theHunter Classic - awhelan


Howdy!

Next up in the League it's Feral Hog in Loggers Point.

Find out what it’s all about and join the competition for a chance to win hefty prizes in em$!

SEE THE COMPETITION DETAILS

WEEKLY SALE!

✅ 9.3x74R O/U Break Action Rifle
✅ 10 GA Lever Action Shotgun
✅ .454 Revolvers
✅ Hog Feeder

...and much more. Up to 40% off!

SEE ALL THE ITEMS ON SALE


🕙 Sale ends on April the 8th, 7:00 am UTC






Mar 31, 2022
Star Pilot - Dread
V 1.11.1 Release

* Labels Key 1st mode removes lower help bar.

* Lower help bar removed in Panels.

* Consolidated Servers.

* Data Files Integrity and Security (Authoritative Servers)

* Updated Phantom Stealth

* Updated Bomber launch sequence

Enjoy :)
WARNO - [EUG] Gal Marcel Bigeard
Hello, hello, hello!

It is good to be back. From the whole Eugen team, while we are busy chipping away on our next milestone, we hope you are enjoying the fruits of our hard labor - DAVOUT. Today is the day, however, we are going to take a look at MURAT, and the two new German divisions - from either side of the Iron Curtain.

There is more: we can finally lift the tip of the veil on an exciting new gameplay feature coming soon to WARNO.

Before we continue, MURAT is named after Joachim Murat, the dashing, brave military cavalry commander and “Marshal of Egypt” who eventually married a sister of Napoleon. Napoleon even bestowed the honorable “First Horseman of Europe” on Murat… the man, the legend!

Back to WARNO. First up is the East German 4. Motorisierte Schützendivision (4. MSD), also known in English as the 4th. Motorized Rifle Division.

Keep reading to find out more!

4. Motorisierte Schützendivision

We already deep-dived into East Germany (the Deutsche Demokratische Republik, or DDR) and its armed forces, the Nationale Volksarmee (the NVA) in the post detailing the 7. Panzer. In 1989, the East German Army featured two tank divisions and four motor rifle divisions, modeled after the Soviet structure (tank divisions exploited breakthroughs made by the motor rifle divisions).



Created in the 1950s, the 4. Motorisierte Schützendivision found itself frequently in military exercises, or in the 80s, as support for industrialization projects in the country, disaster relief, or providing troops for state infrastructure works. Regardless, stationed in Gotha and Erfurt, opposite Fulda, the 4. MSD was initially based on the Soviet motorized rifle division model. Later, the division’s organization changed, resulting in no organic helicopter support and less armor than its Soviet counterparts. In 1990, after the fall of the Berlin Wall, the 4. Motorisierte Schützendivision was disbanded.

What to expect in-game?

The 4. MSD was the closest NVA division to the Inner German border, positioned right behind the Soviet 39th Guards Motor Rifle Division (in turn, the closest of all Warsaw Pact divisions to the frontier). In case of war involving the NVA in a direct conflict with NATO, the 4. MSD would have found itself rather quickly on the frontline and in the heat of the battle.



  • We already touched upon this with 7. Panzer preview, but in 1989 the T-72 was still considered rare in the East German armed forces. The main battle tank was limited to tank divisions. This is why the 4. MSD has to rely on the aging T-55 only for its armored firepower.
  • Also noted, but NVA divisions could not count on their own helicopter assets. Nonetheless, we have decided to attach some additional airborne assets to the East German divisions. In the 4. MSD’s case, being at the tip of the spear in the opening stages of World War III, the heliborne forces of Militärbezirk III (3rd Army)’s sole helicopter regiment will be made available.
  • This means that the division will feature a large amount of HELI slots, with plentiful choices, including MI-24D AA variant with R-60 missiles or the Mi-24P anti-tank version with its 8x Kokon ATGM missile loadout. There will also be the Mi-8 gunship with GUV pods (which will also find its way to Soviet divisions later) and the wonderfully nicknamed ”Ghetto Gunship” Mi-8TB. This is a rare, specifically East German variant of the Mi-8, armed with 6x 57mm rocket pods, 6x Malyutka guided missiles, and a nose-mounted 12,7mm HMG.


