Survive the Nights - a2z Interactive
Hello everyone,

We'll be moving our 1.12 build from the experimental branch (you should be here if you want to test on new builds) to our stable branch (most of you are already here). The 1.12 update introduces some big changes to Survive the Nights. This cycle was pretty quick and features some massive gameplay changes. Below is just a brief overview of the changes, hop on and check them out yourselves!

Zombie Improvements
We’re making some pretty big changes to zombie behavior in the coming build. Some of the biggest changes you’ll notice are the increased amount of day zombies. Previously, zombies that made it through the night would die off. From 1.12 on they’ll no longer die, they’ll simply turn from ‘night zombies’ to ‘day zombies’. There are increased numbers of zombies all around and we’ve made some decent optimizations to surrounding AI systems.

Along with the increased numbers of zombies, you’ll notice there will now be small zombie behavior differences. Zombies that around during the day will be dumb, slow and sluggish. Day zombies that aren’t inside darker structures won’t really be a massive threat; their danger comes in the amount of zeds not their speed and strength.


Day Zombies Roaming


Day Zombies Gathering in Alleyway

In addition to the added number of zombies, you’ll also notice a few more changes. Zombie animation speeds have changed along with zombie speeds themselves. We’ve introduced some variation in zombies, some are faster than others, some are far slower. This should greatly improve the general feel of zombie hordes.

Zombies are now easier to kill and headshots drop them easier than before. This change is very simple but plays into the changes we’re making with more zombies. The overall feel we’ve gone for here is that headshots get the job done much easier now, range and weapons being a factor of course.. Overall though zombies should just go down easier. It feels more satisfying to kill them in general and feels far more apocalyptic with the increased amounts.

Zombie walk and run animation have been improved to reflect new zombie speeds. We’ll continue to tweak these as we move through development.


Updated Slow Zombie Walk

We are still looking to add new zombie models although to be completely transparent with everyone the new assets we had been working with have fallen through. Seems they have been completely removed from the asset store and the developers behind them have gone dark. We’re currently expanding the team and looking for freelance designers to tackle some of our needs with zombies and character rework being a major one.

In the meantime, Andre has made some really nice texture improvements to our current zombies and we’re concepting a random texture system for scaring and clothing. The updated textures remove a lot of the bright colors and shininess the zombies have. They look way more fitting the the world and bring the zeds far closer to what the team originally imagined. They’ll make better placeholders for the time being.


Updated Zombie Textures


Updated Textures

Waypoint Improvements
We’ll be introducing a fully placeable waypoint system in 1.12. You’ll be able to add one marker anywhere you’d like on the map. Along with that, you’ll not notice all important map markers highlighted depending on your needs. Should the guide be directing you towards something like a car lot.


Waypoint Placement

Additional Strip Malls
We’ve been greatly expanding the quick guide and plan to continue to do so. In 1.12, the guide will continue right on through to finding a vehicle and getting to a hardware store for some fortification materials. We’ve added around 20 new strip mall additions, mainly hardware stores, gun shops and pharmacies.


Hardware Stores, Pharmacies and Gun Shop Additions

Patch Notes - Alpha 1.12.53

  • Changed bandage health from 25 to 30.
  • Zombies now drop clean cloth instead of dirty cloth.
  • Fixed footsteps by adding footstep events to animations.
  • Manually placed waypoint now clear automatically when reached.
  • Fix for bounce when opening the map near the edge of the island.
  • Fix for proxy punching being broken

Quality of Life
  • Tweaked guide to add placing of a marker for navigation to the car lot.
  • Added snipers to police station and prison.
  • Removed snipers from Farmhouse.
  • Removed broken searching functionality from certain bathtubs.

Animations
  • Improved the set of walk animations for zombies that are less repetitive and vary in speed.
  • Improvements to run animations.
  • Improvements to idle animations.

