Jun 7, 2021
Garbage - garbagethegame


Good evening Garbage players. We're coming in with another update. Some critical bugs were fixed that might have stopped you from progressing any further or leaving you with one ending option. However many players haven't noticed recent patches so we'll mention them above. Thank you for all your feedback, this helps us to make our updates more responsive faster and effective.

1.0.3

- Gates fixed.
- Water collector water is not being used when showering - fixed.
- Plank guy in construction disappears fixed. A few other NPCs issues there were fixed. Should work on older save files.
- Construction worker dancer crashes the game fixed.
- Dying when combat starts doesn't end the game fixed.
- Bleed deals damage after the fight is won fixed.
- Kids don't float anymore.
- Fixed 2x speed in the menu.
- Enemy character position in base invasions spawned in bed fix.
- Issues with save files when quitting the menu / dying solved.

1.0.2

Features:
- x1.5 & x2 time speed options
- Paused time allows you to do actions.
- Hotkeys for selecting bums (1,2,3 etc.).

Changes:
- Fights will always give a reward now, can be super tiny.

Balancing:
- First garbage invasions are slightly weaker.
- More food in Slum bridge & Playground.
- Easy modes are even easier now. (Down to 60%)

Localization:
- Chinese localization fixes.
- Russian localization fixes.

Bug Fixes:
- Fix recruiting characters not taking your money.
- Comics audio now affected by global volume.
- Skill trainers will not duplicate (double stamina trainers etc) anymore when starting a new game.
- Eating multiple foods without restoring satiety bug fix.
- Fix characters getting stuck after combat. (should also work with save files, but might need an additional restart of the game).
- Fix item & skills descriptions shown out of screen on higher than 1080p resolutions. (ultra wide work in progress..)


1.0.1
- 3 game difficulties to make your gameplay less difficult:
- With tutorial: Stat reduction 70%
- Multiple save files: Stat reduction 85%
- No save files: Stat reduction 100% (original difficulty)

- Overall increase of paper income
- Increased chance to obtain consumables and equipable items
- Several minor bug fixes

These are the things we're updated in the last 3 days. Big thanks for the streamers who addressed the issues in real time, that saved a lot of precious time.
Our primary goal right now is to make the game 100% bug free and continue to balance mid-late game resources and fighting system imbalances. If you have any suggestions or critical bugs, please feel free to join our discord server and we will try to solve your issue in real time.
Oxygen Not Included - Klei-JoeW
Hello everyone! Today's Spaced Out patch includes a few fixes, including a crash on the Diagnostics screen that people were running into. Have a great week!

Bug Fixes and Improvements
  • Fixed issue where old saves would not have Space POIs added until unpaused.
  • Refreshed "Mine The Gap" update name in main menu image header.
  • Fixed bug where "Satellite Asteroid Field" space Point of Interest had invisible art.
  • Fixed crash caused by searching diagnostic screen while looking at a rocket interior world.
  • Updated Korean translations.
Jun 7, 2021
Blade and Sorcery - The Baron
Hello mates! The Baron here, and delighted to finally give you some juicy information on the long awaited "Dungeons" mode. Since it has been a while since our last news, I made it an extra long one for you guys.

Some important news is that the roadmap has shifted again, but this time it's a positive thing because the plan for U10 is no more only the new home and smaller improvements, but bringing Dungeons to life!

That means we are finally able to show some progress on Dungeons, so here is the first little sneak peak of the initial dungeon entrance that will be added for U10! (as usual, everything is WIP of course!)



As you can see, Dungeons is not only about interiors, the team worked hard to make dungeons not feel claustrophobic / too dark, with "rooms" changing between interiors and exteriors. This was not an easy task, as it required a custom lighting solution, but we are really proud of the result!

The first dungeon will be called "Greenland", and it will be the first "Biome" that the player will see in-game (more on biomes later)!



But first, there was a lot of "will it, won't it" for this, and this was the cause of the big delay in getting you guys this news because as always we didn't want to overhype and then let you guys down if it wasn't gonna happen. However do note that this will not be the final version of Dungeons. It will be an early access version that will be missing rooms and areas compared to the final plans, and this version will only available from the current sandbox mode.

The player progression with the skill tree, shop, etc, will not be in U10, (more likely U11 or U12), and will probably be renamed to something else than dungeons to avoid confusion (something like "progression mode" maybe).

