Mar 8, 2022
Runes of Pandemonium - pandemonium
Fixed an error related to topics causing them to not fire correctly.
Mar 8, 2022
Scarlet Hollow - blacktabbygames
Couple small fixes.
Mar 8, 2022
Cepheus Protocol - Halcyon Winds
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125

Winters got a model update from the last letter to the producer check it out! Not live yet



We have a podcast coming up check out the date details below! You can hop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397

The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.

Looking for more feedback from our userbase on what we plan on doing with civilians
https://steamcommunity.com/app/979640/discussions/0/3192494154712223081/

Looking for more feedback from our userbase on what we plan on doing with the early game here
https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/

Change list
  • Added Russian language (Some layout changes will be coming in the next 24-48 hours to better support this language)
  • Updated Helicopter movement traces: Helicopters should path better around buildings
  • Fixed a spawn position being on top of a building in Alcatraz
  • Loosened up 'refill supplies' logic for the Atlas, so it can have its supplies refilled at a Motor Pool without having to deploy to do so
  • Added Civilian Income: each civilian sheltered in a Civilian Holding Area will now increase your Income Tick by 5.
  • Update to Civilian Sheltering with some UI:
  • New Income Tally tracker will appear if you highlight your Income next to your cash total, highlighting how much you're getting as a bonus from sheltering civilians
  • Updated the hovertip or the Zone Income
  • Updated the hovertip for the Civilian Holding Area
  • Made the Civilian Holding Area 'list' widget also contain an Income Bonus display
  • Added a difficulty adjuster setting for the Civilian Sheltering value

More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology

We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.


Don't forget to wishlist!

https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/

Cepheus Protocol Podcast #2 URL is now live

https://www.youtube.com/watch?v=6eWbDibGMrU

Swag Store

The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile:

https://halcyon-winds-store.creator-spring.com/


Rocket League® - Psyonix Ted
Version: Rocket League v2.12
Scheduled Release: 3/8/2022, 4 p.m. PST / 3/9/2022, 12 a.m. UTC
THE HEADLINES
  • v2.12 prepares Rocket League for Season 6
    • Season 6 begins on 3/9/2022, 8 a.m. PST / 4 p.m. UTC
    • Look for additional patch notes detailing Season 6 before the season begins
NEW CONTENT
New Arena Variant
  • ‘Neo Tokyo (Comic) is now available in Private Matches, and Free Play
CHANGES AND UPDATES
Report/Block Player Menu
  • The Mute/Report Player menu has changed to ‘Report/Block Player’
  • Blocking a player from the Report/Block Player menu will prevent you from seeing their text chat during a match
    • This will also block you from hearing that player in voice chat when it becomes available in the future
  • Blocking a player carries over between matches
  • You can unblock players from the same Report/Block Player menu
  • Blocking a player you are friends with through Epic Games will remove them from your Epic Games friends list
  • The ‘Mute All’ button has been removed
    • If you prefer to play with text chat muted, you can go to Settings -Chat - Text Chat Settings, and make changes there
Soundtracks
  • ‘Rocket League OST Vol. 1’ and ‘Rocket League OST Vol. 2’ music playlists have been removed from the game
BUG FIXES
  • [PlayStation] Fixed a crash scenario involving four-player splitscreen
  • [PC] Fixed a bug causing framerate cap to reset on start or when opening the Settings menu
  • Fixed a trading error when attempting to trade equipped Avatar Borders and Player Banners
  • Fixed a notification display error when looking at new items
  • The SARPBC Theme Player Anthem now plays correctly when streamer safe is enabled
  • Fixed a bug causing Painted Samurai Car Bodies to lose color on trim when using its Common Decals
  • Fixed localization for Tournament queue text
  • Fixed appearance of several Painted Excavator Trails
  • Fixed a bug causing XVII Decal to change trim color on Marauder
  • Centered several Decals for the Insidio Car Body
  • The 50th Anniversary and Hot Wheels Race Team Decals for Fast 4WD and MR11 will now change colors when switching teams
  • Fixed Exo and Planetarium Paint Finishes on Gizmo
  • Fixed a Paint Finish error when using the 2020 Team Liquid decal on Fennec Car Body
Lock 'n Load Tactical Digital: Core Game - Metcalf
- fixed Bren Carriers' second MG to only fire in the front arc of the vehicle.
- fixed a bug where the AI could try to select too many units when retreating a shaken unit and get stuck in a long delay until it figured it out.
- fixed LOS mistakenly being allowed between adjacent lower/upper floor of the same building.
- fixed the 'Between Buildings' combat modifier (was only applying on perfectly straight hexline LOSes due to rules misunderstanding).
- fixed LOS being affected when running on a straight hexline adjacent to non-smoke counters (FFE, etc).
- fixed Shaken Leaders applying their unshaken Leadership value in melee.
Skald: Against the Black Priory - the Prologue - fee-ona
Hi folks! Fiona here to bring you the first of many Developer Video Blogs from Skald developer Anders Lauridsen!