AI
  • Zombies no longer attack vehicles during the day.
  • Added headshot sound when shooting zombie in the head
  • Improved zombie hit detection
  • Zombie speeds now more varied. Most outdoor zombies will be walking slowly during the day but a small percentage will still run when chasing a player. Outdoor zombies during the night will become a lot more aggressive but some will still walk. Indoor zombies will still be more aggressive than outdoor zombies during the day.
  • Rebalanced zombie spawn locations to cater for new outside zombie during the day.
  • New zombie texture variants added and textures improved.
  • Zombie textures now more desaturated and blend more into the world
  • Zombies spawn with a random height difference to increase variety
  • Zombie ambient lighting now looks correct when zombies are outdoors
  • Improved zombies floating above the ground
  • Improved zombies sliding when starting to move and when coming to a stop
  • Improved zombies sliding when walking around
  • Zombies are now easier to kill.
  • Headshots on zombies are now more powerful.
  • Disabled several zombies from spawning.
  • Performance improvements when close to a lot of zombies.
  • Rag doll pooling system which reduces lag associated with dead zombies.
  • Fixed screaming zombies turning around on the spot instantly
  • Increased zombie amounts.
  • Zombies no longer die in morning and remain outside.
  • Fix for zombies legs moving around when a stationary zombie is attacking a player

Map
  • Map now re-centers to the player upon opening.
  • Added map positions for to hardware store, pharmacy and gun shop
  • Added info when hovering over map pins
  • Map pins now highlight based on current tutorial step
  • Fixed issue which caused the mouse to unlock while in the map UI.
  • Map now starts zoomed in on the player location.
  • Players can now place a marker on the map which shows in the world as a waypoint.
  • Map icons now increase in size when zooming for improved visibility
  • Outline around player position on map now reflects friend vision distance
  • Player is now displayed on the map as a white arrow instead of blue.

Crafting
  • Removed cloth from machete recipe.

Design
  • Added strip mall (pharmacy) to tile 49, north east corner of map.
  • Added strip mall (hardware shop) to tile 42, north of Sage Creek.
  • Added a HARDWARE STORE to terrain tile 2
  • Added PHARMACY to 11
  • Added strip mall (hardware shop) to tile 36 west of Union Point
  • Added strip mall (pharmacy) to tile 35 north west of Union Point
  • Added strip mall (gun shop) to tile 26 north of Union Point
  • Added strip mall (hardware shop) to tile 48 between Old Town and Black Rock.
  • Added strip mall (pharmacy) to tile 45, in the airport.
  • Added strip mall (pharmacy) to tile 53, west of Addersfield.
  • Added strip mall (hardware) to tile 58, north east of Sage Creek.
  • Added strip mall (gun shop) to tile 52, north of Sage Creek.
  • Added strip mall (hardware store) to tile 63, north east of Black Rock.
  • Added strip mall (pharmacy) to tile 55, north of Black Rock.
  • Added strip mall (gun shop) to tile 46, north of Black Rock.
  • Added strip mall (hardware store) to tile 13, west of Mt.Baron.
  • Added a PHARMACY STORE to terrain tile 31
  • Added strip mall (hardware store) to tile 30, north east of Old Town.
  • Added strip mall (hardware store) to tile 15, west of Old Town.
  • Added strip mall (hardware store) to tile 15, west of Old Town.
  • Added strip mall (gun shop) to tile 22, north of Old Town.

Weeklong Deal - 60% Off
Survive the Nights is now 60% off for the entire week until Monday, December 13th. If you have any questions before purchasing, please join our friendly community on discord.

https://store.steampowered.com/app/541300/Survive_the_Nights/

Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!

Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
WRATH: Aeon of Ruin - 1C_George


Hello everyone!

It is time for our WRATH bi-weekly update! Here is what we have been working on during the last two weeks:

- Additional new enemy has fresh concept art
- Created gibs for the Symbol, an unreleased enemy
- Animation polishing pass on some enemies
- Continually bringing Episode 2 alive with art-passing
- Additional level optimizing
- Many new artifacts were modeled and textured

Thank you for supporting us and for being patient as we work hard on this game. Stay tuned for more updates!

https://store.steampowered.com/app/1000410/WRATH_Aeon_of_Ruin/
Traffic Chase - Oleg
Major
1. Fixed car wheel physics (oversteering, uncontrolled slipping, helpless counter steering etc). Also updated all tuned tires to reflect the changes.
2. Updated RaceTrack - now it's a bit bumpy and tilted on turns.
3. Added feature to auto reduce visual quality when FPS is low (i.e. decrease screen resolution, quality level, disable post-processing and all kind of reflections).

