Stellar Warfare - eLIET (Stellar Warfare dev)
  • Done a bunch of screen resolution fixes for those with 32:9 monitors. Hopefully they can see all the buttons now on their ultra-ultra-ulrta wide screens.
  • Spent 4 hours so far cleaning up and categorising the trello todo list
  • Disabled recoil visualisation for now
  • Manually set references for all weapon origin points
  • Updated Krautak visuals
  • Updated the 'unable to place here' building area visual
  • Shipyard also has a height indicator again
  • Added muzzle flares to all projectile based weapons
  • Changed the missile visuals
  • Beam weapons now have particle effects at the beginning and end of the beam again
Nov 19, 2021
Ollie-Oop - alex
Howdy skaters!

Just a small update today, I mainly wanted to fix the race in Doggerton, which had a few bugs going on that I had to work out. I've got more updates but I wanted to get this one out before the weekend so the race is at least possible :P

Here's a list of all the changes:

  • Fixed a bunch of bugs related to the doggerton race
  • Changed the keyboard mapping so that up/down arrow keys are push/brake, and W/S only spin you in the air.
  • Added a boost zone near the saloon so it's easier to get on top of

Next things I'm working on over the weekend are bugs with camera recentering not saving correctly, camera sensitivity issues, and some improvements for some doggerton missions. Reworking the tumbleweed corral mission to require less tumbleweeds, and shorten the timer so it's a bit less tedious. I also need to spend some time fixing up the cave part of Doggerton as well.

Scoot on, friends! And thanks for playing!
-Alex
FPV SkyDive : FPV Drone Simulator - petar_orqa
Dear Orqa Steamers,



Our campaign for FPV.Ctrl is live on Kickstarter!

Support us and get yourself high quality FPV drone remote controller, a perfect partner for FPV.Skydive simulator.

Yours,
Orqa
Nov 19, 2021
Mud River - RocPain Games
New Final Animation after defeat the Level 3 Boss

Borderlands 3 - Alana
Isn't it time you proudly displayed your love of Bunkers & Badasses across the Borderlands and beyond? Now you can evoke everyone's favorite chaotic fantasy RPG in Borderlands 3 thanks to the new loot available to earn in Vault Card 3: Bunker Masters. The final Vault Card included in the Director's Cut add-on to Borderlands 3, Vault Card 3 is now available!

If you need a refresher on what Vault Cards are and how they work, check out our Vault Cards and Diamond Keys guide for the complete rundown. Vault Cards and their respective rewards can only be accessed if you own the Director's Cut add-on to Borderlands 3, which is available for individual purchase or as part of Borderlands 3 Ultimate Edition, Season Pass 2, or the Season Pass Bundle.

As with the Fallen Heroes and Welcome to Pandora Vault Cards, Bunker Masters offers a bevy of new cosmetic items and powerful Legendary loot. Collect it all through standard gameplay or shoot your way through the Daily and Weekly Challenges for faster rewards.



BUNKER MASTERS
Vault Card 3 is all about paying tribute to Bunkers & Badasses, conjuring visions of chaotic fantasy made possible by tabletop battles, coveted custom dice, and meticulously painted miniatures. Between Bunker Masters and the recently released Tiny Tina's Assault on Dragon Keep: A Wonderlands One-Shot Adventure, you'll have everything you need to embody the spirit of Bunkers & Badasses before Tiny Tina's Wonderlands launch (Coming Soon).

https://store.steampowered.com/app/1286680/Tiny_Tinas_Wonderlands/

There are 28 unique rewards to be unlocked in Vault Card 3, with the full item breakdown below. If you've scored all the cosmetic and gear rewards, you can still earn endless Eridium and maybe even some of those coveted Diamond Keys!

4 pieces of new Legendary gear (2 Assault Rifles, Grenade Mod, Shield)
4 Vault Hunter Heads
4 shared Vault Hunter Skins
4 ECHO Device Skins
3 Weapon Skins
5 Weapon Trinkets
3 Emotes
1 Room Decoration
Remember, you can only have one Vault Card active at a time, each with their own Daily and Weekly Challenges to complete. Regardless of whether you've completed them or not, Daily Challenges refresh every day at 9:00 AM PT / 12:00 PM ET, and Weekly Challenges refresh on Thursdays at 9:00 AM PT / 12:00 PM ET.

CO-OP LOOT DROP (LIMITED-TIME EVENT)
To celebrate the debut of Vault Card 3, for a limited time we're bringing back the Co-op Loot Drop event! From November 18 at 9:00 AM PT to November 25 at 8:59 AM PT, all Badass enemies will drop more loot when you're playing co-op in online multiplayer or local split-screen. The bigger your co-op party, the more loot you’ll see drop!

This effect applies to all Badass enemies game-wide, including any you encounter in paid add-on content, such as Moxxi's Heist of The Handsome Jackpot, Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock, Bounty of Blood, Psycho Krieg and the Fantastic Fustercluck, and even Arms Race from Designer's Cut (albeit at a slightly lower bonus rate for balance purposes).

