Let's Build a Zoo - TinyPixxels
Hey folks, and welcome to UPDATE 2! This has been a really important one for the team, with a focus on stability and squashing the bugs you've all been finding!

As always, thank you for chatting to us in the forums and over on Discord, and for all your reviews! If you haven't left one yet, please consider doing so, they help us out a massive amount!

AS AN IMPORTANT NOTE: As part of this update, we have had to reset your config file. If you have made any changes there, you will need to go back to the file and make them again (after running the game)

Right, on to the fun bit - here's what's changed for UPDATE 2!!



Quality Of Life

  • Stopped research reminder if you have unlocked all research - your building will no longer ping you every day!
  • Made the research reminder pop out only when you have enough points to actually unlock something in the grid
  • Moved the animal release hub pop up to be a blocking message, so the game will never auto-cancel it when something more important happens
  • Added a clearer differentiation between previously unlocked items and locked items when viewing a category in the research grid - hopefully, this should be easier for you to see now!
  • Added clearer feedback when you cannot afford research but are trying to click to unlock it
  • Added blue tick in research to help highlight things the player can currently afford
  • Added text to undertaker UI to show their current task - these folks should be easier to follow now
  • We also made undertakers react to dead animals transferred from facilities on that day, previously the list didn't update properly, so they would only collect them the next day.
  • Added Tasmania onto the world map (hello Tasmania!)
  • Revised Undertaker code for when you press the “Call undertaker” button, to make the system more reliable
  • Added option to abort babies when turning “contraception all” on, to help make the contraception system easier to understand - this should mean you stop getting extra, surprise babies!
  • Added “NoFlashingLights” to the config.text, if set to t for true - unlocking research will shake the camera less, and result in fewer white flashes on the screen
  • Added additional screen resolution (2560x1280) to windowed mode options
  • Made the breeding UI species select slightly clearer by making animals that have stars also darken out if you do not have any breeding pairs - this was more confusing in the pen specific view where you could see an animal lit up even if it wasn't in that pen
  • Added new pop-ups to make it clearer why zookeepers are blocked - hopefully, this should help you work out where your problems are if you have any!
  • Added system that highlights the keeper who is blocked, and the location they are trying to reach for further clarity
  • Optimized code for building when paused - customers will now only try and recheck their paths when the game speed is unpaused which makes the game slightly smoother for larger zoos
  • Added the ability to turn off all customer pop up UI vai the config.txt file




Stability / Bugs

  • Fixed a memory leak that was leading to multiple crashes in the game - if you've been dropping us some crash reports, it would be great to know if they're now fixed!
  • Fixed pathfinding nullreference crash - this should be another big one to help get your games stable!
  • Fixed crash from using floor paintbrush out of bounds
  • Fixed bug where Lettuce was being used by the pizza shop, making the 14day order system not work as intended - if you've been having tortoise problems, this should now be sorted for you!
  • Fixed crash where singular pieces of trash would have an incorrect location
  • Fixed rare crash with Selected Animal UI
  • Fixed issue where animal poop would sometimes be uncollectable due to a mismatched Pen ID
  • Fixed possible unreported crash with factory smoke
  • Fixed Bacon Factory Achievement
  • Changed windows process display name
  • Added the correct mouseover highlight color to the research grid for the “Infinite CRISPR buildings” research entry
  • Fixed a bug where clicking on pen > animals, the list of animals was still showing animals that had already been picked up by the undertaker
  • Fixed the quantum upgrade not taking effect until you close and open the game again
  • Fixed black strip rendering on the side of the screen in world map view
  • Added camera scrolling to the world map, so that players in ultra-widescreen can still scroll to all of the zoo icons
  • Some text headings had a scaling bug where they would always overrun the box length in any language at certain resolutions, these have been fixed!
  • Entered previously missing text for the Recycling Worker and Furnace Worker when viewed in the collection screen
  • Fixed layout for shop recipe row for different resolutions
  • Fixed issue where animals in the nursery might not get contraception applied correctly when they return to the pen
  • Fixed Research counter issue, not tallying correctly after adding new research items to the game
  • Applied a fix to employees getting stuck in enclosure gate if you move the pen when they are walking to it
  • Fixed a specific crash - If an animal is about to give birth, hold the breeding building in 'move' and it will crash at the moment of giving birth
  • Fixed financial table rendering the wrong values for donations, building rebates (after researching this bonus) and atm commissions
  • Fixed building costs for pens being recorded into the infrastructure category and not in animal pens in the financial table
  • Fixed firing employee during probation not counting to number of people fired - hence not getting achievement
  • Handled orphaned animals when destroying nursery when a mother is pregnant - now aborts them and removes properly
  • Made it impossible to dismiss the employee resignation popup (no close button) by clicking out of the panel. This could eventually lead to a crash, so you should be safe now!
  • Fixed a crash relating to viewing breeding windows
  • Fixed Kaiju and Pip's quests not unlocking correctly. (This will also now allow you to obtain the kaiju achievement)
  • Made notification for water not show a red warning sign for robot animal pens
  • Clarified text on completing some quests, that would say “A new task will be available” when you actually have to wait a number of days for the next quest to unlock
  • Fixed “farmer blocked” notification sometimes firing at the wrong time
  • Stopped ticket price too cheap notification, when the ticket price is already at max (y'all running EXPENSIVE ZOOS!)
  • Ensured customers will always enter the park when the ticket price is free (unless there are protestors making them decide not to go in)
  • Fixed bug where the “business person bus” would result in inaccurate customer numbers reporting - these folks are now having to sign in like everyone else!
  • Fixed issue with paintbrush not always painting correctly
  • Fixed bug where old paintbrush for the floor would still show when switching between floor types
  • Fixed that sometimes the data of the building you are moving to be overwritten, which would lead to a crash
  • Fixed game always launching in safe mode on a fresh new game even when no display issues were found
  • Fixed reset to the default button in keybindings immediately applying default keybinds even if player cancels afterwards
  • Fixed another issue with zookeepers getting blocked when trying to get animal excrement due to a Pen ID mismatch. This is only fixed upon reloading a save after the data error has happened.



