solution that made healing more tactical. We decided that the Heal card should only be drawn twice before it became unusable. This way, the player has to think in advance and successfully manipulate other game mechanics in order to end up in a situation where they can safely use the Heal card.

Another benefit to this solution is that, as the player's deck increases in size, the chance to set up a stable and safe situation to heal also increases. With more cards in your deck the Heal card can be drawn less often, therefore remaining usable for a longer period of time. As the run progresses, using Heal gets easier.

Even if you don’t need to restore health, using the Heal card can be a good idea because, once it becomes unusable, it remains in circulation, taking up space in your hand and essentially becoming dead weight.

Testing the systems

As development progressed and dozens of cards and other elements were added to the game, it became increasingly difficult to test out every possible outcome.

After the first six months, it basically became an impossible task, since the combinations of enemy group composition, cards, status effects, trinkets, etc. reached into the millions. At first we developed a simulation system that played the game automatically based on a couple of simple goals called heuristics. These were: remaining party health after a move, remaining enemy health after a move, etc.



The system collects data for every run the simulation has played and reports any crashes. This worked out nicely, but we realised that automatic play based on a few simple goals did not accurately represent how real players would tackle the game. Not only that, but because of its simple goals, this system could not recreate weird moves that, at first glance seemed wrong, but in the grand scheme of things would end up saving a run.

The system was not smart enough. We started experimenting with a solution that would simulate every possible move a real player would make. This was incredibly taxing on our development machines because, once again, we are talking about millions of possible variations. However, it worked out better than the slightly directed first version, since it tried to play every single possibility, with no edge cases remaining untouched. But this wasn’t optimal either. It took hours of computational time to process a few runs completely and if we made balance changes to anything in the game, a huge part of the data became useless.

We wanted to have something that was relatively fast and similar to how a human would play the game. Basically, we wanted the impossible.

In the end, the best solution we found was to let the game play itself mostly randomly. At first this could seem weird, but this solution covered all kinds of play styles and was in no way directed. It was light from a computational standpoint, so we could run a handful of these simulations while we continued to work on our PCs.

This system reported dozens of crashes throughout development and also pointed out mechanic combinations that resulted in game breaking conditions. That being said, nothing beats a real human!


So, as weslowly started to give access to the games to members of the community, we got more and more feedback and reports every single day. And soon enough, the game will be out for all to play.

When that moment comes, we can't wait to see how you guys will exploit all of the mechanics that we've put into this. The moment can't come soon enough.

In the meantime, if you haven't yet, make sure to follow us on Twitter and also join up with the community on Discord! We like to keep the conversation going!

Twitter
Official Discord Server

Stay safe friends!

- Team Deepest Chamber
Neverwinter Nights: Enhanced Edition - Julius Borisov
Greetings friends!

We’re launching a new patch for Neverwinter Nights: Enhanced Edition with some of the biggest feature sets yet! Today’s update brings a new game launcher with featured community content, performance improvements, plus hundreds of fixes.

Check out full details on Patch 8193.23 below...

Patch Highlights

New Game Launcher | A new game launcher highlights some amazing community content that’s free for everyone!
New Portraits | Added three new character portraits (sourced from the community portrait contest)
TrueType Font | Added full TrueType font (TTF) support throughout the game, for clearer and more adaptive text (as well as fractional/decimal point UI scaling)
Pathfinding Improvements | Smoother movement and navigation
Performance Improvements | Enjoy smoother gameplay with significant performance improvements
Bug Fixes | Hundreds of bug fixes and polish features added
New Scripts | Added dozens of new script commands for use in custom servers, including improved scaling and transformation (lerping)
Water Graphics | Added realistic water reflections and refractions

New Game Launcher with Community Highlights

This patch ships with a new (singleplayer) game launcher. It showcases all campaigns and premium modules with header images, descriptions, screenshots, and more.

We’ve also added a repository of community content, hosted by Beamdog. This gives all players easier access to some amazing (and free) community adventures. For example, we are honoured to offer both the full Aielund Saga by Savant, and the Auren Saga (Almraiven / Shadewood) by Fester Pot. Now all you need to do to play them is click Download (...and wait a bit).