We hope all you Vault Hunters enjoy a bit of light-hearted roleplaying with the new gear of Vault Card 3, and reap tons of rewards during the limited-time Co-op Loot Drop!
Nov 19, 2021
Cereal Soup - blackmailchan
Changes
  • You can toggle equipment in character editor
  • Fires are now on during the day as well
  • An initial message is posted to all chat channels when you go in game
  • New star skybox
  • Kofi island has 3 new trees!
  • Flower and statues examine text updated
  • Many item descriptions updated
  • Moved examine text to the bottom of the screen
  • Added 8 flower crowns
  • Added 8 flowers
  • Added resources to Primordial
  • Current weather pops up in chat box
  • Added crafting system
  • Added 8 recipes
  • Added popup area on right hand of screen for information regarding adding things to inventory, spending and receiving arrows

Fixes
  • Raptor water collider fixed
  • Felis water collider fixed
  • Fog should load into the correct color from now on
  • Rainy days blend better with current time of day
  • Arrows and gastro text returns
  • Movement should speed up to target speed a little faster
  • Eyes now close properly for action editor toggle and for sleep
  • Hammock won't cause enlargements
  • Kangadillo no longer has pink claws
  • Temp removed Kangadillo as bank is reworked
  • Young animals no longer reset add ons
  • Any changes in character editors no longer save unless explicitly saved
  • Preset "Buy/Apply" button should properly show application
  • Preset market should be working again
  • Preset info is properly saved, no more buying presets only for them to still be unlocked
  • Presets are applied to character portrait in selection screen
  • Rain should no longer be invisible
  • Veal water should be deep now
  • Optimized water sources
  • Optimized essence pool water the most
  • Status info box should disappear if status disappears and you exit your mouse over the box
  • Optimized examine text script
  • Presets should not remove all of your character's hair
  • Fleaweeds are no longer sideways
  • Fleaweed should animate again
  • You should be able to remove fleas again by grooming and waiting about 8 seconds
  • Lessened rain mist on lightly rainy days, it was a bit much
  • Rainbow should work again

Known Issues
  • Daily challenges will not work, need to be reworked
Osiris: New Dawn - brian
Hey Explorers!

The testing and reports from the past two Experimental builds have performed well, so we're graduating the branch this week. In case you missed it, here's the notes for the past two weeks:

Change List
Added - Custom markers now appear on compass
Added - New meteor type to Proteus 2
Added - Multiplayer data safeguards to better persist through crashes of either host or clients
Added - Additional loading screen messaging for remote clients joining a host
Added - More robust system for syncing save data among all clients

Changed - Upped 3 active creature ragdoll limit to 10, will evaluate more solutions soon
Changed - Tweaked current mission set to lead the player through the tech tree
Changed - Very old legacy worlds will no longer be migrated to the new data system to better maintain stability of current saves

Fixed - Objects can once again be built on Custom Piece structures
Fixed - Removed nonfunctional customize screen on various objects
Fixed - Zer planet is no longer blindingly bright in low orbit
Fixed - Default language now properly is applied based on system languageFixed - Leaving an item inside the fuel window on objects such as the furnace will no longer prevent the fuel window from being accessible afterwards

Fixed - Sorting containers with multiple items in non-full stacks will no longer cause items to go missing or to be duplicated
Fixed - Crashes occurring during client joining or leaving should no longer cause data losses or duplication
Fixed - Logging out on other planets should no longer cause the player to spawn back in with their ship in orbit
Fixed - Spaceship crash handling has been further improved to reduce the instances a player will spawn back in without/far away from their ship

Please reach out to us regarding language localization to verify it's working for you.

Osiris: New Dawn - Official Discord Server

If you experience any problems loading please reach out to us here. The last thing we want is for you to have any trouble playing and experiencing the game.

Sincerely,
-Brian
Lost Nova - Encifer
There's a lot of different ways to do an in-game map. There's a lot of ways to get it right and a lot of ways to get it wrong. As the world of Lost Nova got bigger, I needed to start thinking about how to do my own in-game map. Here's the results!



Can you Read It?

Map readability was a top priority for me. As a rule, I used high-contrast colors and borders to really emphasize where you can and can't travel. I then immediately proceeded to break that rule for Secret Reasons.

Where's the SECRETS

There's a lot of secrets in Lost Nova! Would putting them all on the map ruin the fun of exploration? I'm not sure. Instead, I decided to go with a sprinkling of little hints. Certain parts of each map are left open, alluding at hidden pathways. There are tiny pictograms to mark important locations and landmarks. Each map also displays which resources you can find in that area. I'm trying to help the player as much as I can without fully tipping my hand. A tricky thing to do when you're making a game primarily about exploration.

How Do I, Jon, Even Make a Map?



I took screenshots of each area within the editor and traced them. It works!


Other Neat Things



I did a lot more than just think a whole lot about maps since my previous devlog. In Lost Nova you can now:

  • mow the lawn
  • talk to a rock
  • have multiple saves
  • play with a controller!
  • shoot a rock
It's all really coming together!


Until Next Time

That's all for now! I believe there's still one major zone in the game that I haven't talked about yet, but I'll save that for next time. Until then, don't forget to wishlist the game. It really helps me out and the Steam algorithm really likes it!

<3
Jon
Idle Champions of the Forgotten Realms - Codename


It's the last weekend of Feast of the Moon! To help you finish up those variants Bruenor, Calliope, Freely, Beadle and Grimm, and Avren are buffed all weekend long!

Check out the Treeclimber's Weekend Buff live in-game now!
Nov 19, 2021
Lost Region - Delraid


Another week more news!


Fixes and balance overhaul
This week we were mostly focused on bug fixes and some minor balance enhancements. AI is going smoothly, thanks to volunteers and our QA we are able to determine bugs even if we missed them during development. As stated before we are re-balancing a few things due to upcoming content. It will affect weapon damage, food refill rate, medicine effectiveness, etc. Work is in progress and we always look at test logs to make sure that will be no OP tactics for the Lost Region. Also, we will need to return to all of our locations in the future to replace current doors with openable and closable ones. That will make your looting slightly safer.


3D artists work
As we stated previously, our 3D artists are currently creating new meshes for the new location with the name ARS Rotor&Motor. And our level designer is filling it upon receiving new meshes. Here is an example of a checkpoint from this ARS.




That's all for today. We will continue working and next week will share some more details.
...