Dec 8, 2021
KARA Legends - syven
features:
- 8 playable characters (5 unlocked, 3 buyable with blue essences)
- 18 quests
- 40 items (8 item sets, 4 different tiers)
- items can be dismantled to red essences
- 9 talents
- unit statistics view
- 4 game modes: 1 pve, 3 pvp (vs ai, normal pvp, ranked pvp, custom game vs your friends)
- pve + pvp ladder
- 3 buyable chests (with red essences)
- 2 buyable boosts (with red essences)
- basic settings (audio, graphics, display, keybindings)
- lobby + game chat
- emojis
Dec 8, 2021
Tactical Combat Department - [LUKASH]


Dear players!
New mission - Bomb in warehouse is here! You can play it, if you have completed mission 9.

About mission:
A report of a bomb threat in a small warehouse building. The bomb is likely to go off within the next 10 minutes (turns)

* Sound bug when mission start fixed
* Ai slight update
* Graphics bug in mission 9 fixed
* Units can defuse the bomb now with multifunctional tool
* Several small bugs fixed in UI


Euro Truck Simulator 2 - London
It has only been a short time since we last released an update for our truck simulator titles, however, we are happy to share with you that the 1.43 update is now ready to be fully released for Euro Truck Simulator 2. 



We'd like to thank everyone who participated, provided their feedback, and made bug reports during the Open Beta of 1.43. Your valuable input helped us make tweaks, changes and smash some bugs we may have missed the first time around. We hope you can now begin to fully enjoy the various new features which are included within this update, including some new ones that may not have made it during the beta!


So, without further ado, let's take a look at what 1.43 has in store!

Lyon Revamp

As previously mentioned in a dedicated blog, we are happy to share with you one of our latest revamp projects in Euro Truck Simulator 2. The city of Lyon in France will be receiving a major revamp, giving it a fresh and up-to-date look. So what exactly has been changed? Let's take a closer look! 






As you can see from these shots, a lot has changed! In fact, a majority of the city layout has been reworked to make it more realistic and true to life. We have now also updated these areas to include the routes that truckers actually use to enter and exit Lyon and its surrounding industrial areas. We have also added 3 new Landmarks significant to the city. 



Many of the older vegetation models such as trees and wildflowers have been replaced with newer ones, which gives the city a completely new look in terms of natural beauty. Road signs and roads, in general, have also been updated with more accurate, realistic, and detailed textures. While many of the major changes are quite obvious, we will leave it up to you to explore Lyon for yourself to spot them all! 

You can read the full dedicated blog on the Lyon Revamp here.

MAN TGX EfficientLine 3

This update features new parts and customization options which will allow you to upgrade your current MAN TGX to the current production version of the TGX.


The MAN TGX EfficientLine 3 features an improved cab interior and economical exterior changes including a new front grille design. The MAN TGX EL3 option will be made available at the in-game MAN dealership or as an upgrade at your nearest repair shop.



We believe all MAN trucks fans will be happy about this small, but important update. Read more about it here.

Tollgate Updates

Tollgates will also be receiving a revisit in this update. Our teams have revisited a majority of the tolls throughout Euro Truck Simulator 2 to update and apply fixes to speed limits, road signage and other minor adjustments. While this isn't a complete overhaul or redesign, we hope that this update (and future ones too) will bring a smoother experience when passing through the many of them that can be found across Europe. 

Unfortunately, we didn't make it around to all of the tollgates in time for this update, so expect this update to be continued in future game versions too. 

Viewpoints

As previously announced in a previous blog post, we are happy to share those viewpoints arriving in Euro Truck Simulator 2! 


There will be a total of 35 new viewpoints added across already released ETS2 locations in this update. 



From cities and ports to industrial areas, there will be a lot of reasons to revisit some of the older locations and see them from a different perspective. If you’d like to know a couple of more precise examples, you will be able to find new viewpoints focused on landmarks such as Cernavodă Bridge or Viaduct Poiana Teiului. 