You can watch the video in full below and I've also included some excerpts and screenshots in this post going over the biggest points in the video.

So let's begin, Skald Video Blog 1: Say "hi" to the Skald Editor!



#Discussions_QuoteBlock_Author
Hey RPG fans, welcome to the first Skald video devlog. My name is Anders Lauridsen. I am the developer for Skald: The Black Priory, which is an upcoming indie RPG. The game is kinda an old school retro style RPG similar to games like Ultima 5 and The Magic Candle series. It's slated for release later in 2022 and will be published by Swedish game publisher Raw Fury.

So the last couple of weeks has been busy. All of February has been busy, but unfortunately, I've been down for the last week with COVID, which sucks. I lost a week of work, and I hate that but fortunately, I feel much better now, and I'm back on the horse, which is good as there's a lot to do.

In terms of development, the last month--probably the last three weeks if you subtract the week with COVID, I've been working on the level editor for Skald. I've had many iterations of it already but the way it used to be didn't really work the way I wanted it to, so I remade it from scratch. That might sound excessive, but a level editor is a tool that you use a lot as a game developer so having a good tool is extremely important. Basically, what made me reconsider the tool I was currently using; first of all it wasn't really a good tool, but it worked for me as I was the only one using it, but then I saw tiled, which is an open-source free level editor tool that you can use to make games that look pretty much like Skald.

It's a fantastic tool and I was really impressed by it. I decided I could use tiled or make my own tool that emulates tiled and the functionality of that tool. So to make sure that I had a tool that I could control 100%, I didn't really want a third party in this project in any way, even though it's open-source, I opted to make my own tool, my own version of tiled. That's what I've been working on for the past 3 weeks, and it's been going really good.

So what I'd thought I'd do is just spend a couple of minutes playing around with the tool and showing it to you guys so you can see what it looks like today. Both because it's nice for me to show off the work I've done but also the tool is something we'll release to the public at some point in the project. We might release an alpha version either to the public or the community before launch so you guys can play around with it a little bit and we will definitely be releasing it at some form post-launch, maybe at DLC or part of a DLC package; we'll just have to see but modding and having the community be able to create their own content for Skald has always been a pretty big pillar for the project for me even though it's not my first priority. My first priority is to make a good single player experience out of the box. but it's also pretty low effort for me to just give you the tools that I used to make the game and nothing would make me happier to see you guys use it down the line so, so I think it's well worth the effort to spend a little bit of time working on stuff like the level editor.



Okay, so let's do a short tour of the editor. If you're familiar with tiled, then basically, this is what this is; it's tabbed based so you can have different maps up at the same time, and you can swap between them. This is the main draw area, and you can obviously of course, zoom in and pan around, just as you would expect. But you couldn't zoom in on my old editor, so you couldn't zoom out and edit large areas at once, so this is already hugely helpful.



