Silicon City - Apocalyps'
Patch content
  • FIX: Improved electricity dispatching
  • FIX: Translations improved

Known issues in 0.33.7
  • Firefighters and ambulance drivers do not use their emergency vehicle to reach the emergency destination
  • Powerballs still have some difficulties to reach far and almost isolated areas
  • Texture of several buildings are bugged
  • Sometimes databars are not updated when building information change
Mount & Blade II: Bannerlord - Callum

Beta e1.6.5

Singleplayer

Crashes
  • Fixed a crash that occurred when talking to a newly assigned governor.
  • Fixed a crash that occurred when attempting to give a clan role to a governor.
  • Fixed a crash that occurred due to education notifications popping up endlessly.
  • Fixed a crash that occurred when becoming a vassal for the first time.
  • Fixed a crash that occurred when donating troops to a garrison.
  • Fixed a crash that occurred when the quest giver lost control of the quest settlement during the "Revenue Farming" quest.
  • Fixed a crash that occurred upon being taken prisoner while trying to sneak into a settlement during the "Gang Needs Recruits" quest.

Performance
  • Optimised the function that selects a random element from a list.
  • Optimised the function that calculates ideal garrison strength.
  • Optimised the function that calculates the score for a party's target behaviour.
  • Fixed numerous spike issues that occurred with menus and transitions.
  • Minor improvements to combat missions.
  • Minor improvements to the campaign map.

Save & Load
  • Fixed a bug that reset the hideout progress bar after loading a save file.
  • Fixed some save and load inconsistencies.

Localisation
  • German, Chinese & Turkish localisation improvements.
  • Minor text fixes and updates.

Art
  • Added 1 Aserai crown.
  • Added 2 Battanian armours (Battanian Long Tartan, Battanian Kilt over Tartan Trousers).
  • Visual improvements to troop portraits.
  • Added ballista cover models.
  • Added ballista covers to some Empire and Aserai scenes.
  • Civilian agents will no longer spawn in castle scenes.
  • Improvements to the Sturgia level 3 castle gatehouse prefab.
  • Fixed a bug with the Sturgia level 3 castle broken walls.
  • Fixed a bug that caused slower speeds when descending stairs.
  • Fixed a bug that created an invisible fence in some Sturgia villages.
  • Fixed a bug that caused equipment to disappear inside the training ground arenas.
  • Fixed a few incorrect barriers in the Empire level 2 keep battle scene.
  • Minor fixes to Empire and Aserai castle siege scenes.

UI
Changes
  • Party role assignment improvements:
    • All roles and members are now shown separately.
    • The automatic assignment of party leaders to open roles within their party is now reflected in the UI.
  • The stack amount is now shown while crafting javelins in the crafting screen.
  • Added world map notifications that trigger when the player loses a trait.
  • Added pregnant icons to the encyclopedia and the clan page.
  • Hovering over names in conversations now opens a tooltip that includes the character's relation score with the player.
  • Added available quest names to character tooltips.
  • Encyclopedia next and previous pages are now navigable with the 'Q' and 'E' keys.
  • The scoreboard can now be closed with the 'Enter' key when the mission is over.
  • Added an option to disable the target lock feature.
  • Changed the map selection on the custom battle screen to a dropdown menu.
Fixes
  • Fixed a bug that allowed the manage army window to be opened when it shouldn't have been possible.
  • Fixed a bug that allowed some unequipable items to be equipped.
  • Fixed a bug that prevented some lords from appearing in the siege encounter overlay.
  • Fixed a bug that caused the unsaved and unapplicable changes warnings to remain unlocalised.
  • Fixed a bug that caused mobile party trackers to have no banner visuals.
  • Fixed a bug that caused the movement tutorial to show up in unrelated missions.
  • Fixed a bug that caused the "Recruit All" button to show the wrong keybind for gamepads.
  • Fixed a bug that caused an invalid food consumption value to be shown on the encounter overlay.
  • Fixed a bug that caused the photo mode exit key to show the wrong text.
  • Fixed a bug that caused the "Game Tips" navigation buttons to be enabled even if there was only one tip to show.
  • Fixed a bug that caused the equipment selection radial on gamepads to stay visible after the player died.
  • Fixed a bug that caused tracked troops and prisoners to affect each others' lock status.
  • Fixed a bug that caused the exclamation mark notification to show up on the quest log page button for no reason.