We can’t wait for you to take a look at these new additions to the ever-expanding world of ETS2. Once the 1.43 update will be available, you can let us know which of these viewpoints you prefer the most by tagging our social media accounts on either Twitter, Facebook, or Instagram, and be sure to attach a beautiful screenshot or a clip! 

You can read the full dedicated blog on the viewpoint addition to ETS2 here

New Iberia Roads

From the scorching temperatures of the Tabernas Desert to the bustling city of Madrid, Iberia has been a popular destination for truckers since its release in April. Based on feedback from our community since its launch, our map team thought it'd be good to revisit the map expansion and bring some new additional content. 






1.43 for ETS2 brings new country roads alongside the many highways of Iberia for you to use and explore. So where will be these new roads located? The first new addition can be found north of Madrid, linking together the A-1 and A-2 highways. The second new road can be found in the south of Portugal, starting near the city of Sines, passing by the city of Beja and ending in Spain, just above Seville.




These new roads will not only provide truckers with alternative routes whilst out on delivery, but also more beautiful scenery and areas to explore in Iberia! We hope you'll enjoy this new and free additional content that is coming to the Iberia expansion! 

You can read more about the addition of these new roads here.

New Special Transport Routes

We are happy to announce that the small team responsible for the Special Transport DLC has found the time to bring new routes across previously released map expansions in Euro Truck Simulator 2.



All in all, there will be an addition of 8 new Special Transport routes and each will feature multiple missions. The new routes are: 

  • Daugavpils to Rezekne
  • Soria to Teruel
  • Galati to Iasi
  • Cagliari to Sassari
  • Gothenburg to Helsinborg
  • Brest to Rennes
  • Bremen to Travemunde
  • Warszawa to Katowice
Keep in mind, it may be free but as is always the case with these unique missions, it will be challenging as well! You can read more about these new Special Transport routes here.

Ownable Dumpers

We are happy to announce that Dumper Trailers are now ownable and fully customizable! These trailers are used for transporting bulk materials and depending on their length are best suited for different cargos. 



In Euro Truck Simulator 2, Dumper Trailers will have 2 customizable body types. These are aluminum and steel. Both of them are available in two different lengths (9m or 10m) and with 2 or 3 axles. Short dumpers are best for 'heavy cargoes' such as soil gravel, sand. Long dumpers are best for light cargoes such as barley, wheat, wood bark, and metal scrap.




Want to customize your Dumper Trailers? You will be able to add and modify some of the accessories on them including, markers, rear bumpers, front and rear mudflaps, front and rear fenders and paint jobs.



We can't wait to see you hauling these new Dumper Trailers in your company and how you will customize them! Be sure to share with us your photos of your newly owned trailers on our Social Media channels, (Facebook, Twitter, Instagram)

Michelin Tyres Fan Pack DLC update



The Michelin Tyre Fan Pack DLC will also be receiving a much-requested update along with some new content too! This update will be free to all owners of the DLC and features:
  • 4 New Front Tyres
  • 4 New Rear Tyres
  • 4 New Trailer Tyres
  • New and Revisited Cabin Accessories
  • New and Revisited Paint Jobs
We know how excited some of you will be to finally receive the option to use Michelin branded tyres on your trailer along with some new designs in this update. 









We look forward to seeing your images on our social media channels (Facebook, Twitter, Instagram) so be sure to share them with us!

New Loading Screen Images

This update will also display new images to the loading screens alongside our Editor Picks from the user gallery at WorldofTrucks.com. These new shots will showcase scenic locations from across Euro Truck Simulator 2 featuring the new visual lighting system. 




However, that is not all! These new loading screen images will also come with a short description on where the photo was taken in-game and from which DLC (if applicable). 

We look forward to showcasing many of beautiful landmarks and sceneries from across the states with these new images.

Interior Cabin Sound Update

In this update, we have also implemented a new sound effect that simulates sound attenuation from surrounding environment noises, as well as the sound of the truck engine and wheels. Since each truck has different sound insulation, our sound team has simulated this with the use of sound equalization and reverb effects. 

