Hamster Blitz! - shermy99
New features
  • Jockey enemy - is that rat riding on a SQUIRREL?! You'd better catch them quickly, as they make a heart racing beeline for the cookie jar. Defeat the squirrel to knock its rider off, then take out that defenseless rat! More enemies still to come.
  • Explore more of the map with the newly opened 2nd Floor! More rooms still to come.
  • New music tracks! Theme for the Jockey, and a preview of the upcoming enemy theme.
Tweaks
  • Gadgets already equipped on gadget screen cannot be selected again (marked by a red X)
  • Performance & rendering improvements
  • Minor audio mix adjustments
Bugfixes
  • Switched API from Vulkan to DirectX 11, bringing major performance improvements (framerates no longer steadily drop over playtime)
  • Rover melee attack no longer hits player after leaving attack range during wind-up
Mar 25, 2022
Across the Obelisk - Rhin
Hello everyone, this patch balances the newly released Act 4, and adds some extra features.

IMPORTANT: due to the long list of changes that this patch brings to the balance of the game, ongoing games from version 0.8.01 are incompatible with this patch so if you want to continue playing your old games you will need to use the early version of the game (v0.8.01) that's available through the Steam client. We are sorry, but it is a change that had to be made and we could not avoid it.

Last week we released Act 4 of the game and in general we are very happy with the result. We have been collecting all the feedback you have been giving us and we have been working quickly to improve and balance Act 4 as fast as possible.

So, we agree that Act 4 came out a bit Overtuned, especially in normal mode and the last boss.

During the Act 4 beta we got a lot of good feedback from very committed and experienced players (we are very grateful to all of you). Most of the feedback was about high madness levels and more advanced aspects, so we probably understimate the difficulty of the game in normal mode.

But well, that's what Early Access is for, to correct and improve the game whenever possible, so here's a summary of what we've done.

We have lowered the general difficulty of Act 4, especially in normal mode and a little less in madness mode. We have reduced the life of all enemies by 10-15% and revised their enchantments. Lord Hanshek's shadows will take much more health when using their cosume card, heal/area dispel (effectively reducing their health with each use). Archon Nhir has been lowered several values and damage based on auras/curses, plus he will no longer evade. There are many more changes (full list of changes at the end).

We have made some visual improvements to the Act 4 map, now that we know exactly what events are in each node and to give it more personality. We wanted to say that the Act 4 map was created before the random mode, when we had the map done we decided to create many more islands so we could create maps for the random mode "Obelisk Challenge". As the community (and us too) had a lot of desire to have a random mode in the game, we decided to advance it and release it before, so now it seems that Act 4 comes from the obelisk mode, when it is exactly the other way around. Even so, we have decided to improve it graphically and little by little we will add some more content.

Also four new cardbacks have been added to the game, which will be unlocked by passing various game modes, some of them (adventure complete in madness 14) will have to be replayed for the unlock to take effect. We have also improved the cardback display in several places in the game.

Talking about madness, we have given an overview of the corruptors in madness mode and sorted them by difficulty, to make it clearer for everyone.

The "Elite Champions" corruptor has been merged with the "Random Combats" corruptor, now there will always be a champion in each combat, with a random immunity but without the powerful bonus at the start of the combat.

Now, in the adventure, even with the Random combats corruptor you will be able to see which enemies are in each combat on the path, so you can plan your route. This is only for the adventure mode.

New corruptor "Despair", due to the balance and lower difficulty of the enemies in madness, we have created this corruptor to put certain enemies/champions/bosses at a higher difficulty level (nearly the same before the patch) by improving their cards and enchantment. At the moment this corruptor only affects act 4 enemies, but with time we will apply changes to the other enemies/bosses.

Thanks to this new optional corruptor, it allows us to have a new level of difficulty. Being in practice 3 base levels: normal, madness and madness+despair. So, for all those who still want more challenge or think that the changes have been excessive, we have a new difficulty level where we can create really difficult encounters.

Full list of changes and fixes.

Talents
Voltaic Arc: Added +1 spark charges.

