Adrorium - Beholder
Hy captains!

This update is out, now!
You can play it yourself through the demo so what are you waiting for?

Those are the highlights:


New procedural planets


Getting bored of the old repetitive ones? the new framework brings 4 times larger procedural planets (configurable up to earth size), random colors, better resolution and random terrain types.



New turrets


Ever wanted to man the ship weapons? wait no more, the new turrets are player controllable so you can concentrate on avoiding incoming fire while your mate is manning the turrets from the second cockpit.



New ships


Behold the new end game enemy drone that will mow down your ship in moments if you don't prepare. This version also brings updated designs for litro, riroa and for the spacestation. The planet base design has also been updated to make planet exploration a brand new experience.



New cockpit drive camera modes


You are no longer limited to the cockpit view. Orbit camera, target follow, and several more modes are available now, configurable for global rotation or local rotation. Spatial awareness has got a huge upgrade.


Random wreckage encounters


Space is no longer empty, just cruise around and you will encounter wreckages all over the place, can't get shipwrecked now in deep space if you have resources everywhere around you.



New ui chat, popup and title


No longer will you have to endure the old static 'notification' text, the new version brings a brand new chat panel, title popup for mission completion or other important events and small popups for less important events like crafting.




New diplomacy system


Used to scrapping the station blocks for a quick resource grab? No longer will the inhabitants permit that. Break few blocks and the wrath of the station will be unleashed on you and your ship with a barrage of railguns and multiple interior turrets shredding your ship in mere moments. Damaging ships will reduce your reputation with that faction. The new diplomacy system allows you to see the reputation and declare war to other factions directly from your pda.



Projectiles inherit ship velocity


No longer will you have to worry about bullets hitting your own ship, now projectiles inherit the ship's speed so you can have dogfights at 10s of 1000 of meters per second. Turrets are also prevented from firing at their own ship.

Aiming assist


Since projectiles don't go forward but inherit ship's speed, the new aiming assist tells you exactly in which direction to fire in order to land a successful hit, taking into consideration your velocity, the target velocity, the distance and projectile speed, all for each individual weapon type.


Updated crafting tree and loot tables


Since you used to be left with boxes of useless components, the new recipes will help you in converting all the unusable loot into useful components.

New enemy AI


With the new turrets no longer requiring forward alignment the enemy factions have become way more dangerous. The new AI for drones will track you from many kilometers away and the turrets will make avoiding enemy fire way more difficult.

Automated and multifunctional tools


Annoyed by having to click a billion times to do a simple tool action? With the new automated tools you just have to hold click. Also tools now are able to do everything, no more specialized tools, the only difference is that some tools are way faster than others.

Markers


A extremely useful feature that allows for a lot of optimizations by replacing entire ships or spawn positions with markers. In future versions it will get even more functionality.


Dynamic lights


With this feature lights from far away no longer consume performance. Only the close enough light sources are activated based on distance.

New inventory and log panel design


To finally get read of that ugly 3 year old design.


2 times larger sectors


To account for the larger planets and for the abundance of resources from wreckages.

Massive performance optimizations


Stations and planet bases no longer spawn unless you get closer to them. Simplified the hierarchy and colliders for most blocks. Savefiles cache the ship designs to drastically reduce size.
New framework for missions


With new additional objectives, easier to use format and configurable start and end actions.

New ui animations


Yes, the ui is now animated!


Extended modding support


Block modding supports hierarchical structure and configurable behavior, planet types are completely configurable, gametypes have lots of new options and many more configuration options for mods.
Updated creative panel


Items from creative panel have been organized into groups.

14 new blocks and few new items


New settings


Mostly for planet quality and size and for some of the sector properties like sector size.

Explored status for wreckages


No longer will you be wondering if you explored a wreckage or station. The targeting ui will indicate if there still is something left to explore.


New shield material and sunflare



Lots of new chat commands


To see all of them press /help or /helpdetailed in chat. Some of the new commands are related to diplomacy, ship grids and locked for interaction blocks.

Rewrite for the majority of the code


This is the largest Update so far and most of the frameworks have been rewritten from scratch including missions, saving& loading, savefile format, planets, block modding and so on.

Ship model exporter


Ever wanted to make a nice scene in blender with ships from Adro? Just press the export ship model button from creative menu and you'll get the .obj ship model file ready to import into blender.


Projectile shield bounce chance


Shield deflection will require you to pay attention for the angle of attack.

Fixed pda to belt


Your pda (including the map) is locked to the first slot of the belt. Now you can't lose the pda, get locked of your own ship or not have access to the map. It is also way easier to use with the new M and ~ key bindings.

Lots of bugfixes and tweaks





If you want to support the game try the demo and wishlist!

Full changelog here: https://pastebin.com/raw/Rn7uG00N


For feedback, discussions and question
https://discord.gg/Wsqnqh1


Have fun driving,
Beholder
Cosmic Tank - Game Masterminds
Our work on the military faction is nearing its completion, at least on the art side! We've finished all spaceships in addition to the base model for the towers. Next update will be purely structures, after which we'll resume coding and level design for the third chapter.