So let's just say we want to draw some wall down here, we'll just do it like that, easy peasy lemon squeezy. Let's zoom in a little bit. What we can also do is we can use the draw random function, which allows you to select multiple tiles and select one of them at random. It's great for letting you visual variation like so. You could also use another super handy tool called draw pattern, which allows you to select several tiles and draw them all at once. So, for instance, here we draw this arch, select these tiles, press the button and it comes on screen. So pretty easy, nothing revolutionary but hugely, very functional, and it works the way I need it to.



You can basically also add any object that's in the game using this editor. Let's say why not add a cat, a couple of cats? We could add a dog as well and just hope they don't kill each other; you get the idea.





The maps in Skald are also layered on top of each other inside the game so usually, if you see a building like this, the ground floor is drawn on one map, and the upper floor is drawn on another map, and this is also supported in the game.



So let's say we wanted more dogs-oh crap, I put a wall in there instead- let's just leave it for now. See if we can put a dog in, there we go, now we can have the dog pee on the wall, which is super nice.

I think you all get the gist; it's nothing revolutionary, but it's hugely helpful for me, and it's really, really fast to make content in. I'm super happy with it so far, and I can't wait to just continue using and developing it and polishing all the rough edges so it can be easy for you to use and make content with.

So, with that being said I don't think there's much more for me to say today besides have a fantastic day, stay safe and healthy and keep following the project on https://www.skaldrpg.com/ or on twitter (or our Discord).

Have a good one everyone, bye bye!

-Anders
Mar 8, 2022
Tower Unite - PixelTail Games
This update addresses several bugs from the new update.

Changes
  • Tower Glove: Optimized Copycat duplication mode preview
  • Tower Glove: Added keybind (defaults to mouse wheel up and down) for switching tools while C is being held
  • Tower Glove: Pressing 1-8 while C is being held will switch between modes
  • Condo Hub: When a player enters a Condo, instead of saying "player has left", it'll say which condo they went into
  • Condo Hub: When a player checks into their Condo, it will no longer show the "player has left"
  • Improved Condo Hub connection establishment when traveling to the Hub
  • Accelerate: Adjusted turning & drifting

Bug Fixes
  • Tower Glove: Fixed Tower Glove blocking third person zoom at the wrong times (should only do it if you are using a tool and selecting an item)
  • Tower Glove: Fixed duplication mode key prompt not showing up for Copycat
  • Fixed a few movement desyncs
  • Fixed Plaza map being available while in Condo Hub/Game World Ports
  • Fixed fast travel to Condos not taking you to the Condo Hub doorway
  • Fixed number sign item being the wrong model
  • Fixed collection book opening to the wrong map on second map Accelerate tracks
  • Fixed Huge Fireplace not replicating to clients
  • Fixed canvas "Friends Only" setting hiding your own canvases
  • Fixed Game World Ports return to Plaza teleporter not taking you back to a Plaza or showing "Unknown"
  • Fixed client desync regarding condo surfaces in condos causing players to stutter around on certain surfaces
  • Courtyard: Fixed weird lighting on some walls
  • Courtyard: Fixed certain lights not working in some rooms
  • Fixed a few workshop related crashes
  • Accelerate: Fixed a spot in Riptide Retreat that would get you stuck after the first ramp
  • Fixed collision issues with heart icon
  • Trainyard/Nightyard: Fixed some collision issues
  • Accelerate: Fixed Bedroom Mastered, Sunrise Isles Mastered, and Pine Valley Mastered achievements not incrementing properly
  • Accelerate: Fixed homing items going under the map if you use them while in air
  • Accelerate - Criss-Cross Rapids: Fixed homing bowling balls/sun traveling over the bridge wrongly
  • Accelerate - Criss-Cross Rapids: Fixed homing bowling balls/sun not traveling properly on the off-road section near the end of the track
  • Accelerate: Fixed finish ding sound not adjusting to sound volume settings
  • Fixed Balloon and Lights (with string lengths) not letting you adjust string length
  • Fixed adjusting length of the Huge Fireplace causing a UI bug while changing the length
  • Fixed setting values such as length or radius on items having really large floats (0.150125 will now become 0.15)
  • Fixed light radius setting using the old slider input UI






Join our Discord for development updates and community fun!
https://discord.gg/pixeltail
We love awesome people like you!