Put simply, interior truck cab sounds have been updated to better simulate how engine, tyre, and other exterior sounds are dampened when driving from a first-person view.

This is just the first iteration of this update, as in the future we plan to bring more accurate attenuation simulation by the size of the truck cab. This update has been applied to all trucks in both Euro Truck Simulator 2 and American Truck Simulator

New SDF Fonts

Another new feature coming along with 1.43 is the use of SDF (Signed Distance Fields) fonts in-game. So how exactly does this affect the game? This font technique allows texts and fonts to be displayed perfectly in any resolution, scale, or distance. 



Instead of fonts being displayed like a picture, which can become distorted when on a smaller resolution or zoomed in on from a far distance, SDF fonts can be adjusted to any size and remain perfectly clear and sharp for the user. 

In the first iteration of this update, we are bringing this new font technique to Convoy name tags, the GPS, License Plates, Truck dashboard displays, and in the UI. At first glance, it might not appear that much has changed and in most cases, the difference will be quite subtle, however, when looking at more prominent or larger text (such as the UI or Convoy name tags) the difference is crystal clear!

We hope you can clearly see the difference when you see them. 

World Map Legend Filters

Are you looking for somewhere specific to visit? Maybe a city that you haven't discovered or the nearest fuel station? Introducing our World Map Legend Filters! You can now easily filter out specific icons on our world map. 



Simply choose which icons you would like to filter on our world map and you'll be shown just them. Now navigating to unexplored areas, rest stops and dealerships is easier than ever! We hope you enjoy this small yet useful feature.

Improved Controller Support

We are happy to share with you that 1.43 will also include a major update for the support of controllers in Euro Truck Simulator 2. The main aim of this update is to allow gamepad users to navigate the UI, without having the need to have input from a secondary device such as a keyboard. However, as you can imagine, this was quite a large challenge for our teams to undertake with the number of different controls and keys which are utilized in-game. While this update is just the first iteration, let's walk through some of the changes you can experience. 

Some of the more notable changes include being able to use the D-pad of your controller to move or select any part of the on-screen UI, alongside using the already implemented 'virtual mouse' to navigate. Combing these two features ultimately enhances the user experience for controller users. Each individual screen has also been revisited and streamlined for gamepad users. A lot of work has gone into each area so it feels great and intuitive on a controller. 

We plan to continually make changes and implement new features according to user feedback and more. We still have quite some work ahead of us, including revamping the driving in such a way that you can do everything from your controller. Plus the UI will receive more polish and additions too. You can help us report back your user experience with the improved controller support at our forums. We greatly appreciate your help in ironing out any bugs or problems during this time.

This update for controllers is extensive, however, we are confident that this will bring a more seamless experience for those who use them as their main controller. This also paves the way for future platforms which utilize similar controls.

Changelog:

Map:
  • Lyon City Revamp
  • Viewpoints Addition
  • Tollgate Update
  • New Special Transport Routes
  • New Iberia Roads
  • General Bugfixes
Vehicles:
  • Ownable Dumper Trailers
  • Michelin Tyre DLC Update
  • MAN TGX EfficientLine 3
UI:
  • New Loading Screen Images
  • World Map Legend Filters
Other:
  • Improved Controller Support
  • Implemented Sound Attenuation
  • MSDF Font Implementation
Dec 8, 2021
Space Warlord Organ Trading Simulator - Strange Scaffold
Hiya, folks!

I'm writing this at 5 AM just to thank you all so much for supporting the game. I've been up pretty much non-stop since the launch reviewing feedback, tracking any bugs y'all have found, and generally reacting to the enthusiasm and amount of input that's flooding in (alongside the usual supply of organs from the Organ Barge).

