Wizard101 - Sparck


Unleash your inner beast! Don a beast form, team up with allies, and battle other wizards in an attempt to capture points and control the Avalon map. Earn incredible rewards like Gold Beastmoon Idols, Lunari, Beastmoon Seeds, and much more in the process!

Play anytime during the event! Here are some suggested playtimes where you may see more players available: TUE-FRI @ 4pm CT, SAT @ 11am CT, SUN @ 8pm CT, MON @ 11am CT.

This event ends on Monday.

Check out the official Events Calendar for updates.
Hell Architect - WoodlandCommunity
Hello Sinners! 🔥

Hell would be sad without women 👩
Although some believe that they will end up there. cause of them.. Others say that it is because of a woman that sin is, so why can you meet men in hell? 🤔
Sounds like a soap opera? Well, part of it is - human history is convoluted like the love of Adam, Eve, and our chief Lucifer! 😈

So in Hell Architect you will meet women 🔥
The extremely cruel ones, like Elisabeth Batory, for example. As one of our legends, it will have an impact on the gameplay - here it will spoil something, here it will fix something, just like an intriguing woman!



Actually, why is Elisabeth Batory in Hell?

Apparently, he owes his wonderful beauty and intelligence to mystical treatments... bloody treatments. But was it really so? Only Lucifer knows that! 🩸🩸🩸


Don't forget play for FREE #HellArchitect Prologue ⬇

https://store.steampowered.com/app/1382910/Hell_Architect_Prologue/


Join our #Discord ⬇




Hellish regards,
Woodland Games Team 😈
Jul 2, 2021
Wrestling Empire - MDickie
Early adopters this morning may have experienced unwieldly frame rates on display frequencies above 60Hz, which has hopefully now been fixed in an urgent v1.2.0 update.
Unturned - SDGNelson
3.21.22.0 Changelog:

Fixed:
  • Individually replicated structures using wrong fractional precision.
  • Groups, airdrops, and weather not closing savedata stream. Thanks DiFFoZ!
  • Ignore request to save if level has not finished loading.
  • Plugin disabling freecam, admin edit, or name overlay force disables on client.
  • Spec ops helmet missing from Russia and Germany spawns.
Ireland:

Зефирка has replaced the Ireland map with a reenvisioned / remastered Winter update! They are looking for modders to help on the project, and would be happy to hear from you if you are interested in joining their team.

View Ireland on the Workshop
Jul 2, 2021
Panzer Knights - Sango
update 1.0.6
Contents
  • New function of the workshop editor: modifying the text file, localization.csv
  • Fixed an issue where the cursor would run away when the resolution was changed during battle
  • Fixed an issue where the voice volume is turned off and the voice will still play after re-entering the game

And there are localization issues that players are concerned about. Let me report to you that there are already several languages ​​in progress, including German and Russian. In addition, there are also many players who are concerned about whether it can support controller. Yes, we decided to add the function, but this will take some time.

Thank you for all your passion and support.

-Joybrick
Hell Let Loose - Jonno
Hey everyone,

Welcome to Dev Brief #134!

This week Max and the team have got together to give you some bitesize updates on a few different areas of the game.

From optimisation to particle FX and the addition of new audio and visual meta components we're taking a quick look under the hood!

Make sure you stick around until the end too as we'll be revealing some of the new, free customisation items that you'll be able to unlock in Update 10, as well as sharing with you some more details on the Soviet inventory!

Let's get stuck in shall we...


A Message From Max - Tweaks, Changes and Optimisation!

Hi everyone,

We would like to thank the community for jumping into the PTEs and offering fantastic feedback. It’s great to know what you’re enjoying, and the constructive notes are guiding our continued work - be it gameplay, bug fixing or optimisation. Thanks for working with us to continually improve the coming Update.

We will continue to run PTEs over the next couple of weeks to ensure that we have a stable build for U10. Bug fixing and optimization is always a key focus, and we are doing our best to eliminate as many issues as possible before launching out of Early Access.

We are also keen to reiterate that we will be running more thorough PTEs for future updates, as we feel it’s a great opportunity to iterate on fixes and identify large scale issues.

On a final note, we’d appreciate it if the community joined us in helping keep content from the PTEs under wraps by not streaming, discussing or posting photos of the PTE across any open channel and instead give their feedback in the directed locations. We would prefer to be able to keep running these testing sessions and our ability to keep this content a surprise will have a large impact on whether we continue or not.


Optimisation

Hell Let Loose is a tough beast to optimise! With 100 players and concurrent physics on all vehicles (as well as 10+ multi crewed vehicles per game) - it’s definitely a challenge.

