Nov 2, 2021
I Am Your President Playtest - MikoGot
Minor Dialogue System Fix
Animalia Survival - Zeev
Hello Wild Friends

We did some small adjustments

Fixed amount of lake's water
Lakes at Center of the map and NothWest now dry out
Better network performance
Adjusted players distance loading

Thank you!
High Brazil Studio
GrandChase - orangelemonsterr
Age of Empires II: Definitive Edition - Turkman


Here is the latest Ranked Map Rotation as determined by the developers. For the next two weeks, you’ll be able to pick from the new set of maps listed below!

Map pools as of: 6p Pacific (9p ET / 20:00 UTC / 22:00 CEST) on Tuesday, November 02 to Tuesday, November 16
👤 1v1 MAP POOL
ARABIA
ARENA
FOUR LAKES
GOLDEN PIT
HIDEOUT
SOCOTRA
VALLEY

👥 TEAM GAME MAP POOL
ACROPOLIS
ARABIA
ARENA
BLACK FOREST
GHOST LAKE
HILL FORT
LOMBARDIA
MEGARANDOM
NOMAD
the office simulation - DaNova
Unfortunate news.

the office simulation will be delisted from Steam on November 12th, 2021.

This decision was made for multiple reasons:
- The game was rushed to market. The game is unfinished and I no longer stand by this game being available on a retail market, even if the game is free.
- Issues regarding the co developer have made this game a problem to have up on a storefront legally. The game is not copyrighted nor trademarked anywhere. For that reason, I want to avoid any issues legally if possible by this game being available on Steam.

I am sorry for who this disappoints. Following the release of the office simulation, I have had a higher quality standard for titles that reach the market. I want to stand by my games creativity and quality.

Thank you all for everything over the last year. If you want to keep the office simulation, make sure to add it to your library before November 12th.

Thank you and have a great day.
- Josh Rieg
Lead Developer of the office simulation
Sprocket - Mushy
Hi all,

This one features an overhaul of everything armour related, three new parts, AI formations and improvements as well as a major vehicle optimization.

This is live on the experimental branch for a few days until you've all nailed down any issues.

To opt-in:
1. Right-click the game in your library.
2. Click properties.
3. Open the 'BETAS' tab.
4. Move onto the 'experimental' branch.

You can opt out at any time.

New Parts
  • Track belt segment off of the Mark IV.
  • Churchill sprocket wheel mount.
  • Sherman idler arm.


Additions
  • Addon armour is now visible in the armour view.
  • Maximum expected armour is now shown in the era description (this is the same as the slider soft limits).
  • Armour view can now be toggled with a hotkey ('A' by default)
  • Addon plates and track panels now add armour and mass.
  • Added AI formations, featuring line and convoys.
  • Added cruise control, driving without having to hold a button.
  • Added graphic to show the attachment currently under the cursor.
  • Added open/close animation to space/mass summary dropdowns.
  • Added open/close animation to AI order menu.
  • Added post-processing settings for vignette, motion-blur, chromatic aberration, bloom, ambient occlusion, contact shadows and depth of field. Disabling these will give a significant performance boost.
  • Added several new midwar enemies.

Fixes
  • Fixed unpredictable results when sampling armour thickness of mantlets.
  • Made effective thickness added by external armour more realistic.
  • Tracks and external fuel tanks no longer fully absorb shots. They now function as standard applique armour.
  • Fuel tanks blown off the vehicle now remove their fuel.
  • Fixed the cannon-load indicator not showing the correct value when switching from a vehicle with a destroyed loader to one with a functioning loader.
  • Removed the gap underneath roadwheels on destroyed tracks.
  • Switching vehicles now carries over throttle and steering control, you no longer have to release and press.
  • AI command highlighted selection no longer gets stuck with the highlighted colour.
  • Fuel tanks blown off the vehicle no longer match the owner vehicle's level of detail, stopping low quality barrels lying around.
  • Fixed cannon designer updating the cannon with outdated values, resulting in unpredictable results.
  • Fixed potential crash with rollers enabled and a track configuration with no rollers.
  • Decals are no longer cut-off when placed on the boundary of the hull and a fixed superstructure.
  • Deleting a blueprint while waiting for confirmation of another delete no longer causes the confirm panel to get stuck on screen.
  • Fixed blueprint-loaded decals disappearing when detached and scaled up.
  • Fixed "Taiga" scenario being unwinnable.