WHEW, that was a lot! Thanks again for reading, and let us know if you run into issues - we're still reading through all your feedback too, thank you to everyone who has been writing to us!

Cheers and we'll see you in the next update!

Springloaded & No More Robots xoxoxo
Nov 22, 2021
Hunted - drierwhisper728
Added:
-Tooltip to show crafting recipe
-DLC files
Hacker Simulator - locc_
Fixes

🔹 Fixed an issue where the terminal was not scrolling to the command-line after using the ls command.

Changes

🔹 Added a button to collapse/expand the objective overlay.
Myth of Empires - MidnightCerealKiller
Dear MOE Players,

Scheduled maintenance for all official servers of Myth of Empires is planned during PST Nov.22, 3:00 pm - 4:00 pm.
Please arrange your time accordingly. Thank you for your understanding.

In the latest update will bring you the following improvement:
1. Now you can set a higher selling price in the Fair.

2. Fixed an issue causing sorting error in guild list and alliance list.

3. Added guild management authority for a single building.

4. Now you can double-click Fly mode to cancel Fly in your customized server’s GM control panel.

5. Fixed an issue causing the server collapse.

6. Fixed a bug causing server lag.

7. Now you can’t gain skill exp when you try to cut a tree with bare hands.

8. Fixed an issue causing the wall can’t be placed beside the Ramp.

9. Optimized the large wall. Now it’s easier to bind the large wall to the foundation.


With regard to the issue of high pings in some servers due to the large population, here are our updates.

1. If you are a new player, it’s recommended to join a server with fewer players. Currently, some busy servers are overflowing with players and you will have to queue up for a long time.

2. We will release an update tomorrow to optimize the server and upgrade the server capacity.
Thanks for the patience and understanding!



We will keep on updating the game, and make it better! Thank you for all the support!
Please do not hesitate to leave your feedback and game-related issues on our bug report channel here; or join the Myth of Empires Discord server: https://discord.gg/mythofempires, our team will be there to assist you asap! ːsteamhappyː
Nov 22, 2021
Emperial Knights Playtest - Shad
-New Riding System !
Hoplegs - Elin
Hello cube lovers!

All games go through unique journeys on the road to release and I thought it would be fun to share some things that happened during the development of Hoplegs. The first line of code was written while I was livestreaming and I only had a dumb idea in my head about a box that jumped around. I tried something and after a while I ended up with a sequence that looked fun so I grabbed a gif of that and posted it on Twitter before I went to bed. The morning after I noticed it had become my biggest tweet and it just kept growing throughout the next two days. So I decided to keep playing with this idea while I was live streaming.

The two weeks after the first tweet I just kept adding small ideas and adjusting the physics until it felt right. I had a new playable build which I forced my friends to play through every other day so I could see how people interacted with it. It was very new for me to have something feeling good this early and seeing people responding positively.

Throughout development I kept on streaming the process and testing out new ideas based on the feedback from testers and people from the livestream chat. I actually found the wonderful voice that does the narration in the cutscenes and throughout the game from the chat while I was livestreaming. Same for the composer who happened to be in the chat as I was talking about which direction I wanted to try and take the music. I decided to give it a try and see where the collaboration took me and it turned out to be a very good decision since people seem to really like the music and narration.

When Hoplegs was getting closer to being finished, the Steam Next Festival was coming up around the corner. Seeing people play and hearing their thoughts from their experiences was very valuable and helped shape the smaller things in the game as it got closer to entering Early Access.

I’ll have more about the regrets and challenges I faced throughout the project in the upcoming official Post Mortem article about Hoplegs.



