Nov 16, 2021
Opus Castle - Takada


Our latest Patch has now been released.

Update 1.0.2

Highlights
  • Fixed a bug preventing game progress.


If you have any problems with the game or found any bugs, let us know on the game's forum so we can analyze it!




Nov 16, 2021
Factory Town - Erik Asmussen
  • Single-placed chutes will automatically create a Grabber if next to a building. This will not be performed if another path or building exists at the other endpoint, and the placement position is flat, as it is ambiguous which way the direction of travel should be
  • Fixed visible seams in water
  • Fixed ambient audio loading incorrect clip on first map launch
  • Directional arrows near buildings are no longer displayed when building chutes or belts - it is irrelevant now that buildings do not auto-output in their facing direction
  • Environmental audio will crossfade between clips when changing
  • AoE Radius is shown when placing or moving a Town Center
  • Can now remove an input binding in Controls by right-clicking on the item and hitting ‘Remove’
  • File 'Show' button is disabled for Steam Cloud saves as it is not possible to derive the parent directory
Gridiron - TMlive
Patch 1.0.4.31

GFA Fan Badges
Players can now purchase badges that feature the logo of some of the longest standing GFA teams and show their support! A portion of all badge sales will go towards funding the GFA moving forward.


General Changes
We changed the way that field goals function. A failed field goal will now result in a turnover on downs at the kick location unless the kick is attempted within the receiving team's 20 yard line. Players who block a field goal attempt before it is kicked will actually scoop the ball up and can attempt to run it in for a touchdown!

Bug Fixes
  • Fixed an issue where calling a timeout after a play ended would cause the free roam wall to be too close to the line of scrimmage on the following play.
  • Fixed an issue where the next play would not be set up correctly following a time out.
  • Fixed an issue where calling a timeout immediately following a touchdown would cause issues with the PAT.
  • Fixed an issue where the shop would blur background UI elements but they could still be clicked.
  • Fixed an issue where the wrong team would get the ball back after a blocked field goal.
Nov 16, 2021
FTD2 - belinda.b.ramirez60
Update 1.0.42

Fix to random foliage on levels 3 and up.
Small positional change to Level Title Banner.
MapleStory - ColonelPanic
November 13 saw the return of MapleStory Fest entirely at home, and countless Maplers from around the world joined us to get a sneak peek of what's coming to MapleStory and MapleStory M! Check out some of the highlights!

As this was an entirely online affair, you can relive all of this year's MapleStory Fest, including the release of iconic MapleStory tracks on Spotify, the arrival of Pathfinder to MapleStory M, and a full exploration of MapleStory's upcoming On Air Update, as well as the quizzes and contests, in the full Twitch VOD!

Thank you for watching MapleStory Fest and playing MapleStory and MapleStory M. We look forward to seeing you (hopefully in person for real this time) next year!
Cygnus Pizza Race - Indie Imprint
Release Notes:
It's time for the Tournament of Champions!
This patch includes the level prep for December as well as a few fixes, tweaks, updates, and improvements to make sure that everything is ready for the Tournament to have the first official race on Friday November 19th.

For The Hive - ArcaneWorlds
Hello, again, For the Hive fans!

As promised in our commitment to keeping you updated on the latest game developments, we're dropping in to share some exciting new updates on our progress. We hope that you're enjoying the ride and are excited about the coming end product as we are because we think it's going to be something extraordinary and worth the wait.

So, without further ado, let’s jump into our latest game developments.



Time

Just as time is essential in the human ecosystem, it's also essential in the insect world. Thus, we've added a time dimension to gameplay that allows your insect to explore the world both in daylight and by night.

The time element adds new levels of interest and intrigue to the game, and it better simulates what happens in the real world.



As you play the game, you will also notice that seasons will change, adding new elements of surprise and strategy to your survival. As the seasons change, so do environmental colours, and even the positioning of the sun and moon in accordance with the seasons.

This reality is heightened with other gameplay experiences, too. For instance, eggs can hatch or spoil, insects grow, evolve, and die of old age. As new generations are born, they replace the older generations. Your insect will experience these same elements of time, learning to navigate new challenges of growing older as you explore the world around you.



Years will pass by as you enjoy living the life of a tiny ant or one of the many species we are planning to add.

To help you keep track of your progress and activities, we’ve added an in-game clock. The For the Hive day runs from 6 am to 6 pm, and throughout the day, you will notice your environment change as the sun rises, moves across the sky, and finally sets in the evening.



We’ve paid close attention to other aspects of time, too. At night, you will see the moon and starry skies. And even though your insect’s day ends at 6 pm, you can still keep playing into the evening if you’d like. We’ve made the background light enough for you to do so, or you can find shelter for the night.

