Jun 7, 2021
Zombie Wars - BigGamer
Oyun içi oynanış hataları genel olarak düzeltildi.
Yazı fontları güncellenen dillere göre uyarlandı.

GÜNCELLEME İLE EKLENEN YENİ DİLLER
ːsteamthisː

  • FRANSIZCA
  • JAPONCA
  • LEHÇE
  • PORTEKİZCE
  • RUSÇA
  • ÇİNCE
  • İSPANYOLCA

Yakın zamanda büyük oyun içi harita ve silah güncellemesi ile birlikte oynanış güncellemesi gelecektir. Holo Games resmi Youtube hesabını takip edip yeni çıkacak hayatta kalma oyunum ile ilgili bilgi alabilirsiniz. Bağımsız oyun sektöründe büyük firmalar ile yarıştığımız günlerde. Benim gibi diğer bağımsız oyun geliştiricilerine destek olduğunuz için teşekkürler. Herkese iyi oyunlarːsteamhappyːːsteamthumbsupːːsteamthisː
Heroes & Generals - Reto.Hades


Soldiers!
Welcome to the Community Creators blog! Every week we will scroll through YouTube, our Discord media page and our Community Hub on Steam to find your best creations!

Content Creator Program
Last year we have launched our brand new Content Creator Program. With this program we hope to show Heroes & Generals to the world with the help of our Creators. While at the same time help them to grow their channels and attract bigger audiences. Every week we start off the Community Creations blog by showing some of their footage. Do you think you have what it takes to join the content creator program? Take a look at the requirements and sign up!

Content Creators of the week!
Ronin_13 is waging war on the Khutor map! Watch how he fights his opponents using the Browning 1919 as well as some other weapons. Also don't forget to check out his other stuff!


On the run!
A few weeks ago, we had an artwork challenge on our discord server and we received some amazing submissions! The first one, featured in this post, was created by Eugene-art. A very well made image!
(Image slightly cropped to properly fit in the newspost)

Generals at work!
Another image was created by SentientOne and is also a masterpiece. In this image we can see how three generals are moving their units across Europe.



Rifle and ammo
Sean_001 is the last artist featured in this blogpost. He has drawn an amazing Rifle laying on top of an ammobox.


I was really impressed by all three of these images and I hope you are as well!

Going to church
Savior is going to church! And probably to some other places as well to make lot sand lots of kills! Be sure to check out his video below to see the adventures of him and his friends.


 
Don't forget to show some love to the creators of the videos, screenshots and artwork!
Do you want to be featured in the next instalment? Simply upload your screenshots or artwork to steam or join our discord and share your creations there.

Are you a twitch streamer? Make sure your viewers create some clips of your most epic moments!
Lastly, if you are a youtuber, don't forget to tag your videos with 'Heroes and Generals' as this is the tag we search on to find your videos! (only videos below 10 minutes have the chance to be featured).

See you next week!
RETO MOTO
Inferno - Beyond the 7th Circle - 68k Studios
Changelog:

  • "True Survivor" mode available for any new character: it will increase the difficulty for some gameplay elements (reduced amount of HP and SP recovered resting without a campfire, increased cost of water and food in the Shelter, reduced SP recovered in battle, reduced the regeneration of the resources)
  • Increased the difficulty of the "Hell" mode
  • Enemies have higher chance to hit you in any difficulty level beyond "Normal"
  • Fixed a couple of issues with the maps
  • The cost for food and water in the Shelter will increase a little every time you will consume something (also if the "True Survivor" mode is not enabled)
  • Fixed descriptions of some spells
Hoplegs - AnderssonKev
Hello Leg Fans!

I apologize for the radio silence the past month. To keep it short I moved to a new apartment and my company joined forces with Aurora Punks. Along with life in general I’ve been pretty busy but I’ve progressed a lot with the Co-Op and Versus updates. Right now I’m in a phase where I test with my friends and go back to fix things before jumping back in with them for another round.

It’s fun to play and I feel that I’m in a good flow now so I’m going to just ride this wave and when things calm down I hope to be in a state where I can wrap up the Co-Op update and release it. But I don’t want to put myself in a position where I’m rushing out something during the summer and have to spend the hot summer days fixing bugs!

You can expect more information in August if I don’t post some video updates of Co-Op or Versus! I hope you enjoy Hoplegs and the summer!