  • As part of the spearhead of a Warsaw Pact invasion into the Fulda gap, the division will be reinforced with elements of the Luftsturmregiment 40 (LStR-40), the NVA’s elite airborne regiment. These special forces will be deployable as assault infantry in helicopter transports (either unarmed Mi-2 or heavily armed Mi-8 as Fs-JÄGER FÜH., Fs-JÄGER and Fs-JÄGER (Metis) variants.
  • There is more… these elite East German paratroopers will also deploy with two unique and secretive recon units: the regiment maintained a “false flag” company dressed as and equipped with American equipment and speaking American-English fluently. You know, think Skorzeny’s “Operation Grief” commandos during the Battle of the Bulge in World War II and you get the idea. Don’t be surprised to find some recon troops modeled after Americans in the 4. MSD armory. They will be featured in the RECON category as Fs-EINSATZGRUPPE heavy recon squads, or Fs-SPRENGTAUCHER “saboteur” squads with explosives.

  • The 4. MSD will also gain access to one specific Soviet unit: the BM-30 Smerch, the biggest MLRS so far in the game, available in the ART category.
  • AIR additions to the 4. MSD will be the introduction of the streamlined MiG-29A fighter plane, as well as the ubiquitous MiG-23MF and a better armed variant of the MiG-21bis. Note that 7. Panzer will also receive a new, and better equipped, MiG-23ML.


So, how best to describe the 4. Motorisierte Schützendivision in WARNO? It will have access to fewer (and lesser) tanks compared to the 7. Panzer, which makes sense of its status as a motor rifle division. To counter this, the division will feature a much more powerful and versatile roster of INFANTRY forces, as well as HELO units. Furthermore, the aerial top cover is provided by a more than decent fighter plane force in AIR.

A major new gameplay feature

We saved the best for last! We know what you must be thinking: all this talk about East Germans and Ghetto Gunships, MiG-29s, yadayada, but the most exciting feature in the WARNO works is… drumroll maestro...

Dynamic mustaches! No Cold War game would be complete with fabulous lip foliage, ever-so-popular during the 80s until sadly falling out of fashion, like M.C. Hammer pants and oversized shoulder pads. At Eugen, we got you covered. WARNO will not only include painstakingly modeled handlebars and realistic whiskers on its infantry models, but also tie it with the perfect gameplay implementation: mustaches link to veterancy! The more veterancy you take your INF squads, the bigger the hairy caterpillar!



It makes perfect sense: you can now quickly check, at a glance and zooming in, the veterancy status of the infantry forces of your opponent. Investigate their facial hair real estate, and you know if these are mousy recruits or battle-hardened macho men. As a result of the overwhelmingly positive feedback, we have decided to fast-track this feature to be included in WARNO at the earliest possible date! At Eugen, we pride ourselves on our attention to detail. Let us know if you agree! ;)

See you on the battlefield

We know your head must be spinning with our la moustache reveal this week, but a small note before we adjourn for the week. The West German M113 models (from DAVOUT) are done and ready, and should already have found their way to you by the time you read this.

Join the awesome (and passionate) growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on the excellent Discord server and the new Reddit page, as well as our Instagram.

See you on the battlefield, commander!

Luminary Online: Rise of the GoonZu - mcreyes



Greetings, Luminarians!

Get ready for the Hestia Town Opening!
You get to choose what towns you like to open for Hestia server. To vote, comment your desired 5 towns.


We will pick 10 random players who participate the vote.

Event Rewards:

  • Emperor Sacred Jewel x40
  • Easter Fortune Cookie x20
  • Platinum Raccoon Box x5
  • Golden Raccoon Box x5

Facebook post: {LINK REMOVED}

Important details:
* Only 1 Facebook account per entry
* You must hit the Like and Share for this post so your entry will be valid.

Comment Format:
#RISEOFHESTIA
IGN:
LEVEL:
  • Top 1 village:
  • Top 2 village:
  • Top 3 village:
  • Top 4 village:
  • Top 5 village:
[Disclaimer and Notice of Warning]
- By joining this event and becoming a participant signified that you automatically agreed to all our terms and conditions.
- The decision of the GM is final and indisputable and we have the right to change any part of the mechanics including the prizes as we deem fit without prior notice.

[Event Date]
April 1-7, 2022
================================================================================
Thank you very much and Goodluck!
Cheers~!!!
Regards,
Luminary Global Team.
Cargo Company - Ambiera
Update 1.6 of "Cargo Company" is now available, with various game value tweaks, better bulldozing pricing and more.