If you play into the night, make sure you remain on high alert, as night play is riskier. Keep a watchful eye for night prowling predators intent on putting an end to your journey. For those who explore into the dark of the night, the gameplay rewards are greater, but play at your own risk.



We think you will enjoy these elements and the beauty and artistry that has gone into creating them. From changes in ambient lighting to gorgeous hues setting the sky on fire as the sun sets, the graphics surrounding time in the game are an experience themselves.





Weather

We’re also excited to be making steady progress towards building a complete weather system. Things are still taking shape in this area, but effects like fluffy clouds above you and grass gently swaying in the wind are seemingly small details that add up to a truly immersive experience.



Non-Playable Characters and AI Navigation

What’s a world without other insects in it? To simulate real-world experiences, we're experimenting with non-playable characters (NPCs) that your insect will encounter along the way.



The addition of non-playable characters adds some development challenges. For instance, we’ve had to figure out how to make these characters able to navigate obstacles like rocks, trees, plants, and other obstacles in their way.



The addition of these characters also means you’re never truly safe, so keep your guard up as you navigate your world, as it can get hostile sometimes!

We've created our NPCs to have interactivity to their actions and respond in ways as if a human is controlling them. They can jump, hop, fly, glide, and land. You can also interact with them along the way to make your journey more exciting and rewarding.



Our initial plan is to simply have other insects navigating their world as a backdrop to your experience. But as the game continues to develop, these players will engage in various activities, including mating, foraging for food, and even causing trouble. The goal is to make the world around you full of life, just as it is in the real world.



Wrapping Up

We hope you’ve enjoyed this latest update. Everything we’re working on is designed to create a truly magical gaming experience that makes you feel like you are part of the environment you’re exploring.

We’ve got more cool features up our sleeves, and we’ll be sharing more with you as they take shape.
In the meantime, be sure you subscribe to our YouTube channel and turn on your notifications so you don’t miss a thing in the For the Hive universe. Be sure also to check out our site at https://www.forthehivegame.com/.

And a huge thank you to the hundreds of fans who wishlisted the game on Steam and have been following us on social media after reading our last blog or watching our devblog videos. Our team has been blown away by the positive response and comments.

See you in the next DevLog,

Arcane Worlds Team,


Planetary Annihilation: TITANS - TNB Studios
We've updated the external web location the game looks for mods to reflect a new home. The old home unfortunately went off line, and we've been creating a new location for mods to live in the meantime.

Mods should now be operational again in game, both in search mode and should download correctly.

The only practical issue is that the mod list may not be updated with such frequency any more - more like once a day, rather than the multiple-times-a-day as it was previously.