See you all next time!
/Kevin
Nov 22, 2021
Spirits Abyss - caiys
Some bug fixes and other bits and bobs tweaks based on feedback. :]


// General Stuff
- Updated the game's engine to the latest version of GameMaker so the issue some were having with fullscreen slow down should be fixed and apparently there should be slightly better performance too.
- In Single Player the game will now auto-update the active gamepad when a button is pressed (previously you had to manually set it).
- Moved the in-level camera down 6 pixels so you can see a little bit further down.
- The game now defaults to fullscreen (to conform with Steam Deck requirements).
- Added an Auto Ledge Grab setting in the player options, which when on will auto-grab nearby ledges when falling (ala Spelunky).
- Abysm Challenges: The Wonky Weekend has been renamed to Wonky Weeker and can now be replayed as many times as you like. If you died with zero score then you can replay the challenge. If you haven't yet beaten a Lexicanium Hunt then the Weekly Roam and Wonky Weeker wont be playable.
- The Paupers clan description now references that they steal their clan relics (as this mechanic seemed a bit confusing).
- The Endless Nightmare region now spawns a variety of extra wall gems from various regions.
- In a Gamester Boutique sub-stage if you have a wanted level for killing shoppies then a sleeping mercenary will be in the Boutique and the shopseller won't sell you anything until you dispose of the merc.
- In a Cargo Carriages sub-stage the train guard will now wake up if you interact with some of the special rooms (eg blowing up a vault chest or Abyssaletto machine).
- The Spooker's Reckoning now has a much higher chance of a Necarch appearing in an Undying Pilgrimage.
- When using an Abracadabra Wand or Gilded Hammer there's now a chance of it cursing you if used on a cursed item.
- The Mushroomify curse will now transform a random amount of your items (max 50%) into mushrooms (previously it was all of them). Added a few checks so you will always get a curse that does something (eg you won't get a 'randomise items' curse if you don't have any items).
- If you have a lot of cursed hearts when fighting a boss then getting hurt will randomly use up more than one cursed heart.
- Chaos Shades now have a couple of visual differences depending on if they carry a gem or are cursed by a jewel room.
- Added a yellow pixel to the end of the The Sullenwoods Chomper idle tongue so they're a bit easier to see.

// Bug Fixes
- The game would upload a score even if you didn't collect any gold which could cause some issues (eg show a leaderboard without you on it).
- Cabin Reminiscel: The Mirror Device's Seed wasn't saving correctly if you deleted the seed. If the Ashen Palace was the first stage you entered then it created a strange room formation.
- Frostal Fields: There was a rare chance of the path being blocked off.
- Slimes Mire: Multiple bubble blobs could spawn in the same position.
- Sanguine Mechanius: Using an Ossein Flute when close to the level exit's massive blade would keep playing the ambient buzzing sound.
- Some of the Boo enemies were using an off-black colour for their outline instead of true black.
- The Vampire Coffin and Bouldered Door sometimes appeared on a stage with a special exit which would causes issues (eg skipping a boss).
- In Cargo Carriages the sub-stage name wasn't showing.
- Examining the Mercenary Tent when other mercenary types existed caused oddities (eg in a Cargo Carriages sub-stage if you woke the tent guard then the tent would still act as if the guard was asleep).
- The top wall black outline sometimes didn't appear in some regions.
- Goopy Bombs: They weren't sticking to big vault chests.
- Snow Globe: Using this with an Abominable Frost onscreen could cause a crash.
- Loot Locator: Opened treasure chests were still appearing on the map. Chests/Crates being outside of the level would cause a crash.
- Wraithen Talon: Fixed a couple of issues related to how many flames are created (eg some enemies weren't creating any, some shouldn't be).
- Mecha Shielder: When spawned from a crate it would sometimes warp through the floor.
- Gilded Hammer: Some curse results weren't showing the correct text.
- Suffering a curse that changed your items whilst currently using certain items (eg a teleporter) would cause a crash.
Crossout - XO_Team

Survivors!

It's time to announce the winners who will receive 150 coins for funny captions for the picture.
And the winners of the contest are:
For more information on Crossout, follow these channels:
Tangledeep - Impact Gameworks
BUGS
  • Fixed bug where after returning to title screen from gameplay, you could not create a new character
  • Fixed bug where progress was not correctly saved on a heroic or hardcore defeat, leading potentially to pets or items being lost
  • Fixed bug where monster letters would appear in Shara mode
  • Attempted bug fix for rare issue where items were not properly upgraded after completing a dream, even with full gold entered
Deck RX: The Deckbuilding Racing Game - MBS Carlos
Hello! We are back to show you even more content that is coming to Deck RX!

As you have already seen, we are working hard and striving to bring good content to Deck RX, not only fixing bugs and balancing the current demo but also for future versions, that the owners of the Open Dev Access Pass (Gold tier and above) will be able to enjoy. We are also looking forward to the final state of the game.



I’m here to show you the new card backs that our lead artist Ulises Lafuente has designed for Deck RX! These backs will be unlockable in-game by completing the specific challenges that each character will have, bringing not only visual customization to your game but also another reason to improve with each character during your adventure in the Deck Races!



We'd also like to send a shout-out to the artists who have backed our project with the Ruby Tier and will become an active part of the Deck RX developing! This artist-only tier allows you to design a back of the card and have your art in the game along with your name and social media or personal site so everyone who plays Deck RX can see your work! If you are an artist or you know someone who may be interested don't miss this opportunity!

In case someone has not noticed... there are 2 playable characters in the demo and we are showing you three card backs... stay tuned... more info coming this week!



Thank you for reading and supporting us!

See you soon!
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