Enchantments
World in Flames: this enchant caused soem problems as the card was casted when the enchant triggered and was an aoe card, changed to add the special emberstorm in you hand at cost 0 and vanish.
The Chosen One: Reduced sight and vulnerable charges by 1.

Cards
Meditate: (yellow) reduced energy to 1(from 2) added 1 energyze.
Meteorite: (Blue) increased damage a bit. (Yellow) removed random monster, increased cost and damage.
Ice comet: (Blue) increased chill. (Yellow) removed random monster, increased cost, added blunt damage and crack.
Ball lightning: (Blue) increased cost to 9, increased damage and spark charges.
Vampiric Tutor: (Blue) reduced cost to 1, increased hp lost.
Living Flame: (Blue) increased cost to 3, added 1 more jump and increased burn to 3.
Mind Visions: (Yellow) added vanish.
Pandemonium: (Blue) removed vanish. (Yellow) increased cost to 6, reduced damage, removed slow, added repeat 1.
Death's Reach: (Blue) increased cost to 8, added repeat 1. (Yellow) increased damage a bit.

Items
Scryer Staff: reduced the sight:burn conversion to 1:2(from 1:3)
Spider Queen Eye: reduced the sight:poison conversion to 1:2(from 1:3)

Act 4 changes
Reduced the hit points of all normal enemies in Act 4 (normal & madness) by 10%-15%.
All changes to Act 4 enemies also apply to those enemies in obelisk mode.

Vanguard & Dark Vanguard
Sacred Rancor / Dark Rancor (enchants): reduced the damage back done when damaged.
Holy Slash / Shadow Slash: reduced damage and sanctify/dark charges respectively.
Desvastate: reduced damage.
Bloody Retaliation: Damage based from bleed reduced to x0.5(from 1) in normal and x1(from 1.5) in madness mode.
Toxic Retaliation: Damage based from poison reduced to x0.5(from 1) in normal and x1(from 1.5) in madness mode.

Gunner & Dark Gunner
Heavy Artillery (enchant): reduced damage bonus and mark charges to 1(from 2), reduced uses to 10(from 12), in madness reduced uses to 10 too.
Sacred Shot / Dark Shot: reduced damage and sanctify/dark charges respectively.
Holy Barrage / Shadow Barrage: reduced damage.
Radiant Burst / Gloomy Burst: significantly reduced base damage, keep the x1(x2 in madness) damge based on cards in the discard pile.
Luminous Beam: Reduced the sharp to bleed conversion to 0.5(from 1) in normal and 0.8(from 1) in madness, also reduced the vulnerable charges by 1.
Caustic Beam: Reduced the sharp to poison conversion to 0.5(from 1) in normal and 0.8(from 1) in madness, also reduced the vulnerable charges by 1.

Oddball
Shield Generator (enchant): Reduced a bit the shield and block generated, charges reduced to 2(from 3) in normal mode.
Shield Jammer: Shield reducction reduced to x0.5(from 0.7), reduced vulnerable charges by 1.

Lancer & Dark Lancer
Pulsing Vigor (enchant): Reduced the vitality charges granted to 2(from 3) in normal and to 3(from 4) in madness mode.
Vitality Drain: Vitality gained equals x0.5(from 1) your vitality in normal mode, in madness keeps the x1 your vitality but removed the extra +X damage based on the vitality stolen.
Piercing Strike, holy & shadow versions: reduced the damage and charges (vulnerable, sanctify, dark) by 1 in all the versions.
Oppression, holy & shadow versions: reduced the damage based on hero thorns to x0.5(from 1) in normal mode.
Holy Lance / Shadow Lance: reduced the base damage a bit, damage based on monster vitality reduced to x0.5(from 1) in normal mode.

Champion Lancelot was affected by these changes and his cards were adjusted accordingly.

Monk & Dark Monk
Yang Mantra / Yin Mantra (enchants): Reduced the sanctify/dark charges applied by 1 in normal mode.
Payback: increased damage a bit, reduced the curses transfered to 1(from 3) in normal and to 2(from 4) in madness mode.
Radiance / Gravity Well: Greatly reduced the area damage based on block to x0.20(from 0.4) in normal and to x0.25(from 0.45) in madness, increased the burn/dark charges applied a bit respectively.
Transcendence: Removed dispel in normal and reduced the dispel to 1(from 2) in madness mode.
Celestial Toll / Death's Toll: Reduced base damage a bit, in madness the card added (Deadly Chime, Divine Chime) now has vanish.