Our goal with this early Dungeon release is to share with you our progress, validate our lighting tech, and get the feedback of the dungeon flow and new AI to adjust our work before starting mass producing rooms and areas for further release. ːsteamdanceː



So without further ado, here is an FAQ about Dungeons!

What is Dungeons?

Thanks to the support of Early Access fans, KospY has been able to push Blade & Sorcery far beyond his initial vision for the game and add an ambitious new element that probably should have been a second game lol. ːeaglegagː This will be "Dungeons" mode - a semi-procedural Dungeon crawl mode that will come in the form of a free update, and will aim to give players some linear gameplay and sense of progression. In U10, Dungeon will remain in sandbox mode and simply be a new location on the home map. But the final goal is that the 1.0 version of the game will have two game modes: "Sandbox" and "Progression" (title not yet decided), and you will make a unique character for each modes.

What happens with Sandbox?

Sandbox will be much as the game is right now, with all maps and weapons unlocked, debug mode and cheat options available. There is no plans to change that, and sandbox is here to stay. U10 introduce Dungeons in sandbox mode, meaning you can do whatever you want in this new location.

By the time of final release, Sandbox mode will have all weapons and armour tiers will included, so the number of weapons will be approximately quadrupled from current U9 (most of these weapons are already done, but we want to keep some surprises for when the progression mode arrives). It is uncommitted how many maps will be included in Sandbox by the time 1.0 rolls around, so that will likely be dictated by the "how busy is it" factor.

Is there is any storyline to Dungeons?

Even if we are progressing on our universe building, there will be no story to Dungeons in the sense of a storyline, dialogue, NPCs, etc, but possibly there will be a very light lore flavored backdrop (think Darkest Dungeons rather than Skyrim, eg), but this is uncommitted right now. Mainly we ask that you please don't expect a campaign or something like this, as this is not our goal for B&S final release (1.0) and we don't want people to be disappointed.



Is Dungeons an infinite dungeon crawl?

No, Dungeons won't be open world nor will the dungeons themselves be an infinite crawl of never-ending rooms; each generated dungeon will have a definitive beginning and end. The Dungeon will be comprised of rooms and areas handcrafted by our team that act like "parts" that fit together, so the ultimate goal is you will have Dungeon maps that feel handmade, but don't have that blandness and arbitrariness that comes with full procedural generation, while still retaining the replayability.

But what this also means is that because all the prefabs are handmade, there will be a finite number of rooms made by Warpfrog. We will seek to make that number as big as possible of course, but if you sink hours upon hours into Dungeons then you will inevitably see everything until we can make more rooms. And before you all ask, yes, dungeon will be moddable, though the SDK may not be ready for release right away, so it may come a bit later. Nevertheless, we fully expect to see new dungeons type mods by modders on way or the other, because you can't stop the ingenuity of those guys. ːsteamhappyː

How exactly will Dungeons play and be different from current arenas?

In these dungeon maps, enemies will be pre-spawned (not waves) and will have patrols and field of view, which means playstyles like stealth may be possible, though I would like to make it clear so as not to oversell that this is not a full stealth game like Assassin's Creed or Thief, so any stealth mechanics will be surely rudimentary compared to dedicated stealth games, especially in U10.

Progression through the different generated sections will be random, so for example there may be three different ways to leave a room. So let's say the library room spawns in your playthrough and has three potential exits A, B and C, where A is a doorway, B is a crawlspace hole in the wall, and C is a hatch on the ceiling, but in the iteration you are playing the exit to continue the dungeon crawl is A. Next time perhaps it is B. The next time, you might not even get that room generated at all. So this is how the randomized generation element works.



There will be situations where physical progression though the map may require climbing, or even magic later (skill related - still working this out). Sometimes a little climbing can be a 'shortcut', though generally there will be a non difficult path for people who are less physically able for the climbing in VR. The balance for us will be encouraging player innovation and exploration without forcing frustrating mechanics on the player. We will also later add a "parkour" difficulty rating to each Dungeon map, to display the likeness of generated rooms requiring climbing.



What is the "progression" part?

Some players don't like the unstructured "make your own fun" of sandbox games prefer goals or objectives to drive a sense of progression, so that is what we hope to provide with the help of Dungeons.