This is a temporary fix, but there will be a new release at some point in the relatively near future which consolidates all mod uploading and curation into one location. Watch this space!
Nov 16, 2021
Ragnorium - Vitali Kirpu
EPISODE 36 / PS1 UPDATE 19
*NEW: All Colonist Augmentations have been removed/deprecated, and all Clones are now homogenized and are categorized into different rarity tiers. Customization is going to happen through current GEN-1 Skill Capsules and new Epic GEN-2 Skill Capsules in the future.
*NEW: Colonists Cloning process on metagame has been removed, and now you select clones just like you select any other module or cargo item. Colonist rarity tier, gender, skin color, and name are now revealed during planetary gameplay.
*NEW: Common Colonist has a base MAX LIFE of 18, Base STAGGER of 12, base CRIT Chance 0%, base DAMAGE of 2-3, and 1 Empty Skill Capsule Slot.
*NEW: Uncommon Colonist has a base MAX LIFE of 20, Base STAGGER of 16, base CRIT hance 2%, base DAMAGE of 2-3, and 1 Empty Skill Capsule Slot and in addition green accent aura with slight skin color tone change.
*NEW: Rare Colonist has a base MAX LIFE of 22, Base STAGGER of 18, base CRIT hance 4% base DAMAGE of 3, and 2 Empty Skill Capsule Slot and in addition blue accent aura with slight skin color tone change.
*NEW: Epic Colonist has a base MAX LIFE of 24, Base STAGGER of 20, base CRIT hance 6%, base DAMAGE of 3, and 3 Empty Skill Capsule Slot and in addition purple accent aura with slight skin color tone change.
*NEW: Legendary Colonist has a base MAX LIFE of 26, Base STAGGER of 26, base CRIT hance 8%, base DAMAGE of 4, and 4 Empty Skill Capsule Slot, and in addition orange accent aura with slight skin color tone change.
*NEW: Colonist Tattoos are removed, and they are replaced by Rarity Tier accent color that covers colonists' arms.
*NEW: Bleeding colonists are no longer covered in red blood.
*UI: Colonist Profile Updated to take into account Colonist rarity types.
*UI: Colonist Nature is no longer shown in the character profile.
*BALANCE: Researching no longer provides any passive colonist XP.
*BALANCE: Colonists are no longer defined as Muscular or Ectomorph and Heavy Weapon usage requirement lifted.
*BALANCE: Captain's Berret no longer provides +1 damage boost.
*BALANCE: Colonist Knockdown Injuries removed.
*BALANCE: Commando Colonist is guaranteed to be at least Rare Type.
*BALANCE: Captain Colonist is guaranteed to be at least Uncommon Type.
*BALANCE: Training Dummy Research XP yield significantly reduced.
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*BALANCE: Garnworm MAX LIFE decreased to 16 from 18.
*BALANCE: Wasp MAX LIFE increased to 16 from 11.
*BALANCE: Wasp DAMAGE decreased from 4 to 3.
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*BALANCE: Building Decorative Objects now provides global colonist XP; your colonists will grow with your colony.
*BALANCE: Decorative Objects no longer refund resources that were used in the building.
*UI: Updated Decorative Tooltip to reflect this change.
*BALANCE: Expansion Capsule requirement to expand your colony has been reduced.
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*BALANCE: Objectives now always yield Colonist XP to participating colonists and 1 GEN-1 Skill Capsule for you to use.
*BALANCE: Skill Capsule Specific Objectives yield 2 Skill Capsules instead of 1.
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*REMOVED: Colony Maintenance/Tax System removed from the game.
*REMOVED: Colony Prestige Rating System and Prestige Research removed.
*REMOVED: Colony Defense Rating System and Defense Research removed.
*REMOVED: Humanzee Tree Spawn, Humanzees, Dark Humanzees, and Objective to obtain Humanzee Taming Item (ABC's) disabled from new saves.
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*CHANGE: Dropped Items by colonists will now be marked for Store so that when there is space, they will pick them up again without the need of player intervention.
*POLISH: Overworld Item Styling improved, and this change also makes it easier to see which items belong to your colony.
*POLISH: Colonist body looks improved and removed Order To Movement visualization line.
*------------------------------------------------------------------------------------------------------------------------------------------------
*Small Performance optimizations for medium-sized colonies -> work is underway, and some big gains are to be made soon.
*------------------------------------------------------------------------------------------------------------------------------------------------
*Fixed bug where Organic Matter had big collider, which resulted in blocking of cursor actions.
*Fixed bug where Quantum Computer Icon was displayed even if UI was hidden.
*Fixed bug where Colonists could get soft-locked using Order Move on Ramps (Example: You order to move your colonists to go inside the house, but you press on the roof instead).
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*Backward Compatability: Existing Clones in current saves default to Common Type Colonists, and you don't need to start a new game if you don't want to; this update is entirely backward compatible.





What can you expect from PS1 Updates?

Post-Season 1 Updates are intended for polishing the game and preparing the game for Season 2, which by the current pace would happen somewhere in 2022 Fall with the release of Episode 37. These PS1 updates don't have a schedule and will be happening randomly during the last months of EA and after the game is out of EA.

In detail, these updates include Bug fixing, polish of the current systems, balance and some light revamps, and localization. The goal is to perfect all the content that has been introduced during EA/Season 1 of Ragnorium and fill the gaps that might exist.

The best is yet to come.

NOTE: If you have game saves where colonists are getting stuck, i urge you to give me these saves so i can fix the issues (located in the game folder); as of right now, after PS1 19, i don't know if there are other cases where colonists can get stuck.
Nov 16, 2021
MechWarrior 5: Mercenaries - matt.newman


Greetings Mercenaries!

Today we're bringing you another patch to MechWarrior 5: Mercenaries and the DLC - Legend of the Kestrel Lancers. Here are a few highlights of this update:

Release Time: 16:00 PM PST Nov 16th, 19:00 PM EST Nov 16th, 00:00 AM UTC Nov 17th


GAMEPLAY
  • Fixed an issue where Mechs occasionally don't shoot with a clear shot at the target. The implementation also addresses an issue where users found AI mechs with LRM's equipped not attacking
  • Fixed the issue where battlefield loot items were not being added to inventory
  • Fixed the issue where the minimized batttlegrid positioning is off on specific maps
  • Mechs injected from an imported save will now keep any installed Upgrades
  • Players can now import Career saves when starting a new Career
  • Fixed the issue where the Rasalhague questline appears before the formation of the FRR
  • Fixed the issue where "No Pilots Left Behind Pt.2" was not spawning enemies

UI
  • Fixed issue where the Battlemech maintenance/upkeep costs are all 10,000
  • Updated prompt to clearly define what will be imported when starting a new career
  • Updated the Cross-Platform Social Icon
  • Fixed the issue where players reputation will briefly appear incorrect when swapping tabs

BACKEND
  • Updated Nvidia DLSS DLL
  • Updated AMD CAS to a new version


We hope you enjoy this update!

The MechWarrior 5 Team
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