Aielund Saga
By Savant

Embark on a journey through the Kingdom of Aielund, a realm weakened by war and beset by enemies from without and within. Defend the people of Aielund against monsters from mythology, and ones that clothe themselves in a more human form. Uncover evidence of foul play, delve into the deepest caves, travel the breadth of the land and even the planes of reality. Secure the kingdom from foes more powerful than you can imagine, while you rise from simple mercenaries into the mightiest of heroic legends.
Auren Saga
By PJH

The Auren Society of Weavers draw their power from a Weave that spans into the Land of the Dead. It allows such members to grasp a better understanding of the spirits that roam that realm and use it to their advantage. It is this very Weave one will use to scour murderous scenes and unravel the mysterious deaths that surround the region of Calimshan.
TrueType Fonts and UI scaling

The game now supports TrueType fonts (and fractional/decimal point UI scaling). This means when you adjust the User Interface the text scales much more clearly for readability.

Note: Currently, fonts cannot be overridden by custom content, but we are looking at options for a future release.


Water Visuals
We’ve added brand new water visuals! Water now has realistic reflections and refractions to make your adventures more beautiful.


Art Changes
  • Added three contest winner portraits to base game (Aragnosh: human male, Seafaref: half-elf female, Seafarem: half-elf male)
  • Fixed torch model flicker
  • Fixed forest facelift tileset (ttf02) referring to missing envmap, resulting in transparent metal textures
Pathfinding Improvements

We have been carefully making some changes to pathfinding to improve efficiency and reliability. Here are some of the technical details of the changes:
  • Pathfinding on Windows, macOS and Linux no longer uses simplified pathfinding at certain distances.
  • Fixed inaccurate calculation of grid step tolerance when using grid pathfinding.
  • Fixed potential endless loops with ActionMoveAwayFromLocation.
  • Fixed inconsistencies between when to use Z when comparing distances, which would result in certain actions failing when they shouldn't
  • Added lacking safety checks which was causing pathfinding to floor performance if trying to interact with a door that was unreachable
  • Server settings: Removed experimental enhanced pathfinding toggle (now always on).
  • Fixed some minor errors related to collision resulting in imprecisions
  • Fixed interacting with objects when Z-offset was implied (e.g. stairs). This should alleviate some troubles where having to manually force the PC near the object before it would interact
  • Fixed a case where creatures failed to pathfind to a near point in a straight line
New Scripting
Visual Object Transform Lerping

Script commands can now transform objects smoothly over time.

All existing visual transform types (translate, rotate, scale) can be applied this way, and there is a built in selection of algorithms available.


New Script Commands

This release adds a set of new script commands:

// Returns the currently executing event (EVENT_SCRIPT_*) or 0 if not determinable.
// Note: Will return 0 in DelayCommand/AssignCommand. ExecuteScript(Chunk) will inherit their event ID from their parent event.
int GetCurrentlyRunningEvent();
// Get the integer parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 8.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or 0 on error/when not set.
int GetEffectInteger(effect eEffect, int nIndex);
// Get the float parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 4.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or 0.0f on error/when not set.
float GetEffectFloat(effect eEffect, int nIndex);
// Get the string parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 6.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or "" on error/when not set.
string GetEffectString(effect eEffect, int nIndex);
// Get the object parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 4.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or OBJECT_INVALID on error/when not set.
object GetEffectObject(effect eEffect, int nIndex);
// Get the vector parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 2.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or {0.0f, 0.0f, 0.0f} on error/when not set.
vector GetEffectVector(effect eEffect, int nIndex);
// Check if nBaseItemType fits in oTarget's inventory.
// Note: Does not check inside any container items possessed by oTarget.
// * nBaseItemType: a BASE_ITEM_* constant.
// * oTarget: a valid creature, placeable or item.
// Returns: TRUE if the baseitem type fits, FALSE if not or on error.
int GetBaseItemFitsInInventory(int nBaseItemType, object oTarget);
// Get oObject's local cassowary variable reference sVarName
// * Return value on error: empty solver
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
cassowary GetLocalCassowary(object oObject, string sVarName);
// Set a reference to the given solver on oObject.
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
void SetLocalCassowary(object oObject, string sVarName, cassowary cSolver);
// Delete local solver reference.
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
void DeleteLocalCassowary(object oObject, string sVarName);
// Clear out this solver, removing all state, constraints and suggestions.
// This is provided as a convenience if you wish to reuse a cassowary variable.
// It is not necessary to call this for solvers you simply want to let go out of scope.
void CassowaryReset(cassowary cSolver);
// Add a constraint to the system.
// * The constraint needs to be a valid comparison equation, one of: >=, ==, <=.
// * This implementation is a linear constraint solver.
// * You cannot multiply or divide variables and expressions with each other.
// Doing so will result in a error when attempting to add the constraint.
// (You can, of course, multiply or divide by constants).
// * fStrength must be >= CASSOWARY_STRENGTH_WEAK && <= CASSOWARY_STRENGTH_REQUIRED.
// * Any referenced variables can be retrieved with CassowaryGetValue().
// * Returns "" on success, or the parser/constraint system error message.
string CassowaryConstrain(cassowary cSolver, string sConstraint, float fStrength = CASSOWARY_STRENGTH_REQUIRED);
// Suggest a value to the solver.
// * Edit variables are soft constraints and exist as an optimisation for complex systems.
// You can do the same with Constrain("v == 5", CASSOWARY_STRENGTH_xxx); but edit variables
// allow you to suggest values without having to rebuild the solver.
// * fStrength must be >= CASSOWARY_STRENGTH_WEAK && < CASSOWARY_STRENGTH_REQUIRED
// Suggested values cannot be required, as suggesting a value must not invalidate the solver.
void CassowarySuggestValue(cassowary cSolver, string sVarName, float fValue, float fStrength = CASSOWARY_STRENGTH_STRONG);
// Get the value for the given variable, or 0.0 on error.
float CassowaryGetValue(cassowary cSolver, string sVarName);
// Gets a printable debug state of the given solver, which may help you debug
// complex systems.
string CassowaryDebug(cassowary cSolver);
// Overrides a given strref to always return sValue instead of what is in the TLK file.
// Setting sValue to "" will delete the override
void SetTlkOverride(int nStrRef, string sValue="");
// Constructs a custom itemproperty given all the parameters explicitly.
// This function can be used in place of all the other ItemPropertyXxx constructors
// Use GetItemProperty{Type,SubType,CostTableValue,Param1Value} to see the values for a given itemproperty.
itemproperty ItemPropertyCustom(int nType, int nSubType=-1, int nCostTableValue=-1, int nParam1Value=-1);
NWScript Debugger

