New Releases since Monday, 21st of June 2021 Pathfinder 2 RPG - Lost Omens Azarketi Web Supplement Publisher: Paizo Inc. System: Pathfinder 2.0 Type: Accessory https://store.steampowered.com/app/1667370
it's been a while. In this update we bring you The Ocean, a traditionally drawn piece of art JujiBla drew during the Inktober 2020 over the time of 31 days. Yes, this is completely drawn with ink 📜🖋️ on paper.
Here’s everything you can expect from this Pretty Rad Update.
New Element: Radiation
HAB Screen Updates
Weekly Race Updates
Sticker Collection V2
Javelin Updates
New Element: Radiation
This update introduces a new element into the mix of hazards players can encounter in the salvage yard: Radiation. We’ve planned on including radiation for a long time now, as an appropriate staple of any good space game. Players can encounter Radiation Filters in ships with Hazard Level 6 and above, starting at Certification Rank 9.
Radiation Filters appear in wall-sized Containment Units, and can be extracted from the ship’s interior or the crawl space. Filters are extremely fragile; even small bumps and damage can cause them to drop a cloud of Radioactive Particulate, which damages organic matter and electronics upon contact. If a cloud comes into contact with fire or heat (such as, say, the beam of your cutter) it will agitate the particulate cloud, making it more dangerous for a short period of time. The clouds expand slowly over time, meaning they are best dealt with early. They can be neutralized with coolant (though chucking a coolant tank at one can be a dangerous maneuver itself), otherwise they dissipate naturally over a very long period of time.
Our goal with this element was to create spatial challenges through it’s placement, and to have players think on their feet and adjust their path through a ship depending on changing circumstances. We also wanted to create an element that did not have a binary state of catastrophic failure or perfect salvage, and provide more of an escalation of danger.
Rad!
HAB Screen Updates
As a follow-up from the previous update which saw an overhaul of the entire HUD screen for the game, 0.5.0 now continues this work with an overhaul of the HAB screens. A lot of the UI overhauls play into other features we are working on at the moment for future updates, so we aim to unify the style of the UI across the board and improve usability flows, especially for screens with a lot of information. We’re also preparing these screens for integration into the 3D HAB scene in a future update.
Pretty!
Weekly R.A.C.E Update
We are interested in trying out a new cadence for the Weekly R.A.C.E by renaming it to Cutter’s Challenge and making it a daily race instead. This is an experimental change and we’d like to hear feedback from the racer community about this cadence!
Rad!
Sticker Collection V2
The 0.5.0 update comes with a small update to our sticker collection, introducing Sticker Collection v2! Most Stickers now have a Holographic variant that can be unlocked by collecting a certain amount of a regular sticker and then upgrading it to the Holographic version.
Pretty AND Rad!
Javelin Improvements
With our changes to the flow of the campaign and the progression system, we are closely listening to player feedback. Aside from tweaking the pace of tool updates and speed of progression as part of the Early Access process, we are looking to give all of our existing ship classes a pass as well. In the previous update we made a ton of gameplay improvements to the Mackerel ships, and in this update we started improvements on the Javelins.
Our goal was to include a lot of quality of life improvements on salvaging of a Javelin, making them easier to understand in the earlier stages of the game and reserving complexity for the higher hazard levels. We mainly made changes to the way earlier Javelin Rings are salvaged to provide a smoother transition from Mackerel ships into larger ships. We have removed some cut points we have deemed unnecessary, simplified and clarified the way the rings and interior is meant to be approached, and reduced the amount of cargo crates that can spawn on the outside of Javelins.
Rad(ial!)
As always, we also addressed some smaller bugs and quality of life concerns with the game and progression flow, as well as working on crashes and performance improvements.
One major fix: The game should no longer crash when throwing large, complex salvage into the furnace!
Please continue to share your thoughts and feelings on the update with us, your feedback is invaluable to our work. The best place to engage with us is through our Discord, but we also read Steam forums and reviews.
Have fun out there, and we’ll see you in the yard!