That said, we’re working hard to instance, merge and build HLOD out for all maps - including our new Eastern Front maps. Alongside this, we’re reducing poly and triangle counts, as well as looking at our different settings to see if we can assist lower-end players in squeezing out the best possible performance without compromising gameplay (ostensibly by removing shadows or foliage completely).

So far, our PTE’s have shown increased performance across the board and we still have more to do. Like everything in game development, it’s a tricky balance between visuals and optimisation. As we introduce different LODs within the game we also need to adjust them to maintain as high a quality visual as we can.


Particle FX

Particle FX have been an area that were largely untouched since we began work on Hell Let Loose. We’re currently in the process of onboarding a full time FX artist who will work over the existing FX - including muzzle flashes, ambient fires, back blasts and more. Initially though, we’ve gone through and optimised a huge number of these elements in a way that is visually unnoticeable to the player. That said, you can expect both increased performance gains plus a visual fidelity increase over the coming updates. We especially need to nail these aspects down prior to our Fire update.


New Look and Sound to Map Meta Components

We’re doing a pass on many smaller map elements that are crucial to the meta. These have largely gone untouched for the entire duration of development, and we knew that we needed to revisit them.

Sound

Where appropriate, we’ve attached authentic radio clips from each of the forces to both OPs and Garrisons. This is to enable players to get a sense of proximity to a spawn, as well build the immersion of the battlefield soundscape.

Look

Hell Let Loose has hugely dense maps - visually in terms of realistic battlefield clutter and also in terms of gameplay elements - players, ammo boxes, supply boxes, mines, vehicles and much more. Many of you will also know that the meta of Hell Let Loose largely hinges on the placement and destruction of the OP, Airhead and Garrison spawn points, as well as interacting with other small objects such as ammo boxes. There are many times where even experienced players will come within range of the enemy spawn point, but due to intense clutter or bad luck, will fail to see it until players spawn on it, leading to either a successful attack being thwarted due to their failure to find a small object, or a mass spawn-kill as they mow down the recently spawned players.

Instead, we have been road testing a slight shine on battlefield objects of meta significance to increase decisiveness in attack and defense, as well as increase battlefield awareness (without you needing to constantly toggle the HUD to see icons, or open your map).

The shine only occurs when within 30m of the key object, and is limited to objects that demand crucial player interaction (OP, Garrison, Airhead and Ammo Boxes). You will still need to interact with the objects as you always have - as well as learn the difference in appearance between them.

Size

Spawn points are the bread and butter of Hell Let Loose, and their placement can make the difference between winning and losing. We’ve road tested a smaller OP size that is uniform across all forces. It’s far easier to place in trenches and much less obstructive, and the same sizing means that no force experiences a disadvantage when placing them.

We will be applying the same logic to Garrisons in future updates - both making them easier to place, as well as bearing a similar sized visual signature.



Discord - Join the Community

Over the next couple of weeks we will be making some changes to the Discord. This will essentially be an audit to ensure we have all the correct and up to date information, as well as designated locations for different conversations about the game.

The Discord has grown enormously over time, and as a result we’ll be restructuring elements of it so that each channel functions better and all types of player - for dyed in the wool veterans, those experiencing technical issues, those keen to provide feedback, those looking to group up or join a clan and finally a location where newcomers can feel welcome.


Update 10 Cosmetics & Soviet Inventory Info

Here is a sneak peak at a couple of the new free cosmetics coming to Hell Let Loose. We will be following up on how these items will be unlocked/acquired before U10 launches on July 27th.












More of the Soviet Inventory

Lastly this week, here are a few more items that will be included in the Soviet inventory.

RGD-2

The RGD-2 was a smoke grenade type mass-produced in the Soviet Union. Visually little more than a cardboard tube, it was activated by striking the washer included in the body of the grenade against the ignition match. After a few seconds, smoke would billow from either side of the housing. It was available in a number of different smoke colors, and is still being manufactured today.

RG-42

The RG-42 was a fragmentation grenade of Soviet manufacture. A simplified alternative to the complex stick-type RG-33, the RG-42 was able to be produced in smaller factories and workshops. The smooth cylindrical outer shell contained both the explosive charge and a number of steel sheets designed to fragment on detonation.

POMZ

The POMZ was a type of Soviet anti-personnel mine. A simple fuzed TNT charge with a fragmentation sleeve, the POMZ was attached to a wooden stake and embedded in the ground. It was triggered by tripwire, which could be tied to another stake or otherwise attached to the environment.


Onwards to the weekend!

That wraps up this week's Dev Brief, thanks for stopping by!

As you likely already know we have an incredibly exciting month ahead of us as we gear up to leave Early Access on July 27th and welcome in the arrival of the Eastern Front!