Battles and Sieges
  • Added troop selection to keep battles.
  • Fixed a bug that caused siege defenders to go to an incorrect defending position to meet the attacking ladders/towers in scenes with multiple offensive climbing spots.
  • AI units no longer stop using siege machines when they receive damage.

Clan and Party
  • Siblings will no longer be given the same name.
  • Fixed a bug that caused lords to get stuck in a companion's party.
  • Fixed a party role assignment bug.

Armies
  • Parties that haven’t yet linked up with the army will no longer affect cohesion change.

Kingdoms and Diplomacy
  • Players can now create a kingdom through dialogue with governors.
  • Fixed a bug that allowed imprisoned NPCs to be able to marry each other.
  • Fixed a bug that caused extremely high tributes to be paid when making peace.

Economy and Trade
  • Caravans are now transferred to the heir when the player character dies.
  • Fixed a bug that caused nobles to give away their prisoners for free in barters.
  • Fixed a bug that caused caravans to target settlements that were under siege at the time.

Crafting
  • Fixed a bug that prevented the crafting order relation effect from the 'Experienced Smith' perk from working when the order had been completed with a companion.
  • Fixed a bug that allowed hidden crafting pieces to be unlocked (they are there for save compatibility only).

Settlement Actions (Town, Village, Castle and Hideout)
  • Tournament Changes:
    • Tournaments are now auto-simulated after 15 days without player interaction.
    • The tournament winner will receive an elite reward (a reward that costs 5000 denars) if there are 4 or more nobles in the tournament (player included). The value of the reward scales with the number of nobles that participate in the tournament. If there are less than 4 nobles in the tournament, the winner will receive a random regular reward which costs between 1600 and 5000 denars.
    • If the winner is the player character or a clan member who is in the main party, the tournament prize will appear in the player's inventory. Otherwise, the value of the prize in denars will be given to the winner's clan.
    • Non-hero troop distribution has been changed to around 40% Tier 3 troops, 40% Tier 4 troops and 20% Tier 5 troops in both tournaments and practice fights. If there aren’t enough troops to hold this condition in the garrison, the remaining slots are filled with random Tier 3-5 troops.
    • Updated the tournament game menu text.
  • Fixed a bug that prevented relation increase with a settlement owner when donating prisoners.
  • Fixed a bug that prevented garrisons from increasing despite showing +X change per day in the tooltip.

Quests & Issues
  • Added a campaign.cancel_quest console command which can cancel quests.
  • Changed some quest related conversation dialogues to map conversations instead of mission conversations.
  • The "Scout Enemy Garrison" quest will no longer target settlements that are far away.
  • The "Fencing Stolen Goods" quest will now succeed if the player waits in the quest settlement until the quest times out.
  • Changed some variables in the "Art of the Trade" quest (making profits from it will now be easier).
  • Notables that the player character gains or loses relation with in the "Revenue Farming" quest will now remember the player character.
  • The target settlement in the "Prodigal Son" quest is now being tracked on the map.
  • Text improvements to the "Gang Needs Recruits" and "Lord Wants Rival Captured" quests.
  • Fixed a bug that caused the bandit party to wait near the settlement gate in the "Caravan Ambush" quest.
  • Fixed a bug that prevented relations from decreasing when the "Army Needs Supply" quest failed.
  • Fixed a bug that caused the companion that was resolving an issue to disappear if the quest giver had died.
  • Fixed a bug that timed out the "Eliminate Kingdom" quest.
  • Fixed a bug that caused Arzagos and Istiana to be moved to the keep after kingdom creation.
  • Increased the chance of capturing prisoners in the fight with raiders during the tutorial.
  • Fixed a bug that caused the player to spawn as a spectator if they retreated and tried to enter the battle again in the fight with raiders during the tutorial.

Conversations & Encounters
  • Added additional lines for surrender demands and comments from NPCs that had participated in tournaments with the player.
  • Fixed a bug that caused the kingdom creation dialogue option to appear even though the player had already created a kingdom.
  • Fixed minor errors in dialogues.

Other
  • Ira is now shorter and has a slightly smaller build.
  • Musicians in taverns no longer have the same faces.
  • Fixed a bug that caused the player's stash to be cleared.
  • Fixed a bug related to calculating troop upgrade targets for mercenaries.