Changes
  • Hull/turret armour design now enables full armour view, instead of only the part being designed.
  • Turret traverse motor torque can no-longer go below hand cranked torque.
  • Roadwheels not in contact with the ground now spin at the same speed as the rest of the track.
  • Fully reworked "Fields" scenario. It has changed from latewar to midwar.
  • Changed lighting on "The Crossroad", creating an even gloomier atmosphere.
  • Changed text style on message logs.
  • Improved AI movement with Clutch-braking steering system and tight turns.
  • The scope crosshair now receives anti-aliasing, making scope markings appear crisper (with anti-aliasing enabled).
  • Various polish to designer GUI.
  • Track end wheel mounts are now flipped depending on which end of the vehicle they're on.
Optimizations
  • Attached parts are now merged with the hull/turret into a single model, massively reducing the workload on the CPU. This is especially noticeable with high-part count vehicles or big battles.
  • Made CPU processing of all vehicles more suitable for multi-threading, more noticeable at higher part counts.
  • Reduced rendering cost of wheels at far distances.


Next up:
Designable addon structures that extend the hull/turret, contributing to internal space and mass.
Legendary Journeys - kfrench16
EA Release - 0.2.4 Notes

Developer Notes

This update sees the main quest completable. All parts of the main quest are now in game. Also, I got around to making the ESC key work like in the Might and Magic games. Press it with no open windows results in the in-game menu
displaying. If a window is open, it will close it. The only exception is the Camp window. This isn't a normal window and doesn't function like the other windows. So, you will need to select an option or press the Cancel key (Backspace is default).

With the main quest completed, I'll be revisiting the Goblin Mines (they need redone - they are broken and horrible).
I'll be adding resource nodes in the world for Alchemy.

*******ALERT - Save games may be broken with this update *****************

  • New - New zone: Edgefair
  • New - New zone: Merrich Valley
  • New - Training manuals for melee skills can be found on various creatures and treasure chests in the world
  • New - You can find more alchemy recipes in the world now
  • New - ESC key now closes any open window on first press with the exception of the REST window since this a dialog style of window instead of a normal menu window.
    If no windows are open, the In-Game menu is displayed.
  • New - While in combat, press the LEFT SHIFT key and hover your mouse cursor over a monster to display a status window of the monster

  • Fixed - Found and fixed some training that was resulting in losing any spent skill points on that skill.
  • Fixed - Corrected some training messages that were incorrect for the skill that was being trained

  • Informational - There is a slight delay when exiting combat in this build. It's temporary. I'll figure out where I introduced it and get it fixed for the next update.
Nov 2, 2021
Arcane Waters - burlin_gauna
- Added damage over time to the sticky venom residue [4749]

- Removed the lightning residue attaching to players when hit by a lightning attack [4749]

Fix for FMOD errors spam

Nov 2, 2021
Pixel Studio - pixel art editor - hippogamesunity
  • You can now add music in Animation Manager
  • You can now upload animations with music to Pixel Network
  • Saving to MP4 also supports audio now
  • Rearranging tabs
  • Uploading active projects to Pixel Network with "Save" options
  • Critical bugs and app crashes fixed
  • PSP format optimized (you can't open new PSP files with older app versions, please update)
Tetris® Effect: Connected - Sarah ⭐
Connected 2021 Tournament Finals Kick Off This Weekend
First Official Tetris® Effect: Connected Tournament To Be Livestreamed on Twitch

The final rounds of Connected 2021, the first official Tetris Effect: Connected tournament, take place this weekend, November 6 and 7, 2021, starting at noon Pacific time with a special multi-mode Triathlon event on November 13. Players around the world have been competing in qualifying rounds since September, culminating in this weekend’s broadcast featuring the best of the best.

The entire event will be streamed live with English play-by-play commentary via the Classic Tetris World Championships’ Twitch channel at http://twitch.tv/ClassicTetris and restreamed live with Japanese language analysis on the Enhance Twitch channel at http://twitch.tv/EnhanceExperience.



Read more on our website: https://www.tetriseffect.game/2021/11/02/first-official-tetris-effect-connected-tournament-happening-this-weekend/
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