Champion Graham was affected by these changes and his cards were adjusted accordingly.

Psychic
Silent Backlash (enchant): Reduced uses to 1(from 2) in normal mode, also reduced the damage a bit. Madness stays with 2 uses.
Dementia: Reduced damage a bit, and Amnesia (added card) has vanish.
Mass Hysteria: reduced damage and charges applied.
Phantom Echoes: Reduced jumps to 1(from 2) in normal mode.
Enfeeble: Reduced charges applied.

Knight / Dark Knight
Perfect Parry (enchant): Reduced uses to 1(from 3) in normal and to 2 (from 3) in madness mode.
Knights's Pride: Reduced damage and damage based on evasion charges.
Grand Cross, holy & shadow versions: Reduced the damage and damgesides a bit 1 in all the versions.
Godly Strength: Gain bless based on the monster sanctify charges x0.5 in normal and x0.8 in madness mode, also reduced the power charges by 1.
UnGodly Stength: Changed to be like Godly Strenght but it works with monster dark charges.
Stronghold: Reduced block to 70(from 80) in normal and to 85(from 90) in madness mode.

Champion Guts was affected by these changes and his cards were adjusted accordingly.

Angel / Dark Angel
Divine Protection (enchant): Now triggers at 10%(from 15%) in normal and at 15%(from 20%) in madness, also reduced the bless charges to 7(from 9).
Celestial Wrath (enchant): Now grants powerful instead of bless when triggered, reduced damage to 28(from 36) in normal and sanctify charges applied by 2.
Abyssal Wrath (enchant): Reduced damage to 28(from 36) in normal and dark charges applied by 2.
Blasphemy / Heresy: Reduced the base damage.
Purify: Reduced dispel to 2(from 3) in normal and to 3(from 4) at madness mode.
Sacred Ceremony: reduce the bless granted to 2(from 3) in normal.
Sanctuary: reduced the vitality granted to 2(from 3) in normal and to 3(from 4) in madness mode.

Champion Martina was affected by these changes and his cards were adjusted accordingly.

Dawn / Dusk
Dawn Punishment / Dusk Punisher (enchants): Reduced damage, Sanctify/Burn and Dark/Chill charges reduced to 3(from 4) in normal mode.
Law of Light (enchant): Removed the suffer sanctify when using a card.
Law of Darkness (enchant): Reduced the shield applied when using a card.
Ivory Tower / Obsidian Towe: Reduced the Area block granted. Also reduced the bless and powerful charges in madness mode.
Herald of Dawn / Herald of Dusk: Reduced the vitality charges gained.
Shield Slam: Reduced the base damage.
Armored Steel: Block gain reduced to double the boss block(from Tripe) in normal, reduced the mitigate and reinforced charges gained.

Lord Hanshek
Shadow clones, Wither: Reduced damage a bit, Reduced the heal received per damage done for 200%(from 300%) in normal and for 250%( from 300%) in madness, reduced vulnerable charges applied.
Shadow clones, Consume: Increased the fire damage taken by the shadow to 160(from 120) in normal and to 200(from 160).
Dark Cremation: Reduced the base damage.
Disintegrate: reduced the base damage.

Lord Hanshek was affected by changes in other cards shared with other monsters, like Wither or Gravity Well.