- Kevin

Jun 7, 2021
Shores Unknown - Vallynne
Greetings, Mercenaries!
Update 0.7.1.1 is now available to download. It includes fixes to bugs found by our QA and reported by the players since the launch of Content Update 1, as well as balance changes aimed at improving the Contract combat gameplay. As usual, we thank you all for providing feedback and helping make the game better!

Bug fixes
  • Fixed an issue with UI corruption caused by incorrect tooltip shown when looting items (wrong item icon was shown)
  • Fixed a couple of issues caused by loading an autosave made immediately after finishing certain scripted combat sequences in Iron Peak
  • Fixed an issue that caused certain enemies to remain in chase mode in exploration even after being defeated, making it impossible to save game in the current location
  • Fixed Blacksmith discovery notification in the Hideout appearing each time the location was reloaded
  • Fixed a couple of geometry issues causing the players to get stuck
  • Fixed interactable objects not activating if attempting to interact while moving
UI/UX improvements
  • Added a shortcut to access Character Info UI directly (C key on keyboard, X on Xbox controller)
  • Improved the navigation in Vendor UI
Item changes
  • Adjusted (decreased) prices for Northerner items and most bows
Balance fixes and changes
  • Contract: Syndicate Heist - lowered difficulty to match the original intent, removed the requirement for this contract to be completed before the player could progress further
  • Contract: Delicate Package - Matekai will now take reduced damage with each summoned add active, will also deal more damage when glowing
  • Wanted: Werewolf? - Increased the boss health a bit, health and damage are now shared between the two characters
  • Wanted: Deathmatch? - Overwhelmed effect will now persist for three turns (up from one)
  • Non-boss contracts are no longer required to progress, new contract tiers will be unlocked once the boss of the current tier is defeated
Ability Changes And Fixes
  • Fixed an issue with Arcane Shield 2 not activating the buff when cast
  • Fixed an issue with Mass Cure not dispelling debuffs from characters other than the main target
  • Fixed a rare case of soft-lock occuring when Conjure Blade was used
  • Resolved incorrect calculation of buffs to character's Atk and Def stats when corresponding main stats were updated due to another buff's effects

Discuss the update with devs and other players!
Vedelem: The Golden Horde - Akirameru
Greetings Knights,
this time around we have prepared a big update for you. We have heard your feedback and smoothened the learning curve along all the difficulties. These changes include more balanced wave systems, the addition of unit counters for a more strategic combat, an improved map that grants you more space to expand, additional unit upgrades and many other quality of life features.
We also made several improvements to a lot of UI elements - from specific descriptions to a plethora of icons. On top of that, many rounds of balance have been applied to all the units.

For the bravest ones, here is the full patch notes, including all the major changes:

PATCH NOTES:

Skirmish mode:
  • Adjusted the difficulty in all of the Skirmish levels;
  • Reworked Skirmish map from the ground up;
  • Assigned different starting positions to the Keep based on the difficulty level selected.

Combat System:
  • Combat multipliers implemented for all the units;
  • Improved pathfinding & combat AI.

User Interface & User Experience:
  • Added Scoreboard at the end of each Skirmish game;
  • Reworked Level Selection screen visuals;
  • Locked all the difficulties behind Tutorial's completion;
  • Reworked Level Selection window layout;
  • Reworked Level Selection window descriptions to match the actual gameplay;
  • Reworked Tutorial screens into a Védelemopedia;
  • Added backgrounds on sub-menus for Military, Economic and Keep buttons;
  • Reworked layout for the Keep sub-menu;
  • Added context window for units;
  • Added multiselection window to the unit context window;
  • Reworked Buildings' context window;
  • Added mini production queue inside the Military Camp context window;
  • Tutorial now starts with a Védelemopedia open;
  • Added context to the timer;
  • Added "Extra" window to the Game Selection Screen (disabled).

Buildings:
  • Replaced Military Building model with a new one;
  • Added animations on all the economic buildings;
  • Added wheatfield to the Farm upon completion.

Balance changes - Upgrades:
  • Elite Archers Upgrade now available to unlock from Keep Level 2 instead of Keep Level 3;
  • Adjusted and rebalanced cost of the Elite upgrade for all the units;
  • Increased cost of Spear mastery upgrade;
  • Added Sword Mastery Upgrade to the Keep;
  • Added Arrow Mastery Upgrade to the Keep;
  • Added Spear Mastery Upgrade to the Keep;
  • Added Shield Upgrade to the Keep;
  • Added Bow Upgrade to the Keep;
  • Added Spear Upgrade to the Keep;
  • Rebalanced and reduced costs required to unlock Keep Level 2 and Keep Level 3;
  • Moved all Elite Units upgrades from the Keep to the Military Camp.