Minor
1. Updated car collisions (Visual and performance improvements).
2. Traffic drivers are ready to connect the race only if they are driving co-lane and were not affected by any incidents.
3. Added explicit message when out of road to press "Return to road" key :)
4. Fixed issue with screen resolution which was not saved/restored. Limited screen resolutions to only supported set.
5. Updated RaceTrack - now it's a bit bumpy and tilted on turns.
6. Updated DragStrip - made it a bit bumpy too.
7. Added general setting "Enable Post-Processing" to "Advanced" menu to toggle all the post-processing in one place (Disable for better performance).
8. Moved "Keyboard/Steering Sensitivity" to "Keyboard" menu from "Advanced".
9. Updated all Quality presets. Even "Very low" quality is still playable with better performance.
NosTale - Anime MMORPG - [CM] Phaendar


Haul in an extra 20% on purchases of NosDollars during our 24hr Happy Hour!

Offer period: From 06/12/2021 at 21:00h (CET) till 07/12/2021 at 21:00h (CET)
Dec 6, 2021
Blade Crusade Playtest - Crab Bucket
CHANGELOG

  • Added a keyboard option for DASH, for players who don't want to use middle mouse
  • Added keybind options for restart and dash
  • Added button prompts when player is using gamepad
Engineer Alpha - aaronworcester
Engineer Alpha’s Log: Entry #007, A Release a Week, 12/6/2021

It’s the start of a new week and my goal is to have a new build every week. Don’t expect massive changes to all come at once with this game. It is going to be more slow and steady releases get that get things in the right direction than a big flashy dump of content to draw players but eventually in the future that might happen someday.

For this week things are rather tame. The biggest thing you will notice is that the prices of every tech has been rebalanced and reduced. This should make the early game much more streamlined and not feel like a total slog to get to the good stuff. The values that were there originally where just some values that I threw in having no Idea what they should be so the change is not a surprising one. But if it turns out that they are too low they can very easily be changed again.

When it comes to save compatibility between versions, I make no promises that you will be able to use your save from one version to the next. If you want to try you can grab the saves folder and move it to new version.

Engineer Alpha changelog v. 0.1.8
• Added some error messages when placing buildings, shafts and voxels with the game’s first sound effect.
• Foliage spawning should be better and not keep replacing itself and other related bugs
• Removed names on blocks, many are now just a solid color, more textures coming in the future
• Items with a research value now say it on their tooltip in inventories
• Added a listing of controls to the game menu
• Item and other tool tips should no longer go off the edge of the screen
• Connecting lines between technologies now have their color randomized when the tech window is opened
• Reduced the cost of all technologies by a factor of 5 to 10
• Reduced player character size to now fit into a 2x4 block opening. Please be aware that this change makes it no longer possible to step up on a single block without jumping ☹.
• Mining stone now takes the correct number of swings (half)
• Reduced observation distance to 3m to be consistent with reach distance. Increased observation distance with a way to determine if an object is within interact distance will be coming in a future build.
• Fixed placement mesh and texture for both lab types
• Reduced cookfire craft time by 2 sec
• Reduced baked potato cook time
• Wood can now be correctly crafted from timber by hand
• Mining stone now gives half as many stone items on average
Dec 6, 2021
Smack Studio - alecdutch99
Fixed a few issues that can occur when loading older character files, introduced by yesterday's patch
  • The variable LandingAnimationEnabled was discontinued (the same functionality is now replicated using CancelAttackOnLand- we've now swapped the variables for you automatically.)
  • Usage of the frame action "Set Velocity to Input Direction" was causing files to parse incorrectly, resulting in partially loaded characters.