We're a small team, so we have both limited resources and time to react to everything as quickly as we'd like, but it's exciting to see how many other people really understand the new kind of game we've built here and are reacting with horror and delight to its world. With all of that said, here's some of the features we're already working on to make Space Warlord Organ Trading Simulator even better in the very near future:

- Working with our translation agency to address localization quality.
- Reviewing font readability.
- Ability to slow down (or even speed up!) the timescale of the game for accessibility and player preference.
- Ability to quick skip credits.
- Measures to reduce accidental organ purchases.
- New requests featuring unscrupulous traders, wannabe organ investors, and children buying organs with their parents' interstellar credit cards.
- New events letting loose an unexpected planet killer, and the ability to investigate a universe-wide conspiracy.
- Additional world consequences and tracking to make your trading journey even more granular and reactive.

So, yeah: more improvements and content additions are coming soon, and I deeply appreciate y'alls patience as we try to make Space Warlord Organ Trading Simulator the best action-based body horror economics game in the galaxy, one step at a time.

May your organs be valuable and your profits plenty,
--Xalavier, Lead Developer
The Hand of Merlin - MarkoP
This post is written by Mat, our gameplay designer.

Hello again! Mat back to introduce everyone to our next patch - Gathering of the Gods!

We are introducing two major content items here.

First and foremost, we got two new Guardians: Oberon and Atlantes.

Oberon, The Fey King, can be attained by making good deeds across the continents, calling the attention of his court. He features wondrous nature/fey-type effects, including the ability to absorb damage, creating flowery covers, and increasing movement based on the amount of buffs you have.

Atlantes, on the other hand, is a more recluse sorcerer. You already met him during your travels where he explained your fate, but there’s far more to be discussed with him. As you visit more Arcane nodes, you’ll know more about his stance in the Struggle, and eventually will be able to wield his technological powers, including removing enemy passives, applying global buffs, and even summoning a friendly automaton to fight for you!

But that’s not all! Introduced in the previous blog post, the Nourishment System is ready to be played with. Now supplies are a running resource that will increase your characters health and armor, if you can keep everyone fed. Standby for adjustments and updates on the exact numbers, and let us know what you think!

Of course, enemies received small attribute boosts across the board to account for the power creep - so play it safe as you get to know the new system.

We’re closer and closer to 1.0! Let us know what you think of the new update on our Discord server, and good luck out there!

Mat
Nefarium - Nefarium
Orb of Celestials

Orb of Celestials is here! Every 5 levels you can pick a passive skill and upgrade it to take better advantage of it. The Orb requires souls that you get from killing monsters.

Right now there are 8 passives available, the number will increase as time goes on and more gets added. You can only pick one passive skill out of the two in the same level bracket.

My own thoughts are some of these passives are rather "boring", and while that's not a bad thing I wouldn't mind looking into changing Fervor/Voracity/Bulwark/Fleeting later on to make them more interactable, such as giving the bonuses in smaller percentages which would build up to the bigger number after each enemy killed. (ie. Fervor gives 1% Attack Speed per enemy killed, up to 10%)

Level 5 - Fervor & Voracity

- Fervor gives 10/20/30% Attack Speed.
- Voracity gives 10/20/30% Cooldown Reduction.

Level 10 - Shadow Strike & Shadow Form

- Shadow Strike causes an AoE attack to come out after using Shadowstep. (100/200/300% of Player Damage per rank)
- Shadow Form gives 10/20/30 Corruption after each use and can gain up to 2/3/4 charges.

Level 15 - Bulwark & Fleeting

- Bulwark gives 50/100/150 Defence.
- Fleeting gives 2/4/6 Movement Speed.

Level 20 - Fury & Wrath

- Fury - Deal more damage the lower Health you have. Maximum 10/20/30% more damage at 25% Health.
- Wrath - Deal more damage the lower Corruption you have. Maximum 10/20/30% more damage at 25% Health.



Small Changes

- Changed the main menu to include Discord/Steam links
- Pressing F1 will now bring up the notification board
- The old dash has been removed and has been replaced with Shadowstep. This has a shorter cooldown and a shorter range but feels better to use.
- Potion icon has been updated
- Some more visual effects have been updated
- Urud has a new weird animation now for his Slam attack
- Mages should no longer slide around the floor while moving towards the player
Dec 8, 2021
Time on Frog Island - Danny_Merge
Hey everyone!