We’ve revived the script debugger with several improvements:
  • Added back script debugger binary into bin/win32/.
  • Added configuration keys to UI.
  • Fixed incorrect address parsing resulting in it not connecting. Also fixes setting debugger addresses other than localhost.
  • Fixed heap overflow parsing NDB files resulting in crashes.
  • Now renders all internal fields of CGameEffect.
  • Now renders all internal state of CScriptEvent.
  • Now renders cswysolver and sqlquery types instead of crashing in pitiful confusion.
  • Will no longer attempt to launch from within nwmain, you now need to run the binary by hand. On the plus side, it should now work on Linux and Mac (via wine/wine32to64).
Other Feature Changes

In addition to the major features listed above, we’ve added dozens of minor polish features to improve the game:
  • GUI/NUI: Implemented floating point UI scaling.
  • UI: Allow exceeding safe UI scale if needed for accessibility reasons. There is a toggle under Config->UI->Accessibility->Advanced.
  • GUI/NUI: Implemented TTF font rendering.
  • Input: Added new manual config key game.language.codepage that can be used to force a different codepage (e.g. cp1251 for cyrillic). Together with a TTF override, this should allow modding in compatibility for russian language overrides.
  • NUI: Implemented 9-slice gui skinning.
  • NUI: Now using a cassowary constraint solver system to layout widgets
  • Floating damage numbers are now colourised based on the damage type taken.
  • Add config toggle that allows showing damage numbers as totals or split
  • NUI: Redesigned the Options UI.
  • NUI: Redesigned the NWSync Storage Management UI. (Now called Storage in the menu, and also accessible via the new game launcher).
  • NUI: Fixed up some other UI panels to layout properly even when scaled.
  • NUI: Added a panel to show Open Source Licences to config UI.
  • NUI: Made sound effects more immersive/in line with base UI usage (different click noises depending on widget).
  • GUI: Added a windowed/fullscreen/borderless dropdown to the Config UI and fixed the mode sometimes not initialising correctly.
  • Async loading of files and images via http streaming. (Backend system work)
  • ResMan: Movies can now be stored and played from override, ERF (hak, mod) and NWSync.
  • SQLite: Added a configurable busy timeout, so that just externally running something on a campaign/nwsync database doesn’t immediately abort queries running in the game. (3s default)
  • SQLite: Added builtin functions for NWCompressedBuf compression, base64 de/encode, and hashing. See SQLITE_Readme.md in data.
  • NWSync: Client now downloads wbm movie files if part of the manifest.
  • HTTP: Added a disk caching service to avoid repeated requests; added alias CACHE: (USERDIR/cache) by default. Configurable in settings, default max size is 100MB.
  • Base: Game windowed size is now 1024x768 by default, because some UI just got too big.
  • Base: TLK files now have a local cache, improving repeated lookup performance.
  • Base: API cleanup for NWNX support
  • Server: Removed some superfluous service updates (very minor perf).
  • Renderer: Tweaks to palettes for PLTs to prevent metallic looks. Tweaks to PLTs for armour to prevent alpha dithering. Check out the comparison here
  • Renderer: Added unique shader for particles, with soft particle rendering and enabled particle blending with fog. Check out soft particle shader here and fog rendering here
  • Renderer: Improved colour overflow for transparent objects. Check out the comparison here
  • Renderer: Implemented proper OpenGL buffer orphaning
  • Renderer: Unified and simplified the shader setup, allowing the default vs/fslit_nm/sm shaders to be used for all standard PBR setups
  • Renderer: Made displacement offset a uniform that can be passed from materials to set a base level. To use it, add parameter float DisplacementOffset in a material. By default, the shaders assume the base (zero) level of the heightmap is 1 (white), so if base level is 0.6, the value needs to be -0.4, etc
  • Renderer: Made alpha level adhere to Fresnel effects at high shader quality.
  • Renderer/Debug UI: Added a dropdown to select various rendering modes helpful for debugging (Material modes, Lighting channels, ..)
  • Renderer: Improvements to FBO, grant all shaders access to color and depth buffer textures
  • Renderer: Quickbar icons can now reload via SetTextureOverride.
  • Renderer: Fixed broken normal and tangent generation for skinmeshes due to invalidated render hints. Improved shader picking based on tangets/handedness.
  • Renderer: Shader compilation errors are now printed to the game log file.
  • Renderer: Separated out area wide lighting from area point lights. (Small perf improvement)
  • Renderer/OVT: WALKDIST and RUNDIST now scales properly with visual transforms for you, in order to keep footsteps in sync
  • Renderer: Added material files for icy tileset so that ice no longer appears metallic
  • Renderer: Added material files for male and female old human heads so their hair no longer appears metallic
Fixes