Leaving Early Access heralds the next step for Hell Let Loose and we can't wait to take it with you.

Have a great weekend everyone!

We'll see you on the frontline!
Jul 2, 2021
The Architect: Paris - Sleepens_ENODOGAMES
Hello everyone!

Today's the day for June's patch, our biggest patch so far!
We added several features we hope you will enjoy, and we expanded the whole playground.

We highly suggest you read the whole patch-note, there are several fixes and useful improvements.

We would like to notify that this is our last (big) patch until our full release on September 2021.
We'll still be keeping an eye out for your feedback & suggestions, and we're always here if you have any trouble.

Take care ♥



  • Career Mode: Teaser Projects
      Here it comes! A first taste of the planned Career mode! This new game mode contains three scripted architectural projects to solve in your own way with goals and constraints.
      Be aware that this being a teaser, your progression cannot be saved for now.
      Be creative Architects!

  • Urban Planner
      With this feature you'll be able to create projects in way less time than with the Drawing Board! It can also be used as a first step of sorts! Define rules to procedurally generate your projects on a Block, in just a few clicks! Create your own specific presets to quickly create projects on large areas.
      Be surprised by the procedural generation of projects!

  • Socio-Economic Fabric System
      A new way to see the impact of your projects on the city. Solve homelessness! Make the wealthy even wealthier! Or ... don't? Whatever you do will have consequences, one way or another.
      This is the way.
  • Workshop Mods - Upvote System
      It is now possible to upvote a Bloc or a Design directly from the game.




  • New Districts: D18 | D19 | D22 | D23
  • Content tiers
    • New Rock assets
    • Added Double Streetlights model
    • Added the "Summer Rain" Time Of Day
  • Designs
    • Futuristic Style & his variations
    • Church
    • Post-Haussmann
    • Brutal
    • Wave
  • Landmarks
    • Grand Mosque of Paris
    • Parish Saint-Médard
    • Garden of the Plants
    • Notre-Dame-du-Val-De-Grâce Church
    • Armed Forces Health Service Museum
    • Val-De-Grâce Hospital
    • Church of Saint-Suplice
    • Luxembourg Palace
    • Luxembourg Garden
    • Odéon-Europe Theatre
    • Notre-Dame-des-Champs Church
  • Main Projects
    • Steam-Powered Dystopia
    • Crystal Garden
    • Celestial Platforms
    • Colored Stacking
    • Eco-Central N°9
    • Spinner Tower




  • General
    • Multiple UI tweaks
    • Loading time optimization
    • Extended River sound to canals and rework on Fireworks sounds
    • Updated Translations
  • Block Sharing
    • Added new Filters to the City View Block Import Panel
    • Added new Filters to the Mods Panel
  • Drawing Board
    • Added block number in the Drawing Board Builder
    • Removed the possibility of flat Roofs on Designs having dormer windows
  • Plot Editor
      These improvements to the "edit all" mode in plot editor allow you to split a building in two. Even original buildings can be partially preserved. Building your dream project should now be faster and easier.
    • Plot Editor's Merge feature now creates a type of Plot based on the selection (not always a Vacant Land)
    • Plot Editor's Cut feature now creates Plots type based on the cut Plot (not always a Vacant Land)
    • All Plot Editor helps are active when entering DB
    • Disable Plot Editor helps when pressing Shift (free hand drawing mode)
  • City View
    • Harmonization of White Model materials
    • Fix sun position to reflect geographic reality
    • Update of the hierarchy of Time Of Days and Weathers in City View





  • Fix allowing to close all Districts
  • Fix demolition sounds
  • Fix reset button being available in Drawing Board in cases it shouldn't
  • Fix Helpers behaviour in Plot Editor when the Pause menu is activated
  • Fix Feedback panel button sizes behaviour
  • Fix button hovering in Save panel and Quit confirmation message
  • Fix Plot Editor Helps line not following the animation
  • Fix cases where Drawing Board Builder panel shows an empty space
  • Fix UI problems on the Settings panels
  • Fix Terrains not showing in Recent category
  • Fix D.16 opening shot where the camera was going inside the Notre-Dame Main Project
  • Fix loading Save containing an empty block (leading to a crash/infinite loading)
  • Fix several UI problems on Strategic Map and City View
  • Fix District panels with no Main Projects
  • Fix crash when reseting a Plot just after using Plot Editor
  • Fix crash when maintaining Shift+Click in Merge mode in Plot Editor
  • Many 3D and Art fixes
  • Fix Props LOD groups
  • Fix Camera movement enabled in Strategic Map or Design Library
  • Fix Main Project and Landmark panels interaction
  • Fix errors when importing a Block while not having its Designs dependencies installed
  • Fix wrong "Sunrise Winter" Time Of Day in Photo Mode
  • Fix broken Photo Mode Time Of Day when changing season
  • Fix Feedback panel buttons texts
  • Fix Special Effects still visible after hiding a District
  • Fix broken Rooftops when using Merge and Cut in Plot Editor
  • Fix broken selection when maintaining Shift+TAB in Plot Editor
  • Fix some Helpers positions
  • Fix Block Export not taking in account Parks/Plazas and Parkings for its Index tag
  • Fix Block Import panel not showing a left arrow when displaying more than one page of Blocks
  • Fix sounds on Plot demolition
  • Fix broken display of deleted Design Mod
  • Fix Vehicles still displayed when hinding a District
  • Fix Key rebinding not working on some special cases
  • Fix possibility to enter Drawing Board on a constructed Main Project
  • Fix Block Export panel index not centered
  • Fix blinking scroll bar in Settings
  • Fix Enter key repeating last action
  • Fix Photo Mode disabling Depth Of Field when going back to City View
  • Fix Japanese Kiosk name doublon (now Open Gazebo)
  • Reduced lag when manipulating storeys of a building next to a very large one
  • Fix trees LOD groups distances