We're also active on Twitter!
https://twitter.com/PixelTailGames

Follow our developments on our Trello in near real-time:
https://trello.com/b/6BwRMiPw/tower-unite-roadmap

Take a peek at what's being worked on every week in our weekly dev logs! There's bound to be something interesting every week!
http://forums.pixeltailgames.com/c/devupdates/weekly-dev-logs

Please report bugs & submit suggestions on our forums. We're active everyday & here to help.
For bug reports: https://forums.pixeltailgames.com/c/bug-report/18
For suggestions: https://forums.pixeltailgames.com/c/suggestions/7

<3 PixelTail Games
Sweet Collector - PurpleCloud
Spring Pastry has arrived!

Dear women we'd like to congratulate you with International Women's Day!
Let's celebrate it with our Spring pastry Update!

New Bonus chapter with 15 new cute shapes and 30 handcrafted new levels.



https://store.steampowered.com/app/1860500/Sweet_Collector
SKALD: Against the Black Priory - fee-ona
Hi folks! Fiona here to bring you the first of many Developer Video Blogs from Skald developer Anders Lauridsen!

You can watch the video in full below and I've also included some excerpts and screenshots in this post going over the biggest points in the video.

So let's begin, Skald Video Blog 1: Say "hi" to the Skald Editor!



#Discussions_QuoteBlock_Author
Hey RPG fans, welcome to the first Skald video devlog. My name is Anders Lauridsen. I am the developer for Skald: The Black Priory, which is an upcoming indie RPG. The game is kinda an old school retro style RPG similar to games like Ultima 5 and The Magic Candle series. It's slated for release later in 2022 and will be published by Swedish game publisher Raw Fury.

So the last couple of weeks has been busy. All of February has been busy, but unfortunately, I've been down for the last week with COVID, which sucks. I lost a week of work, and I hate that but fortunately, I feel much better now, and I'm back on the horse, which is good as there's a lot to do.

In terms of development, the last month--probably the last three weeks if you subtract the week with COVID, I've been working on the level editor for Skald. I've had many iterations of it already but the way it used to be didn't really work the way I wanted it to, so I remade it from scratch. That might sound excessive, but a level editor is a tool that you use a lot as a game developer so having a good tool is extremely important. Basically, what made me reconsider the tool I was currently using; first of all it wasn't really a good tool, but it worked for me as I was the only one using it, but then I saw tiled, which is an open-source free level editor tool that you can use to make games that look pretty much like Skald.

It's a fantastic tool and I was really impressed by it. I decided I could use tiled or make my own tool that emulates tiled and the functionality of that tool. So to make sure that I had a tool that I could control 100%, I didn't really want a third party in this project in any way, even though it's open-source, I opted to make my own tool, my own version of tiled. That's what I've been working on for the past 3 weeks, and it's been going really good.

So what I'd thought I'd do is just spend a couple of minutes playing around with the tool and showing it to you guys so you can see what it looks like today. Both because it's nice for me to show off the work I've done but also the tool is something we'll release to the public at some point in the project. We might release an alpha version either to the public or the community before launch so you guys can play around with it a little bit and we will definitely be releasing it at some form post-launch, maybe at DLC or part of a DLC package; we'll just have to see but modding and having the community be able to create their own content for Skald has always been a pretty big pillar for the project for me even though it's not my first priority. My first priority is to make a good single player experience out of the box. but it's also pretty low effort for me to just give you the tools that I used to make the game and nothing would make me happier to see you guys use it down the line so, so I think it's well worth the effort to spend a little bit of time working on stuff like the level editor.



