Survive the Nights - a2z Interactive
We’ve had a productive week. We’ve spent time cleaning up the issue tracker while gathering new and duplicated backlogged issues alike. The team has put together the attack plan for our next version. We’ve decided while there may be major issues fixes going in, we’re not moving to a major build and will continue to use the 1.10.44 format. Our next version will be called 1.10.

James has released the 1.9 devlog which we posted on YouTube. We updated the last devblog to showcase the video but we’ll include it in the post below in case you’ve missed it.



This week's devblog will be a bit different. As we’ve mentioned above, the team has spent the week taking notes and planning for 1.10 and setting up our workflow. We’ve concepted a few ideas for quality of life improvements and have put together a massive bug fix list. Below we’ll go over just a few of the planned fixes and additions, a preview for 1.10.


Early Game Improvements
A big part of the early game experience is well, the first hour or so of the game. Quite a few players seem to struggle with early game mechanics and game flow. This is something we’ve wanted to address for some time and 1.10 seems a perfect time to do so. We’ll be introducing a sleek and simple help system. This system as we’ve concepted it will be interaction based along with a complete menu system. New players will be guided with simple easy to understand gifs and also have access to a built in menu based game guide. This will be toggle based and returning players shouldn’t worry about annoyance. We’ll include a couple of concept shots below. Please keep in mind we're in the first days of concepts here and all of this is subject to change as we move forward.


Menu guide concept


Interaction based guidance will trigger when near a fire

Swimming
After careful consideration, we’ve decided to remove the water entirely and replace it with lava. This removes the need to swim at all... ːsteammockingː Swimming has been an issue since the start and we’ll be addressing that issue in 1.10. We’ll be introducing a basic swimming system, it won’t be over complex. We may or may not initially introduce a diving system. We’ll have to see how it goes. We’ll likely introduce the mechanic with a velocity based dive system so you go under when jumping from heights adding a bit more realism. The player will swim along the surface of the water plane until they run out of stamina at which point they will start taking damage and drown. This will answer some abuse concerns right off the bat and we’ll tweak the mechanics should there be a need to do so.

Chat Improvements
As you know, the in game text chat can be useless at times. There are a good amount of issues with the current system, enough in fact to require a total rework. The chat in the game now is dark, the text is hard to read and there is a good deal of console information cluttering it up. The system doesn’t match the inspect style and just doesn’t provide a good experience.

We’ve concepted a new chat and think it will work much better. We’ve introduced a gradient style background matching that of our inspect menu and the coming help system. They system will be sleeker while at the same time being clearer to use. We’ll be removing the console clutter as well. Information like “Jayty has joined the server” will now display in the small notification area on the top left side of the screen. Below is a concept of our plan for the new chat and you should see that in the 1.10 build. Keep in mind, this is all subject to change and we’ll be doing our regular weekly updates to keep you up to date with exactly what is going on.


Chat Concept

Hardcore and Standard Game Modes
There’s a divide, a pretty big one actually. The community seems split between hardcore and casual players. A couple of updates ago, we introduced our game mode system and in 1.10 we’ll be expanding on both sides of the token too. We’ll be introducing new mechanics to standard game modes and hardcore modes. The ability to easily develop both modes will allow us to trial and error some of the features you see in coming builds. Nothing is set in stone here and, as always, we’ll take community feedback and adjust as we see fit.

Hardcore
Hardcore mode will now truly be so. We'll be introducing a proper perma death system. Your player and world will completely refresh on death the database will be removed and you’ll need to start from scratch. We’ll be improving and fixing some horde issues. We’ll be making hordes more difficult and tweaking horde numbers. Previously, there were some balance issues with hordes making later stages impossible to complete. This will be addressed and sorted out in 1.10. We’ll likely introduce more hardcore features in this build and we’ll keep updated via our weekly devblogs.


Standard Gameplay
Looking for a more casual experience? We have the ability to accommodate both play styles even with our small team this doesn’t really slow us down. Most of us (a2z) prefer the hardcore game mode. This is how we envisioned the game, however, not everyone is looking for a hardcore experience. It’s a lot easier to make things easy when you’ve already made them difficult, if that makes sense. We’ve decided to give the player that option. Standard gameplay will be a far more casual experience while still retaining the challenge and gameplay creepiness.