As mentioned, Dungeons will stay in sandbox mode for now, but later the progression mode will add looting mechanics which will allow you purchase new weapons and armour from a shop linked to the home where you return after each run. The Home will be your hub, if you recall the most previous news.

You will also unlock skills, which is a major part of the progression element and something we haven't really discussed yet... and are not going to do now either lol. The reason is because it is still WIP, but news will come, so don't worry.

But while skill trees have not yet been discussed or revealed, I can assure you it wont be lame. Like other 'gamey' mechanics we sought to avoid, we are trying to avoid as much as possible skills that give you +5% damage. Then the next level up is +10% damage, etc. We are not a fan of these types of "progression", and a much more interesting skill tree to us is something like in Dark Messiah, where when you unlock something it is actually something new and exciting that will change or give options to your playstyle, as opposed to just a boring stat crunch.

And lastly, the mechanics for interacting with the skill tree should be rather different from most games; KospY himself is working on this and he is pretty much hyped about it, so this is a good sign for something more interesting that look as boring text-based skill tree. ːwftogrinː



So all this stuff will be released in U10?

NO! We can't stress that enough. The U10 release of Dungeons will be missing tons of features like progression (skills, purchasable equipment), rooms, polish, and the AI will probably be a derpy on the first pass as it will all be new and untested by a wide audience. Instead of it being the proper unique progression gamemode as planned, for now you will enter a Dungeon map by accessing via the usual Sandbox map, and all the dev options will be available etc. So we are essentially considering this like "Dungeons Sandbox" and this will be a full blown WIP beta.

The reason for doing this is a few things -- If we hold off and continue to work on Dungeons until it is 100% ready, you guys may be waiting a long, long time before you see any update. Also, it will be useful to get performance feedback on how Dungeons is running and see exactly what is broken before going too far, versus releasing a super-massive update and suddenly realizing tons of things are broken. We have been there before, lol. ːsteamdeadpanː So it will be easier to fix things in a piecemeal way and make sure things are stable as we go.

As such, early access enthusiasts who enjoy betas, seeing unfinished WIP stuff, and helping the game develop will enjoy this. But players who want the final product right now or hate seeing unfinished or broken things may not enjoy this! And in that case, I would encourage those players to avoid playing until full release if you can resist it.

You mentioned biomes, what is that?

For now and up to B&S 1.0, we are only planning one kind of dungeon biome "Greenland". But new dungeon "biomes" are definitely planned post 1.0. How it will be added is still not decided yet (free update, expansion pack, etc...). Speaking about that now would be surely too soon, but the idea is to keep expanding the game as long as players support us, and KospY really hopes that it will be the case because he still has a lot of ideas to expand the game, as he said there is still many, many game mechanics that we didn't explore in VR yet!

Will Dungeons be modder friendly?

Yes of course! While it might not have full support or documentation straight out the gate, it is always the plan to make Dungeons as easy and open as possible for modders to make their mods (like everything else). We love modders and mod communities bring tons of vibrancy, variety and life to a game. ːluvː

For U10, we also added some new moddable elements to the game, but we will talk about that at a later time! You may be pleasantly surprised. ːpraisesunː

When is U10 planned for release?

You know the drill - there is no confirmed release date! But if you twisted our arm for a ballpark estimate, based on current pace it would probably be around Q3-Q4 2021.

So that is it for now, folks! Hope you enjoyed this news and plenty more juicy stuff to come on new weapons, Dungeon AI, the skills system, and more. ːsteamsunnyː We'll also have more previews of Dungeons in the future of course, including video of the actual room-gens, patrolling AI, etc. Cheers!
MapleStory - Ghiblee
Hi Maplers,

We discovered an issue with Monster Life's Ultrafine Monster Box where the Beryl monster could not be obtained from opening the boxes. We sincerely apologize for the issue and the delay in identifying it. We plan to apply a fix during our June 9 maintenance. After the maintenance, players will be able to properly obtain the Beryl monster from opening the Ultrafine Monster Box.