Up until now, you've seen bright and sunny images of our island but what if we told you there was another side to it? Let there be... Night!

A core feature of our game is a day/night cycle that has different gameplay opportunities depending on the time of day. Not only was it important to us to have each time of day to look and feel distinct from the others, but they needed to also transition nicely from one to the next. Oh, and also you need to be able to see what you're doing when it's dark.



During normal gameplay each distinct time of day in the game lasts several minutes - so don't worry, there's plenty of time to explore and get things done while it's still light out!

What we're essentially doing is defining specific times of day and setting it up for the look we want. Then during gameplay, we interpolate between the current phase's settings and the next one based on the time in-game. We have split the day into six phases: Morning, Noon, Afternoon, Dusk, Night, and Late Night. In our case, Late Night is indefinite and doesn't need to transition into Morning otherwise it would probably make sense to also have a Dawn phase.

The settings we are defining to provide the biggest visual impact between the phases are:

The Sun Light
  • Color
  • Direction
Fog
  • Color
  • Density
Post Processing
  • Color Correction
  • Vignette



As you can see, some settings change quite significantly from one phase to the next but it doesn't feel quite so drastic in-game since the gradual interpolation handles it all for us very nicely. Nighttime clearly stands out over the rest, and that's certainly intentional seeing as most of the time players will be out during the day and taking nightfall as a signal to rest and prepare for the next day.

That's all, folks! It's a bit of a short post this time around since there's not much more to say and the images pretty much speak for themselves. It's probably worth mentioning that configuring every setting for each phase can be very time consuming and we've spent many hours (and will probably continue spending many more!) making small adjustments here and there to ensure that everything looks right no matter the time.

As always, if you have any specific questions or comments about any of this, just pop on in to our Discord server and we'll be more than happy to oblige! With that, I'll leave you with a bonus clip of a very important nighttime activity. Good night!



You can add Trading Time: A Croak Tale to your wishlist below!
https://store.steampowered.com/app/1717510/Trading_Time_A_Croak_Tale/

Join Half Past Yellow on Discord.
http://Follow Half Past Yellow on Twitter.
Follow Merge Games on Twitter.
Dec 8, 2021
Broken Universe - Tower Defense - jinthreestudio
Dear Users!
This is the Broken Universe development team.

Version 0.11.2, has arrived.

This update includes 6 new buildings and UI improvements. 😊

In the past, there were various ways to deal with large monsters, but it was not easy to try because most of them required the use of complex strategies. In this update, buildings suitable for dealing with large monsters have been added, so player can try a little more variety. 🤗 In addition, a new support-type building that reduces the delay in the building has been added, and it is expected that the use of the support-type building will further increase. 😎

The UI related to the fusion tower has been improved, especially since the entire list is now displayed in two lines, making it easier to check information than before.

Next Update and Mobile Version
We are currently preparing a mobile version at the same time as preparing for the next update. The mobile version has the same contents as the PC version as much as possible, but is being prepared in a different direction in terms of service, etc. The mobile version is free of charge by default, but player can't play indefinitely because player will need additional Fuel each time player play a stage. In addition, the amount of EXP and other rewards supplied are less than the PC version, and some functions such as ranking content are not provided. In-app Purchasing allow player to remove Fuel restrictions or purchase other currency. As such, the service direction is slightly different, so data interlocking is not planned.





v.0.11.2 Patch Note

New Buildings & Fusion Towers
3 new buildings and 3 fusion towers have been added.
In addition, one existing building type has been deleted, and users who have previously enhanced can receive immediate refund of all costs used for enhancement by logging in to the game.



New Buildings
  • Beam Tower (LV.15)
  • Accelerator (LV.24)
  • Giant Rifle (LV.25)

New Fusion Towers
  • Exploder (Mine Launcher + Chain Launcher)
  • Eliminator (Crystal Tower + Accelerator)
  • Beam Striker (Beam Tower + Giant Rifle)

Deleted buildings
  • Hex Defender

change
  • Achievement "Pacifist"
    Changed how to achieve: Avoid killing monsters for 120 seconds after starting the game.