Okay, so let's do a short tour of the editor. If you're familiar with tiled, then basically, this is what this is; it's tabbed based so you can have different maps up at the same time, and you can swap between them. This is the main draw area, and you can obviously of course, zoom in and pan around, just as you would expect. But you couldn't zoom in on my old editor, so you couldn't zoom out and edit large areas at once, so this is already hugely helpful.



So let's just say we want to draw some wall down here, we'll just do it like that, easy peasy lemon squeezy. Let's zoom in a little bit. What we can also do is we can use the draw random function, which allows you to select multiple tiles and select one of them at random. It's great for letting you visual variation like so. You could also use another super handy tool called draw pattern, which allows you to select several tiles and draw them all at once. So, for instance, here we draw this arch, select these tiles, press the button and it comes on screen. So pretty easy, nothing revolutionary but hugely, very functional, and it works the way I need it to.



You can basically also add any object that's in the game using this editor. Let's say why not add a cat, a couple of cats? We could add a dog as well and just hope they don't kill each other; you get the idea.





The maps in Skald are also layered on top of each other inside the game so usually, if you see a building like this, the ground floor is drawn on one map, and the upper floor is drawn on another map, and this is also supported in the game.



So let's say we wanted more dogs-oh crap, I put a wall in there instead- let's just leave it for now. See if we can put a dog in, there we go, now we can have the dog pee on the wall, which is super nice.

I think you all get the gist; it's nothing revolutionary, but it's hugely helpful for me, and it's really, really fast to make content in. I'm super happy with it so far, and I can't wait to just continue using and developing it and polishing all the rough edges so it can be easy for you to use and make content with.

So, with that being said I don't think there's much more for me to say today besides have a fantastic day, stay safe and healthy and keep following the project on https://www.skaldrpg.com/ or on twitter (or our Discord).

Have a good one everyone, bye bye!

-Anders
Mar 8, 2022
cyberpunkdreams - cyberpunkdreams
  • You can now visit the homeless camp in the airport, if you've got the route.
  • Hired help cards have been more than somewhat redesigned.
  • All negative options are now located on a single card.
  • You can now look for mutants in your hired help.
  • You now have to think about your hired help's loyalty and organisation.
  • -- It sets some default values if you have existing hired help.
  • And also make sure you pay them enough per week.
  • Numerous smaller tweaks and bits of content for hired help.
  • You can now call your hired help directly from your phone (or inventory cards).
  • You can't transfer hired help from the airport to the slums anymore.
  • Loyalty will also increase slowly over time.
  • You now have some stuff to deal with if you've got a lot of teams.
  • It's now easier to get sidekicks (more of a process).
  • Sidekicks now have their own card and options from the inventory.
  • You can now choose a look for your sidekicks.
  • You can now assign sidekicks as two different types of Close companions.
  • New Target/Street crime mechanic.
  • -- Your target level depends on a while lot of factors.
  • -- Makes being targeted less random and more controllable.
  • -- Your likelihood of being ambushed in side alleys is also affected.
  • Light fingers has had some work.
  • There's now a daily limit on manually clearing your hand (via almost any means).
  • The DMM deck will now always draw a complete hand if it's available at all.
  • -- Several new cards, a rare new breather type and a rare new mechanic.
  • You can now by .410 bore at The arms depot.
  • You can now sell bundled shotguns via your inventory.
  • Made opioids last longer.
  • Crashed adrenals now blocks drug taking actions instead of nullifying the effect.
  • New artwork.
  • The adult content image pack has been updated (check the Discord server for details).
  • New tutorial material.
  • Performance improvement when opening tabs with a lot of items.
  • Fixed Refresh your style not always giving you Dressed to impress as it should.
  • Fixed the Lace shrug sometimes not being equippable since it was moved to Accessories.
  • Fixed cooking a special meal for now also giving you the stored meal.
  • Fixed disappearing kills.
  • Some other minor narrative fixes.
  • More typos fixed; thanks for the reports!
...