The following monsters will be available from the Ultrafine Monster Box after the June 9 maintenance:
  • Iruvata
  • Dodo
  • King Clang
  • Moon Bunny
  • Snow Witch
  • Beryl
  • Dunas
  • Frankenroid
  • Timer
  • Lilynouch
  • Apsu
  • Viking Squad
  • Pink Bean

We plan to provide the following compensation to the players who have been affected by this issue:
  • Players that used the Ultrafine Monster Box between May 1, 2019 and June 9, 2021 (before maintenance) will receive Monster Life Gems (x8) per box used.
  • Players that have monsters in the above list registered to the Monster Life Picture Book prior to the time of this announcement (June 7 at 11:30 AM PDT) will receive Monster Life Gems (x300) per account.
    • We are, unfortunately, unable to recover the data for Ultrafine Monster Box usage prior to May 1, 2019 due to our policy of storing this information for a limited amount of time.
  • Note: Players that meet both criteria will receive both compensation sets.

The Monster Life Gems from the compensation will be added directly to the player's Monster Life Gem inventory. Again, we apologize for such an issue with the Ultrafine Monster Box and we will work harder towards providing a better experience in the future.

- The MapleStory Team
Brigador: Up-Armored Edition - dudeglove


Welcome to The Blood Anniversary update for Brigador: Up-Armored Edition! Today we celebrate our fifth anniversary since our 1.0 launch with new visual effects, new content and a very special week-long sale of 66% off everything that ends June 14th 10:00 Pacific Time. Whether you only just discovered us in the past year, or have been following the game all the way since its closed alpha in 2014 - thank you.

🩸BLOOD
Non-mechanical NPCs now meet a more obviously gruesome end



You may find that the first campaign level Awake On Foreign Shores will now feel a little different to play (this feature can be toggled on/off in SETTINGS).

💥CRATERS
Several weapons will now leave impact craters on the ground tiles in levels (this feature can be toggled on/off in SETTINGS).



But wait there's more

👨‍✈️PILOTS
We spoke to our friends at Fractal Softworks and Consumer Softproducts, who have informed us that three new Brigadors are available for Freelance operations. Spoilers ahead, only click if you want to know before booting up.

[expand type=spoiler]
🦅ATTENTION CITIZENS🦅
Word of the Brigador contract has reached the Persean Sector. While their gates might not currently be functioning, the SNC has arranged... other means of transport for two pilots of note to fulfill their contractual duties.


The first is former logistics officer-turned-head of a powerful pirate dynasty, Warlord Kanta, while the second hails from the barren-bombarded world of Epiphany, Brother Livewell Cotton.

Also joining the Freelance roster...



MT Foxtrot has been given some downtime off-world by his handler in Cruelty Squad, but it seems this guy just doesn't want to take a break.

Each pilot exclusively encounters what we call "wildcard" spawns. Runs with these pilots are aimed at those looking for... variety.

Many thanks to the teams at Fractal Softworks & Consumer Softproducts for the cameos! Starsector is still in development and not on Steam, but can be bought at a discount from its own site.



Meanwhile Cruelty Squad has its own store page, is also running a discount, and will be turning 1.0 very soon.

https://store.steampowered.com/app/1388770/Cruelty_Squad/

We see a lot of overlap in our respective fan bases, so if you've never heard of Starsector or Cruelty Squad - check them out!

[/expand]
These guest cameo pilots will all exclusively fight wildcard spawnlists if you choose them as your pilot in Freelance mode.

💎CAMPAIGN
Four optional missions have been added to Campaign mode that are powersuit-focused (completion of these missions is not required to progress the campaign).



🔁FREELANCE
All runs in Freelance now have a chance to spawn a "wildcard" list of enemies during play. Previously, the game would pick a faction to spawn and choose a palette of enemy vehicles for that faction, while the difficulty of that palette would be according to both your run progress and pilot choice.

Wildcard spawnlists still pick a faction, but on a particular theme. For example, a Spacer wildcard spawnlist might be a couple of boss vehicles, with a swarm of kamikaze agravs in tow, while a Corvid wildcard spawnlist would be almost all fast vehicles like tread bikes and grav bikes.

With this change we hope to introduce more variety to Freelance runs and keep players on their toes.

🎮VEHICLES
The Zed Prime is now available for use in Freelance mode. It is an Ultra-class agrav with twin heavy hardpoints. Please be sure to keep an eye on your ammo count when using double Otomos.



Currently, eleven more vehicles are now available for play (we will be adding more playable vehicles to the roster in a follow-up patch later this month). Meanwhile, several vehicles - like the Corvid Rat King, the Loyalist Monarch and the Spacer Usul - now have additional auto-firing turrets.