Spaceships
  • Drone (Complete)
  • Swarmer (Complete)
  • Hauler (Complete)
  • Miner (Complete)
  • Assassin (Complete)
  • Blocker (Complete)
  • Reconstructor (Complete)

Structures
  • Energy Wall (Complete)
  • Towers (Partially Complete)
  • Bunker
  • Refinery
  • Silo
  • Hangar
  • Repair Bay

Bosses
  • Death Squad
  • Assault Tower
  • Heavy Carrier
  • Mastermind
May 23, 2021
Merge Nymphs - anca.b
Hiya, Merge Maniacs!

It鈥檚 time to hit the polls and vote for your favorite naughty Nymph!

We know, it鈥檚 hard to pick just one, but the hottie who wins the title of Queen Nymph will get a sexy wallpaper, free for all players.

Access the voting link here and let us know which of our girls rules your world 馃挅

Voting starts May 24th and ends May 28th.

Love,
The Merge Nymphs team
May 23, 2021
Booty Calls - anca.b
Hey there, Booty Callers

It鈥檚 time to hit the polls and vote for your favorite hottie!

We know, it鈥檚 hard to pick just one, but the chick who wins the title of Naughty Beach Queen will get a bootylicious wallpaper, free for all players.

Access the voting link here and let us know whose booty stole your heart 馃崙馃挅

Voting starts May 24th and ends May 28th.

Love,
The Booty Calls team
May 23, 2021
Heavy Metal Babes - anca.b
Calling all Commanders!

It鈥檚 time to hit the polls and vote for your favorite Heavy Metal Babe!

We know, it鈥檚 hard to pick just one, but the out-of-this-world beauty who wins the title of Galactic Goddess will get a sexy wallpaper, free for all players.

Access the voting link here and let us know which of our girls rules your world 馃挅

Voting starts May 24th and ends May 28th.

Over and out,
The Heavy Metal Babes team
Elastic Fantastic - Christian Waugh
Elastic Fantastic is now 50% off! Be the first player to beat this hard rage game... if you can!
Will challenging enemies and difficult physics, this game is a force to be reckoned with.
May 23, 2021
Dungeon Girl - Max
The following optimizations were made:
路 Removed LE frame count display text
路 Added item ICONS
路 Optimized the bug that beauty data could not be saved
路 Optimized the bug where the falling state can be moved
路 Optimized the bug where guards could not detect players at close range
HammerHelm - Calandryll
Tonight's build includes some updates for Build Mode along with a bunch of other improvements and fixes.

Build mode has been updated to be more controller friendly and make the pop-up information for houses easier to read and less intrusive.

To select a building using a controller you enter Building Management Mode as normal. However, rather than using the d-pad to cycle through buildings, you can now move the camera and whatever is in the middle of the screen will be the target building. When in this mode there is a little white dot in the middle of the screen to make it easier to select the building you want.

The pop-up information for houses has been moved from appearing over the building and now appears under the build mode instructions. The UI overall is larger and easier to read as well. I'll likely be expanding this pop-up to work for other buildings too. Would love to hear what kind of information you'd like to see there for other structures!



You can also now move the camera freely up to the mines and down the fishing piers. Build mode has been updated to disallow buildings to be moved too far off the grid. This reduces the chance of a building being placed off the gird when moving the camera.

This build also includes some other fixes and improvements:
  • Fixed a bug that caused the Mine buildings to have red footprints even when placed properly.
  • Fixed a bug that could cause to build mode to fail to close after placing or moving a fishing pier.
  • Updated the special attack system to not use stamina or the gem if a special attack is out of range and therefore isn't used.
  • Increased the range of the Power Attacks by a small amount.
  • Updated the part of the combat system that chooses between Kick and Dash so that it will choose Kick at a slightly longer range.
    • This range is closer to the melee attack range.
    • So if you are close enough to hit a monster with your regular attacks, then kick will be chosen as your attack. Dash will be used if farther away.
  • Updated the Deep Dweller AI to keep him from getting stuck in a run loop and fail to attack.
  • Fixed a bug that could cause the character to be unable to immediately start attacking after getting back up from being knocked down.
  • Fixed the roofs of the Weaponsmith and Armorsmith so they hue properly.
  • Fixed an error with the roof coloring system that could cause it to fail to close.
Thank you again everyone for the feedback, suggestions and the reviews. I really enjoy reading all of your comments and I appreciate that you take the time to post them and help me make this game better and better!

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
May 23, 2021
Re:Turn - One Way Trip - lyllod
Fix steam achievements not triggering.
EmergeNYC - FlipSwitchGames
https://www.youtube.com/watch?v=EvxUO5g0nXg

Hey guys! I took 2 weeks off earlier this month to deal with the burnout from release and post-release. While I was away LC worked crazy hard and took time to bring his vision to life by recreating his home town of Montreal in the game and some of the units they run up there. We decided we could use these units as Mutual aid units in Montgomery County that will spawn at the tunnel entrances. These skins are place holders until we create the fictional Mutual aid unit skins. There are 2 new Engines, a new Quint, and a new Rescue unit in Montgomery County in the upcoming update. One of the engines is the highly awaited old Mack truck. More of these old school units will come to the NYC maps in the throw back update at a further date. MCPD also has had a major revamp by LC. Since I got back I鈥檝e been working on Memory leaks, bug fixes, optimizations, and multiplayer issues. The next update will contain all these new units as well as overall improvements to the game. No eta yet but we are not dragging this one out. Hope to have it ready to go before June. Stay tuned!









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