The major difference between the modes is permanent death and the ability to ‘claim’ a home base. The concept as it stands will allow the ‘standard gameplay’ player to respawn at a fortified base. This base or ‘home’ system will also disable spawning zombies without the need for fortifications. These are early concept ideas and as mentioned above we’ll be expanding on these ideas during the development cycle. If you have any ideas for hardcode and standard gameplay features, feel free to share them.

Weeklong Deal - 35% Off Sale Reminder
Survive the Nights is currently 35% off until Monday, August 2nd. If you have any questions before purchasing, please join our friendly community on discord.

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

Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!


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
KartRider: Drift - Wompala
Edengrall - luisedgm
The map reforms are done, materials fixed, all buildings optimized and proper collision and LOD meshes split, now we are adapting the city for the AI, I am creating simple polygons to indicate for the AI where every room is, so the NPCs will be able to find the correct room or zone to do whatever they need.




Meanwhile my brother is setting up the Navmeshes, this is what the NPCs use to know where they can move and how to reach the place they need to go, we did a quick test with 100 entities moving through the city and they managed to move through properly without any drops to FPS




We will probably have simplified npcs moving through the rooms with test schedules by next week.
Marble World - vectorinteractive
Hey everyone!

Short notes today but with a major impact, the scaling tool has been added to the catalog of tools to use!
Pressing 1 or pressing the top button when having an object selected will cycle through the move / rotate tool as you are used to, but now also cycles past the scaling tool.

Using the 3 axis' and the center you can scale objects uniformly or non-uniformly as you wish. Please note that non-uniform scaling objects that inheritly move (like the fishtooth or the escalators) might result in weird behavior or it not working anymore as expected.

Next to this an important edit was made to the paints which had patterns. Mostly the special paints in this case now scale independently from how the object is scaled. This results in a more natural look without stretched textures.

Alongside the massive overhaul needed for the majority of objects to support scaling I managed to add in some extra requests. Next patch (Friday the 20th on August) will be more orientated towards pure content again instead of newer features.

The full notes:
- Added scale tool
- Added rebind option for quick rotate
- Updated the animated star paint
- Improved hitboxes of various objects
- Paints are now independant of scale
- Added ability to paint decorational physics items
- Various small bugfixes & improvements


Thanks everyone for the support so far! All suggestions & bug reports are appreciated.

Hope you all have a great weekend!
Stonedeep - Direfang
  • Dwarfs could not walk on top of the mine cart lifts
  • Fixed a bug with targeting the wrong tiles when walking to the furnace
  • Some UI performance improvement
  • Added simple UI that shows how long Apple trees need to grow
  • Weather and season popup was buggy
Jul 30, 2021
VR Masturbate - adoomessage
bug fix
Lazy Galaxy 2 - Coldwild Games
Thank you for all the support and feedback that you've given so far! We wanted to roll out the patch to address some immediate issues:

  • - You can no longer close the conquest victory popup by clicking outside of it (was too easy to accidentally dismiss while clicking around in the base)
  • - Fixed the background moving every time you closed the map
  • - Fixed clipping in upgrades menu post-ascension
  • - Fixed some early game tutorials appearing and lingering if you've 'skipped' past some of them
  • - Ship HP/Lvl/DMG in the fleet menu now uses notations and should not overflow
  • - Removed the screenshake setting (which wasn't doing anything)
  • - The white flashing overlay is now a dark grey, and is interrupted when you return to base from combat
  • - Leveling up ships in combat is no longer possible
  • - Mute in background is now on by default
  • - Fixed text for Data Recovery upgrade
  • - Minor icon changes

As usual, thanks for playing, and if there is anything else - let us know in the forums or on the discord server.

