Paradise Lust get's it's first monthly update since arriving in Steam Early Access! This is the first in a planned monthly update schedule, and includes:
Multiple energy recharging activities, like swimming, showering, and smoking with the girls
Additional quest content with Cath, Gabby, Maria, Raven, and others
New lewd scenes with Gabby, Cath, and Raven
Major improvements to fishing minigame
New minor minigames
A solid month of corrections, fixes, and minor improvements
A new stable build (0.80.01) is live with some small fixes.
A heap of patch notes for the latest 0.80.00 stable update were also missed, so they're included here and updated in the previous post.
Stay Alive! :: Beam Team --
Bug Fixes
- Fixed Achievements unlocking out of order. - Fixed Sail audio not playing. - Fixed invisible Snakes for players with AMD cards.
Known Issues
- The Tutorial will resume from the last saved state from build 0.80.00. However, save games pre-0.78.00 don’t have saved tutorial data, so will ‘resume’ from the beginning. It is safe to disable the tutorial from the Options->General menu.
EXTRA PATCH NOTES
0.76.00-0.80.00 Stable Change Log
Changes
- Changed ‘Play’ button to enter New Game menu if no save game available to continue. - Changed Boat Motor to function as a rudder when out of fuel. - Changed Medical Consumables to refund Coconut Flasks after consuming. - Increased Meat inventory capacity from 4 to 8. - Increased Fish inventory capacity from 4 to 8. - Increased Fruit inventory capacity from 4 to 8. - Added crafting placing controls on screen when placing. - Improved Pinned Crafting Combo display. Changed pinned crafting combo UI to display craftsmanship skill level required to avoid confusion when a player has all materials, but skill is not high enough. - Improved Watch feedback when displaying player Skills; Removed clamped values on skill bars making it easier to monitor skill progress.
Bug Fixes
- Fixed Tutorial not resuming when re-loading. Please note this fix is not retro-active as old save files will be missing the completed objective data. - Fixed Projectiles (spears, etc) drifting out of player hands when held. - Fixed objects attached to Spears not saving if player holding spear. - Fixed being able to place Craftable objects inside terrain rocks. The crafting ghost will snap to terrain rocks for visualization but placing is not allowed. Foliage does not affect placements. - Fixed Loading Screen changing color between Boot and Main Menu scene. - Fixed Leaderboards list not focusing active leaderboard button when scrolling with keys/controller. - Fixed not being able to place Water Bottles when crafted. - Fixed not being able to rotate some Craftables when placing, ie: Shelter, Furniture, etc. - Fixed being able to place Furniture inside the terrain. - Fixed Foliage Spawner losing track of player if travelling too fast. - Fixed Rafts falling through other Rafts/pieces when crafting a new Raft piece. - Fixed Sea Anchor able to deploy when overturned.
Silicon Dreams | cyberpunk interrogation - James Patton
This update fixes a lot of stylistic errors in the German text, and a few places where the German text couldn't be found by the system.
If you see a line that looks like "-loc- error: text could not be found", please let us knowhere! As far as we know, all those problems are now gone.
This also fixed a bug where learning Shakira's big secret did not unlock the appropriate report answer to the report question "Did you learn anything else of note about the subject?"
Today is a great day, Truck Driver is now available on Steam! Just for the occasion, we dropped a special PC Features Launch trailer which you can check out right here:
So, it's been quite a while since this Steam page first saw the light of day, but we're very happy to be able to finally launch Truck Driver on PC as well today. We'd love to know what you think! Feel free to open a discussion topic in the Steam Community Hub, so we can have a chat. Alternatively, please consider joining our Discord server at https://discord.gg/soedesco, for the most direct communication with us, and the Truck Driver community.
For now, that's it honestly. But of course I'll see you all once we drop the first PC game update!
Hart and Shoichi have been temporarily disabled in Ranked games due to a bug.
We're working on:
- Shoichi's 'Bottom Line(W)' not dealing any damage - Characters not being able to be rooted when feared. - Hart's Flanger(E) being able to be used multiple times in a row when used on a wall - Barbara's Sentry Gun not attacking when placed in a bush
We apologize for the inconvenience and we'll try our best to quickly solve the issue.
After 2 years in Early Access, Tennis Elbow Manager 2 will be officially released on June 2nd, 2021.
Although it hit version 1.0 in July 2019, I let it in Early Access to encourage you to provide feedback.
I did several updates and now we're on v1.0c and the v1.0d should come next week with updated player bases.
I will continue to work on TEM2 from time to time, and the game will still get enhancements from the development of Tennis Elbow 4, whose Early Access should start at end of next week.
Of course, I'll also try to fix any reported bug.
If you have any feedback or request, don't hesitate to let me know in the discussion forums.
May we all enjoy tennis for a long time to come, and stay safe ! :-) ManuTOO === Mana Games ===
The big voxel removal update is near the corner! What the community have called the "novox" update is the biggest update of the game so far, please refer to the previous post to learn more about it.
The last two pieces of the puzzle have been added:
New Damage System:
The new damage technology leverage on the current powerful decal tech. When a block is hit a damage decal is spawned. Each "damage decal" have its own HP, should it be hit again it will look worse and worse. For now there is three visual stages: damaged, pierced with mesh, and fully pierced. Once full pierced any beam or laser projectile will pierce through the hull and will hit what is behind! On top of looking cool it is a very important game mechanic, as a stretch hull piece will not provide a stronger armor, just the same as it used to be with the previous voxel tech.
New Light Technology:
On top of that a new light system has been added. The previous tech (single light texture per ship) was a huge memory bottleneck for large ships and was not even compatible with very large ship because of directx texture size limitation. The new system uses a state of the art technique called tiled rendering, allowing many lights to be drawn for relatively cheap (if you over-use lights it might still lag though!). Lights are also now physically correct, with a sharper look and with specular reflections. It means that metal will looks like metal! The result will also be in line with the sun lighting.
Before
After
If you did used bare metal interior you might not like the new look though and might have to do a bit of paint work!
Community feedback.
Building Grid: There was a lot of discussion regarding the building flow of the game. A lot of people where used to the "smart" brick placement (which use the local grid of the targeted brick) and did not like the constrain of the global grid lock. You can now switch between those to mode by pressing the [G] key:
Global grid lock: each brick locks to the grid defined by the origin (created when the starter block was placed). Similar to the old hull block grid mode.
Local grid lock: here the local grid of the targeted brick is used, so you can add and carry offset easily Similar to the old brick grid mode.
We might still need a bit of fine tuning and naming / icon change as some people where confused by the name.
Heat Dissipation: The heat dissipation of hull was removed but will come back due to popular request. I will explain the impact in a subsequent post.