Balance Changes - Combat:
  • Archer - decreased attack damage & attack speed;
  • Elite archer - decreased attack damage;
  • Men at arms - decreased health;
  • Spearmen - increased health & decreased cost;
  • Garrison of archers on the walls: decreased health & attack damage;
  • Elite spearmen - added base values;
  • Mongolian Cavalry - increased health, attack damage & attack speed;
  • Mongolian Melee Cavalry - increased health & attack damage;
  • Mongolian Infantry Unity - increased health & attack damage.

Balance Changes - Economy:
  • Increased cost of tiles - ring 5 to 12;
  • Added tile ring 13 to 20.

Audio:
  • Added Main Menu theme.

Fixes:
  • FIXED a bug where players were able to reach enemies' spawning points;
  • FIXED an error when selecting the wall & house at the same time by using a separate context window instance for both;
  • FIXED an issue when with selection & dragging while placing buildings;
  • FIXED an issue with alert messages being displayed too much in a short amount of time;
  • FIXED multiple crash instances;
  • FIXED enemy spawning locations.

We were able to implement so many changes only thanks to all the feedback that we received from all of you. Thanks a lot for playing the game and being such an active part of its development. We wouldn't be able to do this without you.

Feel free to join our community on Discord to reach the developers, engage with our passionate community and have even a major influence over the game.

We are working hard to prepare the next update and we can't wait to show you what's next for Védelem: the Golden Horde.
In the meanwhile, we'll see you all on the battlefield, defending against the vicious Golden Horde!

Jun 7, 2021
The Handbook - Zeyt8
-Minor bug fixes
Save files should be compatible with previous version.
Jun 7, 2021
World of Tanks Blitz - tall_alpaca
#Discussions_QuoteBlock_Author
Download the new version starting June 8!

More Tanks
We recreated American experimental concepts presented in 1953. Four Tier VII–X heavy tanks are ready to be researched! The new Americans are eager to attack, and the high-tier tanks are capable of elegantly retreating since they're equipped with emergency tracks.



More Realism
Check out massive graphics improvements! Each tank will have an individually tuned dynamic suspension. It won't affect gameplay, but the laws of physics never looked so beautiful in action!



An even bigger change awaits! We're going to update vehicles to a new graphics quality! What does this mean? Check out the new Yohs: all materials look and seem more realistic. Tanks can become covered in snow or mud. And they clean off after being rinsed down by water. We will gradually rework all tanks so that your gaming experience will become even more immersive.



More Comfort, More Style
Now, camos that you have a suitable certificate for are marked with an exclamation sign in the Camo menu of each tank.



The Instigator Legendary camouflage for the TVP 50/51 is now available in the camo selection menu.
#Discussions_QuoteBlock_Author
The Hardy, Oriental Waves, and Staunch Defender camos will no longer be available for purchase.
Improvements and Fixed Bugs
- Smasher. The bug where AP shells didn't lose penetration over distances was fixed.
- Now the Camo menu becomes available once the player gets a Tier IV tank.
- The bug where auto-aim switched to a passing tank was fixed.
- Various screens, descriptions, and notifications were improved.
- General bugs and client crashes were fixed.
Armored Warfare - Silentstalker
On the 8th of June 2021, starting from 8:00 CEST (7th of June, 11 PM PDT), the server will not be available for 5 hours due to the application of Update 0.36.



Please note that the content of this major update will be disclosed in a separate post.
Neos VR - Frooxius
Hello everyone, I'm back! :smile: Here's a bunch of smaller additions, tweaks and bugfixes to clear up a bunch of the GitHub issues that have popped up while I was on the break. This includes numerous improvements and fixes for the Context Menu Injection, LogiX, avatar legs randomly popping up (and other random glitches, as it was caused by an underlying math function that's used in a lot of places), glitchy audio on Unity Native video playback and more!

I'll be working on some larger things next, I've already started poking around BEPUv2, so that will be a major upgrade, but not certain how long will that quite take yet, as well as on some cloud and builds things to improve some internal processes. Hopefully this build will help get rid of some of the pain points in the meanwhile!