The Shipbreaker Dev Team
Full Patch Notes
🚀 denotes changes or fixes based on Community Feedback & Participation
Changes and Updates
New Element: Radiation
A new element that can spawn as part of the crawlspace in all ships Hazard Level 6 or higher
Players can encounter radiation once they’ve reached rank 9 in the campaign
Radiation filters, when bumped or damaged, drop radiate particulate clouds that damage the player and electronics upon contact
Radiation is agitated upon contact with fire elements
Radiation clouds can be neutralized by using cryogenic elements
HAB UI Refresh
Full visual overhaul of the HAB UI to match the HUD overhaul stylistically
🚀 Additional information and functionality on the new and improved Certification screen
New Sticker flow to support easier placement and upgrading of stickers
New Data Miner look and audio design
🚀 Weekly R.A.C.E now “Cutter’s Challenge”
Weekly R.A.C.E has been renamed to Cutter’s Challenge
Players can now engage in racing on a daily new ship instead of a weekly one
We are interested in player feedback for this change
Sticker Collection V2
Stickers can now have a shiny version for extra-eager Cutters
Stickers can now be upgraded to shiny versions if players collect enough of one sticker
Javelin Improvements
Javelin rings on lower difficulties are now salvaged more easily
Overall reduced number of cutpoints on Javelins
Included a new cuttable wall element to make salvaging interiors more intuitive
🚀 Simplified the way Javelin cockpits are salvaged and removed hidden cut points
🚀 Aerobridge is now more intuitive to salvage
ECU wall is now a furnace salvageable
Cockpit frame is now also furnace salvage to avoid mixing salvage materials
Reduced mass and number of cargo containers
Bulkhead is now furnace salvageable
Connector scaffolding chassis was simplified to make cutting it out more intuitive
Several smaller quality of life improvements
Continued improvements to performance and crashes
Bug Fixes
Fixed a crash when throwing large and complex structures into the furnace
Fixed a bug that could cause whole objects structures to disintegrate/disappear when salvaging it
Fixed the post mission ship grade unlock for reaching rank 5 to show the correct unlocks
Class 1 Reactor plates are now joining correctly to the walls on Mackerels again
Fixed the Weekly R.A.C.E. shift time on large Javelins to show the intended 45m
Fixed a bug that caused Power Cells to spawn disconnected from electrical wires
Fixed a bug where Heavy Cargo Geckos can spawn with a disconnected ECU coolant pipe
Corrected Certification Ship Class unlocks, which were offset by one
Fixed an issue where seats could spawn with detachable parts
Fixed a bug where lights were spawning double in the back section of Javelins
Repair Kit Widgets now appear on the upgrade screen again
Fixed an issue where the HUD reticle and carats appear during the Shift Performance screen
Fixed a faulty screen transition from the HAB to continuing a ship
Fixed a crash error when attempting to play 2nd shift in career mode
Fixed an issue where only the cutter appears in the equipment screen, blocking access to the tether tutorial
Fixed a localization bug that caused cut points to be displayed in Localization IDs
Fixed a bug where players could try to leave the tutorial through the Master Jack before the end
Fixed an issue in the tutorial where the large aluminium chunks is cut and separate into more pieces than intended
Fixed a bug where players could not continue a shift after dismissing new HAB greeting pop-ups
We are excited to announce that we will soon release our second large content update. With this update, Arid will officially move out of the Early Access phase.
In a month we have more than tripled the the playable area of the game, added narrative, reworked the UI, added community requests such as the custom difficulties and much more. This would have not been possible without all your support and feedback. Thank you!
The positive response from the community has motivated the team during the remote-only development, and your feedback has been our main driving force for improving the game. As this version of Arid is a student project, it will stay FREE for ever.
Important News
Let's move to the two announcements which we want the players to be aware ahead of time. Bad news: Saves (again) Some players encountered flying items or duplicated drawers. The reason why this happen is because quite a lot of content has been added and moved since the Early Access, creating issues within the save files from older builds. This forces us to invalidate again the previous save files, to make sure that players will have a smooth experience with the new upcoming version. We are deeply sorry for that! We will upload the previous version to the Legacy Branch, and if you feel frustrated about losing your file, just shoot us a message on the forum and we might prepare a save file for you! Good news: Achievements! (Yay) As the community can probably see, the achievements are now visible on the Store Page. This does not mean that they can be unlocked, yet! They can currently only be unlocked by beta testers. Once we are sure they work, they will be fully functional with the next update! In short: If you want to start a playthrough, you might want to wait for the update!
We leave you to a small teaser of what's to come with the next update, enjoy!
P.S. On a personal note, as producer and project lead for Arid, has been a pleasure to interact and respond to all of you! Keep rocking! We are all honoured by the time you spent enjoying our game! Sarblade - Riccardo Di Giovanni
Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
Added "Subtitles" option to the Audio options menu
Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
Added new Act transition from 3-2 to 4-1
Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
Updated enemy files to make their strategy sections more useful
Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
Added special style point bonuses for advanced ricoshot variations
Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
Updated explosion visuals
Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
Drones will no longer chirp while suicide diving to make it clearer they're already dying
Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
Can now strafe slightly while sliding
V2 Changes:
New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
V2's movement speed now has additional possible debuffs to make healing slightly easier:
Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
V2 will no longer miss shots if the player is close enough to be between V2 and their gun
V2 will no longer try to move towards the player even if already touching them
V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
Added 4 new official patterns
Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
Fixed Cancerous Rodent not gibbing when killed
Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
Fixed explosions launching gibs too fast, causing them to clip out of map
We invite the most desperate and powerful fighters to take part in the harshest of battles - Furious Arena! The first season starts right now!