Details here:



  • Better bulldozing prices
    Implemented correct bulldozing prizing: When you bulldoze a large area, you won't need to pay anything for fields which didn't contain anything before.
    Also, the exact price you will pay is now displayed before bulldozing the area.

  • Performance improvements for various scenarious

  • Various adjustments to price development of cargo and passengers

  • Improved path finding for busses

  • Fixed a small problem causing wrong money values to be displayed from some trains sometimes when upgrading an old savegame to the new version of the game

Thanks for all the feedback you've sent in so far, nice that you like the game.
Mar 31, 2022
Amnesiac Adventurer - Joel (RTGS Developer)
  • Fixed level 4-5 being having left out one point from the maximum score even though the level itself was completely solved.
  • Repositioned merchant to his proper place in World 2 and 3 intermission levels.
Sheep's Territory - Cubic3
[Hint System] Add a hint system:
According to the feedback of some players, there is no clue at some levels.

The hint system will be turned on 20-30 seconds after the stage begins. Click the light bulb on the pause panel to obtain a hint. (Approximate outline of the fences, for reference only)
( There is no hint for hidden stages! )
( Restarting a game will reset the timer! )

The hint system provides an "easy" mode to clear the stages. However, to unlock achievements or get the golden stars, you need to come up with other solutions.

[Retry Button] Change the function of retry button to "undo the last operation".
If you want to explore a simpler solution after passing a level, you can click it.






Mar 31, 2022
Last Group Out - Woodland117
Update 0.01.091:

  • Removed framerate cap when v-sync is disabled.
ICARUS - Lil Shammgod
As a studio we all want to work on unique ideas, try new things, and experiment with the games we make. One of the consequences of this is not always getting it right. Over the past month we have been making adjustments to the game to correct the aspects we didn't quite get right. This week we correct what is perhaps one of the most contentious design decisions - a real world drop timer. Mostly the original decision was one of pragmatism, but we're in a place now we can add more nuance. Thank you for sticking with us, and helping us test and adjust this concept. We look forward to continuing this process in our future updates.
- Dean Hall, Gamerunner
Icarus’ mission timer system has changed

After a lot of deliberation and player feedback, we’ve removed the real-world mission timer in favor of a new, in-game mission timer. That isn’t the only big update this week though - we’ve also introduced tiered mission difficulties, more temperature balancing, new Workshop items and a new mission to boot.

(No, this isn’t an April Fools)



In-game Mission Timer

When we launched Icarus, a defining feature of the game was the real-world timer that counted down as soon as a prospect started, regardless if you were actively playing it or not.

While our intent was to provide a sense of realism and urgency, for many player the real-world time limit was too restrictive, too much pressure or an unpleasant surprise. Players who didn’t have the time to play throughout the week would often be punished and lose their characters and progress if life intervened.

After a lot of deliberation, we have swapped from Real-Time to In-Game time. The timer for the prospect will only count down while a player is on the prospect. If you are doing a prospect with one character, then return to character select and jump on a different character. The first character and prospect time will not progress unless you (or a friend) is actively playing on that prospect.

Icarus is still very much a time-based game. This change doesn’t remove that, but should make the challenge fairer. Players still need to judge how long they spend preparing before venturing out on a mission, or whether to pace themselves or race ahead.

Over the next few weeks we plan to review and shorten some mission lengths since you no longer need a week or more to complete small missions.

In Online mode, your prospect’s save game will be deleted after 90 days. We think this gives you more than enough time to complete even the most complex missions. Offline prospects and Outposts are stored on your local PC, so are permanent.

This is a pretty fundamental change to Icarus' game design. Our design philosophy is that games are ‘played, not made' and trying something new in the genre, learning from player feedback and adjusting course is what game development is all about.

Note: With this change, all existing prospects will have their timer ‘refreshed’ as we convert over to the new system, so you current live missions will get extra time.

Mission Difficulty Options



Mission Difficulty variations are finally here. We previously introduced insured drops, hardcore drop variants and different length missions, now we’re expanding the pool of available difficulties to Easy, Medium, Hard and Hardcore. Alongside this, you can add Insurance to all available variants.

So how will this work?