Best,
Lazy Galaxy 2 team
World of Warships - WoWarships Admiral

Captains!
It’s not December yet, but Santa is making a stop in EU to give players a special gift. The man himself told us that he wants to give everyone 3 days of Premium Time, and who are we to deny Santa? In addition to the Premium Time, we've also created a special combat mission for Christmas in July! 
Redeem this code to receive 3 days of Premium Time and to activate the combat mission.
CHRISTMASINJULY2021
For EU: REDEEM
For NA: REDEEM
This code will remain redeemable until: Mon. 02 Aug. 19:01 CEST (UTC+2)

How to redeem bonus codes
  • Navigate to the Premium Shop
  • Click "Redeem Wargaming code" located in the top right

  • Input your code where it says "Enter code here"


Combat Mission Breakdown
    Important: Combat missions will only be available today until Monday. Redeem the code early so you have enough time to complete them!
Mission Starts Fri. 30 Jul. 07:00 CEST (UTC+2)
Mission Ends Mon. 02 Aug. 07:00 CEST (UTC+2)
Part 1
In any number of battles, earn 5,000 base XP.

Battle Mode Restrictions: PvP, Ranked, Coop, PvE

Ship Restrictions: Tiers V to X

Rewards:
  • 2x Mosaic camo
  • 2x Spring Sky camo
  • 2x Asian Lantern camo
    Players will only be able to complete this mission once.
Part 2
In any number of battles, earn 20,000 base XP.

Battle Mode Restrictions: PvP, Ranked, Coop, PvE

Ship Restrictions: Tiers V to X

Rewards:
  • 2x Mosaic camo
  • 2x Spring Sky camo
  • 2x Asian Lantern camo
    Players will only be able to complete this mission once.
Bonuses of the Mosaic camo
  • +400% XP per battle
  • −3% to surface detectability range
  • +4% to maximum dispersion of shells fired by the enemy at your ship
Bonuses of Spring Sky camo
  • +200% XP per battle
  • +777% Free XP per battle
  • −3% to surface detectability range
  • +4% to maximum dispersion of shells fired by the enemy at your ship
Bonuses of Asian Lantern camo
  • +200% XP per battle
  • +555% Commander XP
  • −3% to surface detectability range
  • +4% to maximum dispersion of shells fired by the enemy at your ship
Final Rewards
10x Summer camo
Bonuses for Summer camo
  • +100% XP per battle
  • +50% Commander XP
  • +100% Free XP per battle
  • −3% to surface detectability range
  • +4% to maximum dispersion of shells fired by the enemy at your ship
Complete Your Missions to Win Big!
The gifts don't stop there. Players who complete the combat missions will be added to Santa's good list. You will automatically be entered into a special giveaway for each of the two missions above you successfully complete!

    Winners will be selected at random!

Players who complete Part 1 on the EU server will be entered to win one of the following prizes:
  • 3x 1 year of Premium Time
  • 5x 1 Premium Tier IX Container
  • 5x 1 Premium Tier VIII Container
Players who complete Part 2 on the EU server will be entered to win one of the following prizes:
  • 3x 1 year of Premium Time
  • 5x 1 Premium Tier IX Container
  • 5x 1 Premium Tier VIII Container
Total Prize Pool
  • 6 Winners will get 1 Year of Premium Time
  • 10 Winners will get a Premium Tier IX Container
  • 10 Winners will get a Premium Tier VIII Container






SIK Space Invader Kreature - ajalgamedevs
Hello guys, in this update we have continued to tweak our game to make it better for you, this fixes include:

  • Fixed bug which prevented some players from dying after being defeated for the second time
  • Fixed bug which prevented some players from spectating other cameras when dead
  • Added current round on top of the display
  • Fixed head name blending with world objects
  • Minor bug fixes
World of Guns: Gun Disassembly - -=NE=-
Schwarzlose M1898 pistol has been released for World of Guns!

What's interesting in this model:
Disassembly/Assembly: 39 parts
Operation:
1. Fire, Unload, Reloading, Safety
2.Additional: Rear Sigth adjustment
3. HD textures
4. Cutaway mode

PROMOCODE which unlocks Schwarzlose M1898 for free for the first 50 users: A0EK
Instructions: run the game, go to the main menu, open console by pressing ~, type promo <code>, use CAPS LOCK, press Enter
Example: promo A0EK
Attention on different languages key for console may be different
Promo code has to be entered in the main menu!
...