Multiplayer

Map Related
  • Echerion
    • Adjusted 3 of the respawn positions (made the seaside's team timing advantage smaller for reaching the B flag).
    • Fixed physics problems with some ramps.
    • Adjusted lighting and added new details.
    • Improved performance by disabling hundreds of unused light probes and by removing some distant flora.
    • Learn more here!
  • Xauna
    • Added a new wall/obstacle at the C flag.
    • Adjusted the middle pit fence, making it easier to shoot through.
    • Fixed physics problems with some ramps.
    • Improved performance by disabling hundreds of unused light probes and by removing some distant flora.
    • Learn more here!
  • Ayzar Stronghold
    • Heavily adjusted attacker and defender spawns in the end phase.
    • Added new ballista positions.
    • Adjusted lighting and added new details.
    • Fixed some broken stairs.
    • Learn more here!

UI
Changes
  • Added progressive badges for individual game mode kills and wins, hours played, and levels gained.
  • Improved the display of teammates' equipment by showing their equipment over their characters in the class selection screen.
  • Added two new options, "Enable Generic Avatars" and "Enable Generic Names" which replaces usernames and avatars with generic names and avatars.
  • Made changes to ensure that secondary team colours are more consistent.
Fixes
  • Fixed a bug that caused the clan matches button to be visible when clan matches were disabled.
  • Fixed a bug that prevented scoreboard player avatars from being shown in duel mode.
  • Fixed a bug that prevented team selection from working during class selection.
  • Fixed a bug that caused player equipment to not update correctly in duels.


Both

UI
Changes
  • Added tab navigation to the options screen with Q and E keys.
Fixes
  • Fixed a bug that caused tooltips to stay visible on-screen.
  • Fixed a bug that caused the cursor to be visible while a video was playing (splash screen, campaign intro).

Performance
  • Improved multi-core CPU usage.
  • Improved performance of the on-demand animation loading system.

Combat
  • Increased the tendency of cavalry agents to couch lance.
  • Fixed a bug related to cavalry agents' aiming system that caused agents to aim at the wrong position.
  • Fixed a bug that was causing units in a shield wall formation to move their shields up and down constantly.
  • Fixed a bug that caused ranged units to switch to melee mode whenever they were placed near castle gates.
  • Fixed a bug that prevented certain weapon types from being wielded on spawn.

Other
  • Fixed a bug that caused the rotation of siege engines to revert to their default after being destroyed.

Modding
  • For further explanation and additional information on the modding changes check the following thread: e1.6.5 Modding Adjustments.
  • MapConversationTableau's atmosphere selection is now moddable. Modders can change the SandBoxViewSubModule.MapConversationDataProvider with SetMapConversationDataProvider and set their own custom atmospheres.
  • Modders can now add and remove additional Vec3 targets to mission namemarkers with AddGenericMarker and RemoveGenericMarker.
  • Encyclopedia Home page tabs (settlements, clans, kingdoms etc.) are now moddable.
  • The code that awards charm XP was moved from ChangeRelationAction.ApplyInternal to CharacterRelationCampaignBehavior.
  • Fixed an issue with modder-created WeaponUsageData instances not being included in the crafting templates.
  • Whether or not a hero can give out volunteers can now be changed with newly added VolunteerProductionModel.CanHaveRecruits.
  • Added OnAfterSessionStart event.
  • Removed characterobjects of removed heroes.
  • Errors with XMLs will now show an error with the faulty line and details (also in e1.6.4 latest changes).
  • Ensured that the HostileRelationship tag works.
  • Fixed some layers not being rendered on newly created terrains.
  • Fixed major memory leaks that occurred on every terrain edit operation.

Known Issues
Kitaria Fables - Misao Kamiya


Hello, Residents of Paw Village! 🐾

Thank you all for your feedback and support for Kitaria Fables, we want you to know we're listening and made the following changes, bug fixes, and updates!

Controller Update Version 1.0.0.9

Optimized and fixed some issues with the controller input system - The settings "Open Inventory Menu," "Open Pause Menu," "UI Select," and "UI Back/Close" will no longer be adjustable to prevent locking the player out of some functions accidentally - Fixed movement and selection that used analog input from being modified from controller mapping.

Due to several reworks on the controller input system, this update will reset your previous controller mapping settings to default. This will also resolve an issue that players cannot open the menu or have missing inputs in their mappings.