Improvements
  • Improved visibility by increasing the size of the popup showing all fusion tower information.

  • Improvements have been made so that the number of possible fusion combinations is displayed on the fusion information button.

  • A button for viewing fusion information has been added to the status window of the building in the game screen. It is equivalent to right-clicking the fusion button that appears when player click a level 3 building.

  • A sound has been added to mission failures and guide bubble appearances, and the sound volume of some buildings and skills has been adjusted.
  • An effect has been added to the central sculpture of the 2nd sub-chapter.
  • Some translation improvements.

Balances
    Buildings
  • Chain Striker
    Fusion: Crystal Tower + Rapid Fire → Beam Tower + Rapid Fire
    HP: 690 → 700
    PEN: 40 → 50
  • Space Defender
    Fusion: Solar Panel + Hex Defender → Solar Panel + Carbon Barrier
    DEF: 12 → 10
    Shield DEF: 12 → 10
    Modules
  • Secret Heart
    Invincible duration: 5s→ 7s

Bug Fixes
  • Fixed the issue where the increased damage effect was not applied to certain monsters possessed by some buildings.
  • Fixed the issue where the deck number on the Lab screen looked abnormal in certain situations.
  • Fixed the issue where the reward icon with a value of 0 was displayed in the reward display for the Star Collecting information.

Thank you for enjoying our game 💖 and feedback is always welcome. 😊
Dec 8, 2021
Clip maker - Games For Pleasure
I have made by your requests:

+ Make screenshot button
+ m/f children avatars for your own Genesis3 child characters
+ using WAV files in the talk module

https://steamcommunity.com/sharedfiles/filedetails/?id=2392970907
Dec 8, 2021
Time on Frog Island - Prologue - Danny_Merge
Hey everyone!

Up until now, you've seen bright and sunny images of our island but what if we told you there was another side to it? Let there be... Night!

A core feature of our game is a day/night cycle that has different gameplay opportunities depending on the time of day. Not only was it important to us to have each time of day to look and feel distinct from the others, but they needed to also transition nicely from one to the next. Oh, and also you need to be able to see what you're doing when it's dark.



During normal gameplay each distinct time of day in the game lasts several minutes - so don't worry, there's plenty of time to explore and get things done while it's still light out!

What we're essentially doing is defining specific times of day and setting it up for the look we want. Then during gameplay, we interpolate between the current phase's settings and the next one based on the time in-game. We have split the day into six phases: Morning, Noon, Afternoon, Dusk, Night, and Late Night. In our case, Late Night is indefinite and doesn't need to transition into Morning otherwise it would probably make sense to also have a Dawn phase.

The settings we are defining to provide the biggest visual impact between the phases are:

The Sun Light
  • Color
  • Direction
Fog
  • Color
  • Density
Post Processing
  • Color Correction
  • Vignette



As you can see, some settings change quite significantly from one phase to the next but it doesn't feel quite so drastic in-game since the gradual interpolation handles it all for us very nicely. Nighttime clearly stands out over the rest, and that's certainly intentional seeing as most of the time players will be out during the day and taking nightfall as a signal to rest and prepare for the next day.

That's all, folks! It's a bit of a short post this time around since there's not much more to say and the images pretty much speak for themselves. It's probably worth mentioning that configuring every setting for each phase can be very time consuming and we've spent many hours (and will probably continue spending many more!) making small adjustments here and there to ensure that everything looks right no matter the time.

As always, if you have any specific questions or comments about any of this, just pop on in to our Discord server and we'll be more than happy to oblige! With that, I'll leave you with a bonus clip of a very important nighttime activity. Good night!



You can add Trading Time: A Croak Tale to your wishlist below!
https://store.steampowered.com/app/1717510/Trading_Time_A_Croak_Tale/

Join Half Past Yellow on Discord.
http://Follow Half Past Yellow on Twitter.
Follow Merge Games on Twitter.
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