  • Reopening a block after completed all the Mission's objectives might lead to a crash or an unexpected behaviour



We want to warmly thank some players for their help during our Beta Tests:
Beta Testers - Urban Planner
  • Qwarks
  • Marko.Sraka
  • ♡나는 바보다♡
  • Lonxa
  • Toty
  • Pschraeer
  • DV-13

Beta Testers - Career Mode Teaser
  • Pschraeer
  • Antalunet
  • Qwarks

We also want to give special thanks to Nemesys9999 who helped us to find and fix a major bug!


Survive the Nights - a2z Interactive
Hello everyone,

Another week has flown by and we’ve made some great progress on quality of life issues and general bug fixes. As we move forward, we think it’s important to mention that all of our vlogs, devblogs and social media posts should be considered to be works in progress. They likely very much represent what you’ll end up seeing but there can always be minor or major tweaks and changes before a feature ends up in your hands.

Weapon Sight Improvements
The community has been mentioning the zoom and blurry scope issues. Andre has spent some time this week improving all of the scopes in the game.

He has reduced the amount of zoom in the apug/compact scopes and increased the amount the FOV is zoomed in instead. This allows for more screen area to be taken up by the scope and for less pixelation caused by the magnification shader. Doing so also required some of our FPS models to be tweaked to accommodate new zoom methods.







New Stat UI
We’ve reworked the entire ‘inspect’ notification system making quite a few improvements along the way. We’ve redesigned the status notifications and reorganized them. This has made them both more compact and sleek along with being more consistent with the inventory booklet. The change makes the stats look less like a hotbar.

Along with these visual changes, we’ve also improved the functionality of the inspect menu. The player will be made aware of the most critical stat and now have a hotkey option “G” to open the inventory to a stat specific item list. If you’re low on calories and you’ve got a blinking calorie stat, pressing “G” will open the inventory and show anything you can eat.

In conclusion, we feel these changes make the entire feature more useful and sleeker. The updates are in real time and the player can more easily understand at a glance just what’s going on. Next week we'll showcase the weapon UI improvements. There are more UI changes you’ll notice in 1.9 and if you have any suggestions please feel free to share them.



Summer Sale Reminder - 50% Off
Survive the Nights is now 50% off until Thursday, July 8th for Steam's summer sale. If you have any questions before purchasing, please join our friendly community on discord.

https://store.steampowered.com/app/541300

https://teespring.com/stores/a2zinteractive


Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
Deceit - Joel
Patch Notes
  • Improved performance on the Manor map. We'll be working on further performance & lighting improvements for this map in the future.
  • Players can no longer be downed or executed when they are already transitioning to the next area.
  • [FIXED] The Chinese, Korean & Japanese languages don't display properly in-game.
  • [FIXED] The interaction text for picking up the Lethal Injection is missing.
  • [FIXED] Players can occasionally get stuck in an infinite respawn loop.

We've also been tracking and working on several other fixes for issues highlighted in our #bug-report channel on Discord, including Terrors occasionally being stuck unable to select a vent. We aim to release another patch next week with some further fixes.

See you in-game!
The Baseline Team
Twitter | Discord
A Way To Be Dead - Crania Games
Dear Crania Games Followers,

We are very excited to share with you that, our new game "A Way to be Dead" will be released on the 23rd of July! Please wishlist it on Steam to get notified when it does. Thank you very much for your support and patience, hoping to see you in A Way to be Dead!


https://store.steampowered.com/app/1480030/A_Way_To_Be_Dead/



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