Archon Nhir
Apotheosis (enchant): Reduced the resist bonus to 35%(from 50%) in normal and to 40%(from 50%) in madness, reduced the shield gained on damaged to 8(from 16) in normal and to 13(from 16) in madness mode.
Anathema (enchant): Reduced the resist bonus to 35%(from 50%) in normal and to 40%(from 50%) in madness.
Abstraction (enchant): Reduced the resist bonus to 35%(from 50%) in normal and to 40%(from 50%) in madness. Removed the evasion gained on damaged.
Divine Punishement: Reduced the base damage, in madness increased the damage bassed on bless to x1.5(from x1).
Crushing Darkness: Reduced the damage based on block to x0.3(from 0.5) in normal and to x0.4(from 0.6) in madness, also reduced the dark charges applied by 2.
Corruption: Reduced the damge and poison application based on regeneration to x0.5(from 1) in madness and to x1(from 1.5) in madness mode.
Lethargy: Reduced the damage and insane charges application based on vitality to x1(from 1.5) in madness mode.
Ethereal: Curse charges redcution changed to 40%(from 50%) in normal and to 50%(from 60%) in madness, also reduced the buffer charges gained by 2.
Shadow Clone: Removed Consume card (now the add won't heal or dispel the boss) added a new card to the shadow, Dark Constraint.
Shadow Clone: Dark Outburst explosion card moved to round 6(from 5) in normal mode.


Bug fixes

- Fixed the interaction between the enchantment "Phoenix" and the item "Scroll of Resurrection" activating both at the same time. Now, the enchantment will have priority and the Scroll will not be consumed on the same death.

- Fixed the "Endless bag" item that was not working properly when some specific cards were used last.

- Fixed the "Mirror of Kalandra" not duplicating some of the enchantments casted.

- Fixed the "Restart combat on defeat" settings option, not saving its state between game sessions.

- Modified the autoend function to ensure the game waits for cards that are drawn before passing the turn.

- And much more minor fixes that have been reported.

That's all for now.

if you like the game and you haven't done it yet. Remember to leave a review on steam, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.
Book of Aliens - Konstanty
In this update, I’d like to take a break from showcasing the efforts of our art team, and pivot to the design side. In particular, over the next few updates, I’d like to talk about third-party games that had a big influence on our designs.

When designing the details of a game, we usually first sketch a basic idea in something that’s often called a vision document. This document serves as the foundation for all subsequent work - it not only sets the scope, mood and feature-set, but it also lists all the relations to any other games out there. Our approach is that intimate knowledge of all the similar games already on the market is crucial. You have to understand their strengths and weaknesses. You also need to know who is your target audience, what games do they like to play, and what they expect from a next-gen title in their favorite genre.

Designing unique games is only viable for very small titles (think super-simple puzzle games). The bigger and more complex a game gets, the more you have to rely on design patterns that repeat between titles in the genre. This approach makes the game more accessible and lowers the risk for big titles. Even if your unique game is great, it won’t matter if too few people will have the patience to learn and understand it. On the other hand, making a game that brings nothing new to the table won’t get anyone excited. So, the biggest difficulty lies in striking the right balance between the old and the new.

Influence #1 - X-COM Games


It’s no secret that Return 2 Games is a tribute series, and Book of Aliens’ greatest single influence is 1994 X-COM: UFO Defense (also known as UFO: Enemy Unknown in Europe). The game, and to some extent its sequels, made a huge impact on us when we played it as kids. It was never a question if a UFO tribute would be a part of R2G, it was a matter of when :) And now we are working hard on it.



The similarities between Book of Aliens and X-COM games will be limited though. Both games will be in the same genre - a blend of global strategy and turn-based tactics - and both games depict a story of the world’s desperate attempts to respond to a global alien invasion. In particular, we want to have a similar feel of doom and gloom in the face of an unknown enemy and a global struggle that starts in the style of the cold war but quickly escalates into an all-out conflict. In this regard, Book of Aliens will have a unique narrative with many secrets and surprises to uncover along the way.



However, when it comes to game mechanics this will be where both games really diverge. If you look at the more modern games in the same X-COM series and genre, there is a trend to simplify game mechanics, make everything more streamlined and fast-paced. Some of these efforts are more successful than others, but often simplifying things has the downside of taking some depth away. This is something we are not fans of and we are actively working on other solutions.

After all, we are making a series of midcore games. We want Book of Aliens to be easier to pick up and have shorter gameplay sessions but we also want it to be deeper in terms of strategies and tactics available to the players. If this sounds like a difficult task, that’s because it is. And it’s one of the reasons why developing the game takes so long.