In addition to feature changes, this patch release also contains a sizeable selection of bug fixes:
  • Fixed main menu music not playing when intro movies are skipped.
  • Renderer: Fixed a bad hashing algo for PLT textures resulting in excessive cache misses.
  • Renderer: Fixed incorrectly initialised null textures in some cases, resulting in incorrect textures and unnecessary texture binds.
  • Renderer: Removed redundant skinmesh bone remapping. Slight performance improvement, especially for models with many nodes.
  • Renderer: Made texture management more efficient, streamline for future changes to PBR.
  • Renderer/ResMan: Disabled the async model loader. Addresses the bodyparts missing issue. #145
  • Renderer: Maximum number of bones of a single skinmesh is now 64, to match mobile. This should fix the case where the game runs with 1-2fps on some GPUs.
  • Renderer: Fixed crashes due to NULL textures.
  • Renderer: Fixed crashing due to broken skinmesh models.
  • Renderer: Regression: Fixed compiled light models having issues due to memory misalignment/struct packing.
  • Renderer: Fixed an issue that would potentially cause scenes using custom shaders to malfunction in the event that a user changes video options in game.
  • Renderer: Fix text input caret pulsing when paused. Fix caret colouring following text in some situations
  • Renderer: Safeguard against crashes when an animation was missing
  • Renderer: Optimised animesh buffer uploading; reduce time spent on GUI rendering.
  • Renderer: Make the `decal` property actually disable lighting, rather than just self-illuminating brightly. Fixed some GUI scenes by adding decal to txis.
  • Renderer: Fixed issue with darkness and similar negative light effects always being pushed to the end of the light priority list.
  • Renderer: Fixed tile lights being added to the BSP before having their radii set (causing minor imprecisions)
  • Renderer: Fixed an issue with setting custom shaders when objects were using just one material for all parts while having more than one part
  • Renderer: Fixed a minor regression with the high contrast shader
  • Renderer: Removed a good chunk of dead/redundant code
  • Nuklear: Fixed a memleak that would degrade long play sessions
  • VM: Fixed crash when calling DestroyArea() on a invalid object.
  • VM: Stopped ExecuteScriptChunk from writing “!chunk.ndb” to override.
  • VM: sqlite commands: Added missing newline in log output.
  • VM: Fixed issue in string handling (also: VM: SubString()) that would have resulted in memory leaks or crashes.
  • Game: Don’t use weapon AB for ranged touch attacks anymore.
  • Fixes to passive attack target selection. This should address Cleave etc. sometimes failing to find a followup target. #172
  • Game: Effect Miss Chance/Blind Fighting: Fix erroneous re-roll against target concealment, fix effect being ignored against blind fighting. #15
  • Game: Fixed error in levelup validation related to SkillpointModifierAbility being starred out #180
  • Game: Fixed ResistSpell() when called from AOE spell scripts.
  • Game: Fixed classstat modifiers applying incorrectly to polymorph. #185
  • Fixed the DM flag being set incorrectly on player characters when copying files around. #216
  • Fixed a rare crash in game object update netcode when writing out the party state of a player that just exited
  • Fixed a loop wraparound overflow game hang/crash when removing effect icons
  • Game: Fixed a crash when the game tried to write a log entry as it was shutting down
  • Emitters: fixed them not interpolating if not both size_y start and end were set (correct behaviour is to do if either is non-zero)
  • Game: Never allow the window size to shrink below (100, 100). This works around the case where the window was too small to spot or resize back up
  • Fixed a crash when clicking the Recommended button on chargen package selection with no packages available
  • Fixed a string type conversion error resulting in some empty strings in UI
  • http:// Made http errors more verbose. Verbosity is Friend
  • Fixed nwsync-enabled savegames not loading due to missing TLK error
  • Input: Character input is now correctly converted from the language charset. This should address broken polish text input
  • NUI: Fixed codepage glyphs cutting text off due to incorrectly-set codepage.
  • NUI: Fix window flickering from (0,0) to center pos on first frame after opening.
  • NUI: Fix window sometimes scaling down to (0,0).
  • NUI: Pressing Escape now closes the currently focused window.
  • NUI: Fixed UI not properly hiding when pressing Alt-F4/X to close the game.
  • NUI Skinning: Made font white in all widgets, instead of grey.
  • NUI Skinning: Skinned text input box.
  • NUI Skinning: Title bars now look like native windows.
  • NUI Skinning: Close/Minimise buttons match native style.
  • NUI Skinning: Fixed combo box style.
  • NUI Skinning: Window and group borders are now rendered 9-sliced.
  • NUI Skinning: Fixed scrollbars not aligning properly.
  • NUI: Fixed windows not properly auto-centering when ui-scaled.
  • NUI: Fixed line fitting code to no longer repeat words when word-wrapping; improved performance to only do line flowing once.
  • NUI/GUI: Fixed TTF font rendering for Polish. #191 #235
  • GUI: Fixed input caret; now back with extra cyan and more blinkage.
  • GUI: Fixed password input box not accepting your passwords, no matter how good they were.
  • Movie player: Optimised so it doesn’t create the movie texture as often.
  • Toolset: Fixed floating point drifting for X/YOrientation
  • Toolset: Now reads DEVELOPMENT: (but it might not live-reload the same as the game would).
  • Toolset: Fixed some backgrounds not filling the full icon pane. #240
  • Linux: Fixed exclusive(fullscreen) and borderless window modes.
  • ResMan: Fixed crash that could happen when exiting the game, especially seen after failing to load a savegame.
  • Renderer: Restore the check for bumpshinytexture, fixing regression where meshes appeared transparent or invisible #298
  • Renderer: Fixed static lights not updating properly. #290
  • Config UI: Don’t show horizontal scrollbar when UI scaled.
  • VM: Fixed SetColor() not updating in some cases (such as heads/hair)
  • Savegames: When loading a savegame with a missing manifest, attempt to load the newest manifest of the same UUID instead (upgrade path for New Game UI modules). Emit a message to the client log indicating such - no UI support for showing this yet.