Auto-firing weapons have a separate ammo count in green and do not affect your primary and secondary weapon choices. You can toggle the auto fire function on and off by pressing V on your keyboard, which can be rebound in SETTINGS.

📜LORE
The SNC Informatics Division notes the addition of new material, available for perusal in the INTEL section of ACQUISITIONS, pending the transfer of necessary funds.



🚦 LIGHTING
Prior to 2017's Up-Armored Edition, the game had different lighting for Freelance levels. We have included the old lighting data for these levels which you can toggle to via the new USE OLD LIGHTING option in SETTINGS.



In order to apply old lighting, you will need to restart a level via the pause menu.

🥚CHEATS & EASTER EGGS
You can now activate various cheats via the SETTINGS menu. Please note that using these toggles will disable achievements. The Easter Eggs toggle you see in the Settings menu will become fully functional later this month in a follow up patch.

🏆ACHIEVEMENTS
Two new achievements have been added, which will be bestowed upon you pending completion of the new campaign missions, as well as unlocking all the new additions to ACQUISITIONS. As of time of posting, the new achievements may not yet be fully functional - we are working on addressing this.

⚙STABILITY & PERFORMANCE
We have made some performance improvements to the engine that should hopefully impact lower-end machines. With the assistance of our community, we have also done a more thorough benchmarking of the game's hardware requirements on PC and Linux. The game's minimum specs to get an acceptable constant 60 fps at 720p (providing you turn off VSYNC, set NORMAL DETAILS to Low and turn off both POINT SHADOWS and DIRECTIONAL SHADOWS) on Windows are now:
OS: Windows 10
Processor: Dual core CPU with Passmark score of 2900 or more
Memory: 4 GB RAM
Graphics: AMD Radeon 5770 / NVIDIA GTX 460 or better
Storage: 1 GB available space
on Linux:
OS: Debian 10 or Ubuntu 20.04
Processor: Dual core CPU with Passmark score of 2900 or more
Memory: 4 GB RAM
Graphics: AMD Radeon 5770 / NVIDIA GTX 460 or better
Storage: 1 GB available space

Special thanks to Eschaton, Loki and Hara in particular for running benchmarking tests.

Lastly the game is now a stable 64 bit version for Windows, Mac and Linux.

🔧MODKIT
We warned in our news post last week that modders should back up their copy of the game if they wished to preserve any changes. If you have not yet done so, the simplest way to back up a modded version of the game is to make a copy of your Brigador folder somewhere else on your computer. By default on PC this is usually
C:/Program Files (x86)/Steam/steamapps/common/Brigador
Due to the update we are still in the process of updating the community compilation to work with the new version of the game. In the next few weeks the Modkit & Map Editor DLC will be updated, along with a new community compilation in it after our follow up patch (many thanks to SCOREGOBLIN and our Discord Modding Experts for their feedback and work).

However, that won't prevent you from modding your copy of Brigador. If you are new to modding, we have a guide on how to get started (check out Section 4). You will still be able to tinker via the debug panel and change weapon damage values or fool around with other data in the game.

🍏IMPORTANT NOTE TO ALL MAC USERS
This update will be the last update for Mac OS platforms. This is for - but not limited to - two big reasons:
Both of these together mark a fundamental change in how Mac machines function. From this point on it is only a matter of time until OpenGL itself disappears from Apple's operating systems, and with it the ability to run Brigador. Though projects like MoltenGL exist, the amount of work that would be required to make Brigador functional on a modern Apple machine will be unjustifiable. That said, we don't expect any major updates to Brigador after this update, but from this point on we will no longer continue to support Mac devices. If you are a Mac user reading this in the future, please contact us at team(at)stellarjockeys(dot)com✉ about your store purchase.