Take care and stay safe!
Maciek
Andro Dunos II - Maximilange
Andro Dunos II is now landing ! 30 years after Andro Dunos, released on Neo Geo, it's time to jump into your space ship and face aliens once more !

Have you suceed the game on your first run already?

What is your first score? Share your highscore in the Community hub! We want to see your scores!

We have a 15% off for the first week, to let pilots join the army crew against aliens!
Get the game before it goes back to its regular price on April 1st!

Coming soon:
- A guide to explain how to set-up the game properly in the configuration tool. We know it's a bit in japanese and might be difficult for some users. We'll explain you everything to enjoy the game even better!
Community Announcements - WoWarships Admiral

Captains!

To participate, select "Public Test" in the Game Instance menu of the Wargaming Game Center. Numerous rewards await you! Earn Community Tokens and exchange them for containers, permanent and expendable camouflages, and other valuable items.

Update 0.11.3 brings superships to the Tech Tree, a new ship to the Dockyard, and other new features. Take a look at the Developer Bulletin, and welcome to the Test! See you on the Public Test Server!

Round 1 Schedule
Starts: Thu. 24 Mar. 17:30 CET (UTC+1)
Ends: Tue. 29 Mar. 06:30 CET (UTC+1)

Combat Missions and Rewards
By progressing through combat missions on the Public Test Server, you can earn Community Tokens. Community Tokens can be exchanged for various rewards in the Armory, including rare permanent camouflages, containers, and other in-game items. All details about Community Tokens are available in a dedicated article
    The rewards for activities on the Public Test Server may differ from those on the Live Server.
Round
1
2
Earn 250 Base XP in a single battle in Random or Co-op Battles.

Reward on the Live Server: 100 Community Tokens
Earn 1,000 Base XP in Random or Co-op Battles.

Reward on the Live Server: 200 Community Tokens
Earn 8,000 Base XP in Random Battles playing superships.

Reward on the Live Server: 1x Wargaming container
Complete 22 shipbuilding phases at the Dockyard. At least three of them must be progressed through by completing Dockyard combat missions.

Reward on the Live Server: 1,000 Community Tokens
Earn 5,000 Base XP playing Tier X submarines in Random or Co-op Battles.

Reward on the Live Server: 500 Community Tokens
Earn 5,000 Base XP in Ranked Battles.

Reward on the Live Server: 450 Community Tokens
Earn 3,000 Base XP playing Tier VI or VIII submarines in Random or Co-op Battles.

Reward on the Live Server: 250 Community Tokens
Earn 500 Base XP playing Tier VI ships.

Reward on the Public Test Server: Tier VI submarines
Earn 500 Base XP playing Tier VI submarines.

Reward on the Public Test Server: Tier VIII submarines
Earn 750 Base XP playing Tier VIII submarines.

Reward on the Public Test Server: Tier X submarines
    Each Wargaming container drops 1 day of Warships Premium Account, 3x Papa Papa signals, and 3x Juliet Charlie signals.

Starting Bonuses
  • The research prices for ships and ship modules will be substantially discounted.
  • You will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.11.2, you'll be awarded the following additional bonuses:
  • At the start of the Public Test, every participant will have all researchable Tier VI and VIII ships, helmed by Commanders with 19 skill points, credited to their PT accounts.
  • 500,000,000 Credits; 30,000 Doubloons; 250,000 Coal, and 90 days of Warships Premium Account.
  • 50 signals of all types (except for special signals) will also be added to your PT account.
    If you fought at least one battle on the Public Test Server during the 0.11.2 Public Test, your account will be copied from the Live Server to the Public Test Server.
How to Participate
https://steamcommunity.com/games/552990/announcements/detail/2716184589232191867

Developer Bulletin for Update 0.11.3
    IMPORTANT! Because the update is still being tested, the information in this bulletin is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the update is released.

    Please note: The rewards for activities on the Public Test Server may differ from those on the Live Server.