Known Issues
Steam Workshop | Modules in the Steam Workshop do not show in the game launcher
Conan Exiles - Andy B - Community Manager
Lead Designer Dennis Douthett is taking to reddit for all your burning questions! The AMA is now live:

https://www.reddit.com/r/IAmA/comments/nh43s5/i_am_dennis_douthett_i_am_the_lead_designer_for/


Update: AMA is over! In case you missed it, here's a recap put together by forum user nokosa!

https://forums.funcom.com/t/recap-ama-with-dennis-douthett/166289
Anomaly Zone - skaarjg


From 00:00 on 22.05 till 23:59 on 23.05 (Moscow time) win as many times as you can on Arenas.

Three winners from each server (RU, PvP, PvE), who have get the most wins, will receive prizes:

"Bobik" Armor Vest (pers., 30 days)
RGO Frag Grenade - 10 pcs.
Injector with Purified "Hellcat" - 10 pcs.

In addition, any participant from RU server will receive 50 "A-Zone" pins for every 100 wins, while any participant from PvE and PvP servers will get 25 "A-Zone" pins for every 50 wins.

Good luck!
Knockout City™ - Electronic Arts
Welcome to a new kind of dodgeball in Knockout City™. Join the brawlfest during the limited-time Block Party FREE TRIAL and be ready for Season 1

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