New Features:
- Added "Keep Position" to ContextMenuSubmenu which will not reposition the context menu when it's opened through this option (requested by @3x1t_5tyl3)
-- Note that you should make sure that the context menu is in a good position when it's opened first before using this, otherwise it'll end up in whatever random last position it was last spawned in, resulting in usability issues
- Added "OnlyForSide" field to RootContextMenuItem, which allows the context menu item to be optionally filtered based on the hand that opens the context menu (requested by @Shadow Panther [RU/EN, UTC+3])
- Added TooltipAvatarPoseFilter (under Transform/Interaction) which allows installing avatar pose filters when equipping tooltips (requested by @3x1t_5tyl3)
-- This needs to be placed on the same slot as the tooltip to work
- Texture Asset Variant system now supports RawRGBAHalf texture compression for HDR and high precision textures
-- This fixes HDR textures set as "Uncompressed" loading as LDR RGBA32 textures, resulting in loss of all the HDR data (reported by @SmolCookie | VRtualis CEO)

Tweaks:
- A dummy character controller is now activated when no locomotion module is active (e.g. when sitting in an avatar anchor or when all are disabled by permissions)
-- This fixes users in avatar anchors not being tracked by ColliderUserTracker and being excluded from culling systems and events
-- If you run into issues where you need the user to be excluded from events and such with your avatar anchor, let us know and we'll add a mechanism to provide this. Currently I'm not sure if there are any use-cases for this.
- SessionOrbsController now skips updates in background worlds with no users present to avoid unecessarily loading and unloading thumbnails
- Default User Scale is now respected when user is reset because of falling outside of the map or when their scale gets corrupted (reported by @Gawdl3y)
- Categorized Float2/3/4Driver components under Transform/Drivers (requested by @Epsilion)
- Importing all asset types (Audio, Fonts, import dialogs...) will now place them in the user's current space rather than root (reported by @Kyuubi)
- Pressing secondary when dragging a wire to a Type input on a LogiX node will now spawn the Type input node (requested by @3x1t_5tyl3)
- Increased the maximum value of "Cleanup Interval" in the session menu to 3600 (based on feedback by @3x1t_5tyl3)
- FindCharacterControllerFromSlot now ignores any disabled character colliders
- All avatar records that aren't in public folders have been marked as non-public
-- Note that you won't see this reflected in your inventory right away, as the records will still be cached. I recommend waiting a day and clearing your database if you want the UI to reflect the change, but it's not necessary for the security improvement to work

- Merged Japanese locale additions and tweaks by @Aesc
- Merged Russian locale additions and fixes by @Shadow Panther [RU/EN, UTC+3]
- Merged Korean locale additions by @Guide
- Merged Czech locale additions by @rampa_3 (UTC +1, DST UTC +2)
- Merged Spanish locale additions by @Ruz

Bugfixes:
- Fixed custom context menu not responding to changes of the Sprite on ContextMenuItemSource when the menu is opened (reported by @seif1 and @Axius)
- Context Menu open/close speed is now sanitized, preventing invalid values (0, negative, infinity, NaN...) from breaking it (reported by Asakleiman)
- Neos will now retry API requests on 502, 503 and 504 responses, which usually indicate transcient issues
-- This should improve robustness of cloud functionality and syncing (based on report by @Shadow Panther [RU/EN, UTC+3])
- Fixed Context Menu breaking when the Label is null (reported by @Hayden)
- Custom context menu will now preserve the CommonTool summoner and pointer when already opened or try to use the one from the hand that has opened it
-- This fixes flick misbehaving when opened from the main context menu (reported by @Gawdl3y)
-- This also fixes custom context menus not being usable when the laser is disabled (reported by @Electronus, @Hayden, @Ukilop and @Psychpsyo)
-- This also fixes the context menu not preserving its position when the item is clicked with other hand (reported by @Gawdl3y and @Psychpsyo)
-- This also fixes not being able to interact with the context menu when the laser is occluded by a collider (@Ian Corvid and @Epsilion)
- Fixed Unity Native video playback engine producing glitchy audio on videos that aren't stereo (e.g. Mono, Quad or 5.1) (reported by @Gawdl3y and @Enverex)
- Fixed Slerp operation producing NaN quaternions in some rare cases due to floating point imprecision, resulting in random corruptions and glitchy behavior
-- This fixes avatar legs randomly jumping up on some avatars (reported by @Earthmark, @Cael Thunderwing, @H3BO3 and @HaruMaki)
-- This will also likely fix other random cases of glitchy behavior across the board (including when you use the Slerp function in LogiX) as the function is used widely internally
- Fixed LookAtUser always looking at the local user when the target node is set to View (reported by @AshtonSparx and @Sox)
- Fixed "Prevent reticle from going below the horizon" option no longer working after desktop update (reported by @ooBLANKAoo)

...