Superships in the Tech Tree
In Update 0.11.3, superships will be added to the Tech Tree. After several months of testing in various game modes, they are going to become a logical continuation of their branches and will be available to the following players:
  • Those who have researched or purchased at least three Tier X ships.
  • Those who have researched a Tier X ship of the corresponding branch.
In Update 0.11.3, the ships you're already familiar with— Satsuma, Hannover, Condé, Annapolis, Yamagiri, Zorkiy, United States, and Eagle—will be added to the Tech Tree.

    If the Research Bureau is available to you and you purchased a supership, she will not be reset and will remain in your Port after you reset a branch of researchable ships,

    Adding superships to the Tech Tree is an important step for our game. We'll keep a close eye on how they perform, as well as your feedback, and make changes if necessary. We want these ships to be an exciting new set of playstyles and gameplay experiences.



Continuation of Early Access to Italian destroyers
Early Access to Italian destroyers continues in Update 0.11.3. An additional component of the event dedicated to Early Access is a new collection that reveals details of the artillery armament of Regia Marina destroyers and awards of Italian sailors.

The collection consists of three pages, with six elements on each. Elements of the collection can be obtained from the event containers.

The reward for completing each of the sections is the ability to mount a second commemorative flag aboard Italian destroyers, cruisers, and battleships.

The rewards for completing the entire collection are VI Leone and a commemorative flag.


Dockyard
The building of Pan-American battleship VIII Atlântico commences in Update 0.11.3. She will leave the famous British Clydebank Dockyard that saw IX Marlborough sail out in the past. Atlântico carries ten 381 mm guns in 5 twin turrets with only one shell type—AP shells.

Event Rules
  • The construction process at the Dockyard comprises 22 phases.
  • These shipbuilding phases can be progressed through by completing Dockyard combat mission groups or by spending 1,750 Doubloons to pass through each phase.
  • The combat mission groups span two updates—0.11.3 and 0.11.4—and the Dockyard itself will remain in your Ports until the start of Update 0.11.5.
  • In total, you can progress through 19 out of 22 shipbuilding phases by completing Dockyard combat missions.
    Please note: New battleship VIII Atlântico will not be available on the Public Test server.

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Visual Improvements and Changes
Our work on the visual component of the game is ongoing, and you can expect new graphical improvements and changes in Update 0.11.3.

New Effects
We've improved how snow and sand are displayed on islands. We've also added the effect of snow covering ships, depending on the weather.

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HD textures on maps
We're continuing to update all the maps to accommodate enhanced HD textures. In Update 0.11.3, high-detail textures will be added on the Tears of the Desert, Trap, Warrior’s Path, and Solomon Islands maps.

In future updates, we'll keep working on texture details on other maps and Ports.
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Aircraft camouflages
The camouflage mounted on the ship will also be displayed on aircraft that belong to that ship. This effect applies to all aircraft types in the game, including aircraft carrier squadrons and fighters, spotting aircraft, and airstrike flights.

Underwater world improvements
The improved visuals have made the ships and underwater landscape look more natural and picturesque. We've also improved how distant underwater objects are drawn in the Binocular View.

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We come bearing gifts! Stay on the lookout for Community Tokens in this and other articles on our website! You can exchange them in the Armory for containers that hold Premium ships and other items. Stay tuned for more news, and be sure to share this article with your friends so they can also enjoy the gifts!
Claim your gift before: Sun. 03 Apr. 14:00 CET (UTC+1)

    Watch our official streams and participate in the Public Test and other activities to earn Community Tokens. In total, you will be able to find up to  1,200 Community Tokens on our website before the end of Update 0.11.2.
Train Valley 2 - Osja AA-gun
Hello friends! Every Friday 17:30 UTC/GMT we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.

Glittering prizes include:
1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 6 all new cards! Complete that second set and enter a final tier of 2 very special and super limited cards! Assemble 26 cards and receive a special prize. Easy!
2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes!

Visit our Discord server (#lets-play-together channel) to learn more.

A level we are playing this week is
https://steamcommunity.com/sharedfiles/filedetails/?id=2781974330
Just open the game - there's a link right in the main menu.

Good luck everyone!
Stormworks: Build and Rescue - Deltars


Dear Stormworkers,

This week we add support for painting components on multiple sides! This has been a consistent problem for creators, particularly for things like 2 sided buttons and some windows, where you may want to set the paint color to be different on the inside compared to the outside.