Steam creates a virtual gamepad for all connected gamepads based on their configuration, so this is the approach we took to solve the issue:

Step by Step guide

  1. When you connect your Bluetooth gamepad, make sure to wait until it is displayed as a gamepad instead of a keyboard or any other device, then connect. (T3 Terios Bluetooth gamepad, for example)

  2. Go to Steam -> Settings -> Controller -> General Controller Settings -> Check the Guide Button Focuses Steam and Generic Gamepad Configuration Support and uncheck the rest. 3. It should be detected as a generic gamepad on the detected controller at controller settings. Click it, then click Define Layout.

  3. Wait until the Steam Overlay message "Gamepad Loaded" shows up, then the Bluetooth Gamepad should work.

  4. Try to run the game!
We truly apologize for the issues/bugs you have encountered, we will do our best to fix them!
Thank you!



Kitaria Fables is out now!

https://store.steampowered.com/app/1356280/Kitaria_Fables/

Click below to join our Discord server!



- PQube & Twin Hearts
Animated Puzzles - Mexond
As a part of the Steam Tabletop Fest, we'll be live-streaming Animated Puzzles.

-----

About the game:
Animated Puzzles Star is a Jigsaw -style puzzle game with a fun and fascinating twist, animated pictures.

A wonderful pastime, in which beautiful photos are combined with natural motions and effects, giving you a puzzle experience out of the ordinary. The soft animations keep you relaxed, at the same time as it adds a fun and challenging twist to the gameplay.

A perfect way to unwind and have fun!

Co-Op
Enjoy Animated Puzzles by yourself or together with friends and family in co-op play, a great way to hang out. Why not play with your kids at home, or maybe friends and grandparents far away. This game is suitable for almost any age!

https://store.steampowered.com/app/379610/Animated_Puzzles/

Apex Legends™ - marty


The beauty of the new Storm Point map is beyond compare, but danger lies within. New Legend Ash joins the Games, and the C.A.R. SMG joins the Loadout in Apex Legends: Escape!

Learn more about Apex Legends: Escape: http://x.ea.com/70896
Oct 25, 2021
Revelation Online - Fayne
Demonic War has arrived! Here’s everything you’ve been looking forward to in Revelation Online’s latest big update, including a demon-filled Dungeon, a new stylish Fashion Collection, and more. Check out the features below, and get ready to slay!
 
CITY OF THE DEMON GODS: TREACHEROUS DEITIES
The City of the Demon Gods dungeon is back for the Demonic War update, and there is a new challenge to overcome: Treacherous Deities. Destroy The Demon Emperor Relius and his four faithful servants with up to 10 players to complete this challenge and loot the spoils of war.



ELEMENTAL GUILD RAID
Grab your allies and prepare to face off against five elemental bosses in the new Elemental Guild Raid to earn incredible rewards and the highest respect in Nuanor.


 
NEW COSMETICS & COMBAT FLAIRS
There are looks for every occasion (and every dungeon) with the brand-new cosmetics available in Demonic War. Combat Flairs are also new, and add a special something to skins that will cause incredible effects when certain skills are used in battle.



Jump into epic battles with the Demonic War Update, available now in Revelation Online — free to download and play on PC from MY.GAMES Store and Steam!
Clash: Artifacts of Chaos - [ACE] cbordeu
The first Zeno Clash and its sequel both had very different approaches for their level design. They both had the common goal of showing players a rich world with very distinct and unique locations - but they both approached that goal from a different angle:

Zeno Clash 1 was made by such a small team that we had to create the illusion of scale by having small combat areas surrounded by larger portions of the world you could see in the horizon, yet never visit.


Zeno Clash (2009)



Zeno Clash 2, with its bigger scope allowed players to explore through large interconnected levels, and was much larger, yet the open ended levels offered more space than we were actually capable of filling - making exploration less exciting than we could have hoped for.


Zeno Clash 2 (2013)



Clash: Artifacts of Chaos is neither “A” nor “B”. It is “C”. And it is much better than our previous attempts. It is also a reason why the Souls games have a strong influence in the design of this game. I once saw a video of famous youtuber “Maximilian Dood” where he ranked Souls-Like games from worst to best, which ended up with Bloodborne taking the #1 spot. Maximilian, despite focusing primarily on fighting games (and combat mechanics), said that it was probably the world design what gave Bloodborne the crown, and I wholly agree. Bloodborne is a masterpiece of level design - and From Software games are excellent in this regard.