Would you like to know how to get unique decorations and titles and write your name in the history of the Sphere?
From level 15, any character becomes available to the "Furious Arena". In this mode, waves of monsters do not wait for their turn, but appear in time. If you do not have time to kill all opponents from the previous waves, sooner or later there will be too many monsters.
Among the monsters, from time to time, you can come across faster and weaker, or slow and strong, as well as creatures with ranged abilities, which means that you will need to move a lot.
Various buffs that appear in random places in the arena will help to survive all the waves. However, you should hurry up - the buffs quickly disappear. Also, among the bonuses, you can find additional points that improve your passing rating.
Every 10 waves, the reward for the passage will improve, and at the end of the season, the best fighters of the Frenzied Arena will receive unique prizes, including various decorations and titles.
Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
Added "Subtitles" option to the Audio options menu
Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
Added new Act transition from 3-2 to 4-1
Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
Updated enemy files to make their strategy sections more useful
Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
Added special style point bonuses for advanced ricoshot variations
Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
Updated explosion visuals
Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
Drones will no longer chirp while suicide diving to make it clearer they're already dying
Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
Can now strafe slightly while sliding
V2 Changes:
New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
V2's movement speed now has additional possible debuffs to make healing slightly easier:
Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
V2 will no longer miss shots if the player is close enough to be between V2 and their gun
V2 will no longer try to move towards the player even if already touching them
V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
Added 4 new official patterns
Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
Fixed Cancerous Rodent not gibbing when killed
Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
Fixed explosions launching gibs too fast, causing them to clip out of map
New Physiscs, Garage, American Big Twins available!! Here we are guys! In this big major replease update you can try new hot things! We added the first implementation of the Garage (more things will be available during Early Access). We also worked a lot in the physics core introducing a totally new tyre simulation that made everything much more realistic than ever before. You will find a different handling and you will need some laps to get the confidence with the new physics.
Last but not least we added a new bike, a Big Twin bagger race tuned bike with 190nm of monster torque!!
We hope you will enjoy this major release!
NEW CONTENT
Race Bagger Big Twins
HotFix
slipping rear tire
Tire fix
frontlink rigidbody creation and update
Bike Mod Tool
new springtype 6 with distance
Physics
new tire models
new bikeset
new tire model compound 3
new tire model
some fix for new C.F. calculation
EXPERIMENTAL new C.F. calculation
add C.L.S. leaning
adjust ground contactpoint
adjust speed treshold of fastbump
add per spring fastbump configuration
new CF suspension transfer
new engine drivetrain inertia
wobble steering balancing
new front tire model for crash reduction
new front tire model for crash
new loose forward wheel
steering tune
New Virtual Rider balance system during braking
New Surface drag
Updated surface-dependent friction management
Pacjeka tool
upgrade wheel code
upgrade tire compound 2 and 3
change bike ini 675,1000,1200 (steering 1.2)
Gameplay
change ECU map button
Virtualrider changing steering/brake behaviours
Start spring maxlength dynamic regulation
Fix Rebuild wheel raycast center on change swingarm
English #########Content##################### A new variation of zombies will now appear in Queensmouth Town Center/Town Hall 1F/Town Hall 2F/Ardham Hotel/95 Main Street. They can be turned into pets. They have slightly different attribution comparing to the previously existed zombies. Added the blueprint of "Business Suit" (Not acquirable at the moment.) The "Friendly Old Lady" now restocks her inventory's Business Suit from this blueprint. The new type of zombies may also drop "Business Suit". 简体中文 ########内容更新######################## 一个僵尸的变种出现在王后镇中心、市政厅1楼、市政厅2楼、阿德汉姆旅店、中心街95号 可以变成宠物。属性和此前的僵尸略有不同。 加入了“商务西装”的设计图(目前还无法获得。)“慈祥的老奶奶”库存中的“商务西装”现在直接从这个设计图生成。 新品种的僵尸可能掉落“商务西装”。
Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises?
Everdell is a game of dynamic tableau building and worker placement.
For the last 99 years, the critters of Everdell have been hard at work building cities in their beloved valley. Now it is time to celebrate! The king and queen are throwing an unprecedented year-long event to commemorate the 100th year since Everdell’s founding. Come one, come all! Come and celebrate the Bellfaire!
Everdell: Bellfaire offers a number of different modules and components that you may include when playing Everdell, such as a flat board that can be used in place of the Ever Tree, new Special Events, endgame Garland Awards, unique player powers for each critter type, rules for 5-6 players, and more!