Many components now have different paintable zones where needed, so you can change the color of different parts of the component as you wish.



We have also been hard at work fixing issues and making various improvements. The full list of patch notes is below. The issue numbers are included so those who want to cross-reference with the issue tracker may do so if they wish.

We are continuing work on the next minor update (due in 2 weeks), as well as the next major update. We will announce more on this when we have more info to share!



Thanks for all the players who have been asking for multi-sided painting, it has been a very long requested feature and we are pleased to have brought it to the game.

We look forward to your feedback!

Much love <3,

The Stormworks Developers



Patch Notes

v1.4.13

Fix - #6405 #6369 Seats displaying wrong tooltips

v1.4.14

Feature - #2885 Multiple component paint colours
Feature - #5693 Re-painted and optimized ai/mission vehicles

Rework - #2878 Ammo drums now lose their ammo when exploding
Rework - #502 The chat window no longer shows up over other UI
Rework - #5514 Fish no longer spawn under island meshes
Rework - #5257 The tutorial will now end when moving away from the starter island
Rework - Disabling vehicle damage now also disables engine overheat effects
Rework - Passworded servers have been pushed to the bottom of the server list
Rework - Servers now sort by network quality
Fix - #3472 Clients not taking damage from explosions
Fix - Fixed some code causing weather desync (#4881 #5245 #6138 #6204 #6251)
Fix - #4880 Wind override slider inverting its value
Fix - #4795 Gap in rail-line near O'neill base
Fix - #5480 Disaster Sirens now take into account tsunami travel distance
Fix - #3087 Lowered some dock mission zones for boats with origins below the waterline
Fix - #5818 Players lose their hair when in the seat
Fix - Buoyancy surfaces added to the air and liquid exchanger components
Fix - UI focus not clearing in certain situations
Fix - #6495 #6471 Fix Kraken data for saving/multiplayer
Fix - Ping always displaying as 0ms in multiplayer

New packet loss network graph has been added to the F1 menu

Addon Lua:
Feature - #5307 Added setWeather lua function
Rework - #715 onButtonPress() now returns the type of interaction (press/release)
Fix - #4588 parented server.spawnFire only spawning at vehicle center
Mar 25, 2022
Space Boat - LoreWitchy


Hey Passengers!

The team has been working behind the scenes and on Twitch live streams with asset creation for the lofi cafe!

Your input has been super helpful, and because of that, we now have this rad looking tree and staircase for our cafe!




Now back to Space Boat!

We've had some time to sketch out where to take the Space Boat demo next, and there have been many ideas! What I can say is we are keen to work on another demo update which includes some more gameplay that we couldn't get in beforehand, and it might involve Jelly!




Anyone heading to WASD London?

I'll be hanging around at WASD, so please say hi if you're at the convention! I love to talk to the community, and it's been so long since I've seen human faces!




That's it from my end, until next time passengers!

Lauren


Mar 25, 2022
Bean Stalker - ⭕⃤ Mario Borher™
Dear Fellow Stalkers!

To celebrate the Multiplayer Launch, we'd like to give you a gift. Join our Free Weekend and experience our new features with your friends for free. Try our shared progression between single- and multiplayer, choose between public and private sessions, interact with players through voice chanels and emotes, share items, customize your character or play minigames in the Treehouse.

If you enjoyed the game, you can purchase it with a 50% discount until 4th April.

Come and explore the enchanted world of the beanstalks! Climb, craft, fight, and avoid the flowers: they might bite.

— The Bean Stalker Team
Love and Sex: Second Base - AndrealphusCM


Hi guys !


Here is the 22.3 Monthly Update. Our new features :

  • 7 new CGs including sex scenes
  • 5 new events
  • New location: Jail
  • New skill: Bookworm
  • Schedule adjustement for Anna & Minami
  • Photobooth


Thanks a lot to our artist & dev team especially MidnightDatura, Lent1, Paradoxal D, Apoc, Spiritmaster, BlissFullDarkness, Domestos, Firesparq and Siege Wizard.

Hope you will enjoy it !
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