An editor view of the level design of Clash suggests a much more interesting "maze-like" layout with multiple paths and interconnecting areas



Clash has a fully interconnected world that is inspired by Bloodborne (but is not entirely the same). Our game has no actual discernible levels. It has one large world that never goes into a loading screen. “Maps” (or areas of different themes) are interconnected in surprising ways, and discovering / enabling shortcuts is an essential part of the design. You can also see areas of the game at a distance which you cannot access until later portions of the adventure.

The design is not restricted to small combat arenas, and is not based on large open areas that lead to others. We are doing intricate level design - something certainly new for the series. Maps are not too large or small - they are the size they need to be based on what we expect the player to be doing at the moment. And by itself this leads to a surprising enjoyment of traversing and discovering the world. Just getting from one area to another is fun - regardless of the combat or content of such levels.


Clash: Artifacts of Chaos



The world and level design has been one of my main areas of responsibility for this project. When we started working on the environments the directive for the team was: “We have a mission - and that is no matter how other parts of the game end up, level design has to be interesting enough to almost carry the game experience through by itself. It has to be one of the brightest aspects of the experience. We are not making a canvas for other game mechanics to exist… the level design must be a game of its own.”

We look forward to seeing people explore our game world next year, and are excited to share more about other exciting features in development. Stay tuned for more information as we continue development of Clash: Artifacts of Chaos.

If you wish to follow other news, follow us on Twitter https://twitter.com/ClashAoC ...and don't forget to follow us and wishlist on Steam ːsteamhappyː

Carlos Bordeu
Age of Empires IV: Anniversary Edition - lady_eridani


For nearly 25 years, the Age of Empires series has been delighting millions of real-time strategy fans around the world. With a focus on real historical events dating all the way back to the Stone Age, the series tasks players with determining how those events played out, allowing them to experience history as it was or create a new history of their own. It’s clearly resonated with fans, selling over 25 million copies over the years.

With that in mind, our developer teams at World’s Edge and Relic Entertainment knew that we had big shoes to fill in developing the upcoming Age of Empires IV. However, we knew it wasn’t enough just to create a game that not only checked all of the requisite real-time strategy boxes but also delivered an experience that exceeded our fans’ expectations. We knew that we needed to go above and beyond to let more people than ever play.

Enter Min Spec mode, which will allow players on older and lower-powered machines to experience Age of Empires IV.

Read More



https://store.steampowered.com/app/1466860/Age_of_Empires_IV/
Defend the Rook - cyndiegoblinz
Hi everyone,

Defend the Rook will launch on October 26th - but in the meantime, you can watch our live stream to discover more about the gameplay!


Features:

- Deploy your heroes to outsmart the enemy!
- Build and upgrade your towers to survive the onslaught!
- Place traps and barricades to defend your castle!
- Enjoy a set of procedurally generated roguelike battles like no other!

✨ Don't forget to wishlist!

https://store.steampowered.com/app/1531250/Defend_the_Rook/
Terraformers - cyndiegoblinz
Hi everyone,

As Terraformers is participating in the Steam Digital Tabletop Fest, check out some gameplay on October 25th!

https://store.steampowered.com/app/1244800/Terraformers/
Features:

Explore the Red Planet
Send your leaders to mysterious locations and be the first to discover rich resource depots, giant crystal caves and stunning natural wonders.

Develop your cities
Found new cities on craters and in lava Tubes. Make them thrive and meet your population's rising demands.

Manage your resources
Mine the rare metals of Mars, manufacture them into advanced goods and set up an effective transport system between your ever-growing cities.

Terraform with ambitious projects
Restart a volcano, construct giant space mirrors or crash ice asteroids to geo-engineer the entire planet.

Become a gardener of life
From spreading adaptive bacteria, to planting full-grown forests with bears. Each life form has specific requirements and provides strategic benefits.


For the occasion, we also released our free prologue, Terraformers: First Steps on Mars!



Lead the first human settlement on Mars! Earth is sending its first expedition to assess the viability of human settlement on Mars, with the long term objective of terraforming the planet and spreading life across its surface. You will have to explore the planet, exploit local resources and develop your colonies into large cities. But make sure to provide a decent living standard for your people to retain their support! Are you ready to lead mankind's first steps on Mars?

https://store.steampowered.com/app/1557040/Terraformers_First_Steps_on_Mars/

We hope you will have fun and can't wait for your feedback!
Our Discord server: https://discord.gg/Xg8NqPTjyB

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