📒Full Changelog
[expand type=details]
Game
  • Updated to version 1.6 The Blood Anniversary
  • Non-mechanical NPCs now leave a bloody mess on death
  • Several weapons now leave impact craters on ground tiles
  • Three new unlockable pilots added to Freelance: MT Foxtrot, Warlord Kanta and Brother Livewell Cotton
  • Four new powersuit-focused missions operations added to Campaign mode: WE USED TO WAIT, IRIAN JAYA, SCANDAL NIGHT and SURF SOLAR
  • Eleven vehicles are now available for purchase to play in Freelance mode: Monarch, Pellinore, Leviathan, Blackjack, Coffin, Usul, Widow, Zed Prime, Longboard, Brunhilde, and Fafnir
  • Twelve vehicles now have auto-firing turrets installed: Monarch, Leviathan, Citadel, Rat King, Julius, Blackjack, Dragon, Usul, Aetos, Widow, Brunhilde, and Fafnir.
  • "Brigadors" unlockable lore entry added to ACQUISITIONS
  • Several balance changes (please refer to change log thread for full list)
Stability & Performance
  • XNA Framework Redistributable 4.0 added to address launch issues with Windows 10 computers
  • 64 bit builds for Windows, Mac & Linux
  • Increased performance now that prop sprites update to only update props on screen (instead of whole level)
  • Increased performance now that mech AI collision avoidance upper bound has been lowered
UI
  • Splash screen on startup changed
  • In-game UI should now scale with the UI scale setting
  • A new method to add long text strings to the game has been added (this will be detailed in our modding guide later)
  • New welcome screen text and three new loading screen messages added
  • All new interface texts localized into all 11 additional locales
  • Credits updated
Menus
  • New AUTO FIRE TOGGLE bind available in SETTINGS > BINDS
  • EASTER EGGS, DISABLE GRAPHIC CONTENT, DISABLE DAMAGE EFFECTS and USE OLD LIGHTING toggles added to SETTINGS
  • INVINCIBILITY, INVISIBILITY, REDUCED ENEMY AGGRO and INFINITE AMMO cheat toggles added to SETTINGS
Sounds
  • Audio levels of particular horn noises have been tweaked
Modding
  • Modkit & Map Editor DLC is temporarily not functional - it will be updated to work with version 1.6 in a follow up patch in the coming weeks
  • Packfile memory allocation increased by at least 40 MB
  • Added various spatial overrides for gib data

For a detailed history of all change logs to the game, please refer to this thread on our discussion forums.

[/expand]

We hope you enjoy the update and thank you for reading! If you experience technical difficulties, please:
- Stellar Jockeys
Elsword - GM Raiden KOG


Heya adventurers! This week is gonna be an epic week full of daily rewards and improvements! Yes, the improvements from last week’s pre-announcement goes live this week! So, go ahead, test ‘em out, and let us know what you think! And as always, don’t forget to also check out the Item Mall for all the amazing goodies we have this week!


June Adventurer Support Event What’s that? You want more rewards? Say no more, fam! Just login for 20 minutes daily to get your rewards! Get items like: Spectral Amethysts, Sage’s Magic Stones, Imprint Stones and so much more! It’s super simple!


Item Mall GoodiesStrut your stuff in the library but do it quietly! Grace ye olde library with ye olde classy ensemble! Dress up in Antique Library Costume Set and go read your books!




The ultimate room setup is yours! Retro and engaging and very cool! You and your friends will never want to leave when you’ve got DIY El House: City Pop Gaming Room!




Noah’s ready to chill and freeze – the battlefield that is! With the Glacial Ice Burner Noah’s cold demeanor is intensified! Chilling to the bone! Complete the set when it comes out!



That’s all for now, folks~

See y’all in-game!
Jun 7, 2021
GAI Stops Auto: Right Version Simulator - ForD
Hello everyone!

Today we have added a portion of new content and memes to the game, and also fixed a couple of bugs. Enjoy! :)

Conqueror 940 AD - TideGear
Watch influencers play Conqueror 940 AD on this stream!
Jun 7, 2021
Endless Zombie Tower - NoserverStudios
Hey all !

I learn creating models in Blender - So we have a donut hat from now...




Thanks and greetings to Blender Guru :-)
https://youtu.be/TPrnSACiTJ4
Spies & Soldiers - Ghostbat Games
The Ghostbat Games team will stream a live play through of our nifty new demo! We’ve been practicing our streaming technique, so you can watch both sides of the battle as the developers demonstrate their strategic skills in a head-to-head match. We’ll run through the basic mechanics of the game, as well as more advanced strategies required to build a victorious empire!

The stream will start Wednesday 16th June 8pm EST. Set a reminder to get an alert when we kick off.

In the meantime, come say hello in our Discord, or follow our progress on Twitter!

...