Slightly adjusted hitlag
  • The attacking player experiences slightly fewer "freeze" frames of hit lag when their attack lands.
  • This helps counteract the small landing lag that has now been added across all characters.
StarMade - schema
Community Update from the Mod-Launcher Team: Some smaller fixes, and one major bug where block ids where desynced between client and server
Dec 6, 2021
The Binding of Isaac: Rebirth - inkerton
Repentance v1.7.7a

Localization
- Fixed some achievements being rendered incorrectly when the language is set to Russian

Modding changes
- Added a placeholder collection sprite for modded items that do not provide one
- Fixed Lemegeton wisps not being rendered properly for modded items
- Fixed costumeSuffix attribute not working as intended when assigned to Isaac
- "goto" command now accepts "default" as a room type when trying to warp to a special room
Stoneshard - Wayfinder


THIS UPDATE IS SAVE-COMPATIBLE

MAIN CHANGES

- Verren can now give you a ride to some additional destinations: the Ralph & Sons Inn, the Rotten Willow Tavern and the Oaken Barrel Brewery. You’ll need to discover these places first though.
- Added an option to place markers on the global map.
- It’s now possible to use a waterskin to pour water over yourself or surrounding tiles. This feature can be used to extinguish flames and reduce the duration of Burning.



BALANCE

- Traveling with Verren now skips time in the same manner as does sleeping in a tavern: it will increase Hunger and Thirst, improve Bodypart Condition, although it won’t grant Vigor or improve Morale and Sanity. The amount of skipped time depends on the travelled distance.
- The composition of ambushes and random brigand groups is now more diverse.
- Block Power now scales with Strength rather than the character’s level. Starting Block Power was reduced.
- Tweaked Pyromancy spells’ damage in accordance with the updated armor system.
- Rebalanced secret rooms: their loot now scales with a dungeon’s level. Overall they’ll provide you with much more money and valuables. High tier unique items no longer spawn in low level dungeons’ secret rooms.
- Rebalanced Hunger and Thirst: reduced Hunger and Thirst gain from traversing tiles, skipping a turn, and attacking. Increased Hunger and Thirst gain from the Rest mode and casting spells. Reduced Thirst gain from shouting.
- Reduced items’ Durability loss from Wetness by 25%.
- All characters start the game with Peasant Shoes instead of Travelling Shoes.
- The Hazzun Celestial Sphere no longer grants the effects of Elusiveness and Vigor.
- Reduced the chance to ruin a pelt with Slashing Damage (slightly), Piercing Damage (significantly), and Crushing Damage (significantly).
- Reduced the influence of the wilderness factor on enemy and animals’ spawn rates: very low wilderness will no longer result in completely empty tiles.
- The duration of Burning can now be reduced by skipping a turn (the same mechanic as with freeing yourself from Ensnarement).
- The speed of reducing the duration of Ensnarement by skipping a turn is now also affected by Agility.

FIXES

- Removed the possibility of finding additional copies of already acquired artifacts.
- Fixed the error in the fog of war calculations that sometimes allowed revealing tiles through walls upon entering a dungeon.
- Fixed the incorrect trajectory for chopped heads.
- Fixed the combination of Saiga Horns and Lentil Soup appearing in containers more often than it should.
- Fixed “Seize the Initiative” always hitting its target when used with a ranged weapon.
- Fixed “Endurance Training” not triggering under certain circumstances.
- Removed the possibility of selling unidentified and cursed items to regular traders. Cursed items can still be sold to a certain NPC that was added in one of the previous hotfixes.
- Fixed enemies abandoning the chase quicker than expected.
- Increased the number of turns required for transitioning from the Territorial state to Hostile.
- Fixed incorrect formatting of the pawnbroker's opening line.
- Fixed Magic Resistance affecting Rending Resistance.
- Traders should no longer move around while you trade with them.
- Removed the possibility of repeating the dialogue about the brewery with Odar, preventing repeated Reputation loss from choosing certain lines.
- The dog at the mill no longer complains about the weather or tells you to move out of the way.
- Birds will now fly away if you miss a shot at them.
- Fixed some containers in houses not having an owner.
- Fixed the crash caused by opening a new container without closing the previous one.
- Fixed the possibility of moving around while sleeping.
- Fixed Two-Handed Swords’ treatises unlocking incorrect passives.


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