Missions range in difficulty with the potential rewards scaling alongside them. Easier missions will reap lower payouts but provide a simpler experience while hardcore missions will provide lucrative opportunities but with extremely difficult challenges, including the most risky of them all, no respawning.

You always have the option, however, to purchase Insurance for any mission regardless of the difficulty. This will ensure if your timer runs out, your character will be safely returned to the space station. Insurance comes at a cost though: 33% of your total purse.

Some early missions will come with Insurance enforced, to introduce new players to the game before they venture out into the unknown.

For now, the mission timer will not be influenced by the difficulty level, but it is something we may look to do in the future. For now, Enemy Health, Enemy Melee Damage, Enemy Speed, Enemy Perception, Player Experience, Specific Creature Spawn Rates and Number of Respawns will all be factors influenced by the difficulty.

While we don’t have exact ‘recommended player levels’ for each difficulty, our suggestion is that Easy is for players who want to relax and explore Icarus, Medium is the base difficulty and Hard is for people who want a more challenging experience. Risk and Reward go hand-in-hand, so play however you wish.

Hardcore missions provide the most harrowing experience with zero respawns available. Your teammates can still revive you, but staying close to one another is more critical than ever as death does not come with the option of waking up in a cosy bedroll.

We’ll be actively monitoring how these new tiers are balanced. Your feedback is so helpful so keep your thoughts coming in via Feature Upvote and we’ll keep working towards a playing experience that suits every type of prospector there is.

Temperature Rebalance



For last week’s “Scorched and Frozen” update we made some pretty fundamental changes to the way your character interacts with various temperature sources. As with any big change to an established system, there were some unintended results we hadn’t accounted for or that weren’t clear to players. Thanks everyone who worked with us via Discord to investigate the issues and make suggestions.

As we said in the Week 17 update, our goal for these changes was to put the player more in charge of their character’s temperature and for those changes to have a much more tangible impact. The previous system had several limitations which called for a drastic change in the way we handle temperature.

What we didn’t quite account for was the level of 'source-stacking', which didn’t show up in our early testing. Icarus leans heavily into modifiers and stats and it can be quite easy for things to quickly get out of hand in these situations. A 2% change here, another 5% there, it all quickly adds up. For Week 18 we have re-balanced the new system to account for more “auxiliary” sources of temperature.

The other major piece of the puzzle was that we brought back the “safe zone” modifier from the previous system. You’ll notice now that your armor has resumed making changes to the red/blue areas on the temperature bar and we’ve also put in scaling and safety measures to help ensure the character can’t go beyond intended extremes. We found this played much nicer with the direct changes that other temperature sources had on the character and we welcome your feedback on these changes!

New Workshop Items



This update introduces the Larkwell Martinez brand to the Workshop. As long-standing player in the defense industry, they’ve become known for developing tools and weaponry that hits hard - but tough times and budget cuts means the quality and durability of their gear isn't quite what it once was.

You’ll find Larkwell versions of the following items available now: Axe, Pickaxe, Hammer, Sickle, Knife, and Spear. Keep an eye out for more Larkwell additions in the future including some high-tech experimental arrows.

New Mission "Preservation: Stockpile"



The mission this week is set in the canyons, though you'll be venturing all over while you hunt to fill the stockpile shopping list.

You'll have to get your drying racks out as a full dried meats order is being sent back up to the station. Rumor has it that one of the new Larkwell items can assist with the harvesting needed for the order.

Detailed Changelog
  • Added new Mission Difficulty System & UI to the Prospect Select Screen.
  • Added new Larkwell items: Axe, Pickaxe, Hammer, Sickle, Knife, Spear.
  • Added new mission: 'Canyon: Stockpile 2'.
  • Converted mission timer to be played time instead of real world time.
  • Updated Mission End Screen.
  • Fixed New Temperature System:
    • Frostnip - Heatstroke occurs after 5 minutes in cold at a 10% chance every 2 minutes thereafter.
    • While in Grace Period, Players are not longer effected by temperature afflictions.
    • Resistances now shift the safe zones.
    • Added new stats for direction temperature shift via modifiers (both internal & external).
    • Another Pass on Armor to adjust to new system.
    • Small adjustment to safe zone base definitions on the player.
    • External temp shown on UI now takes into account water/wet external sources.
  • [CRASH] Fixed crash that could occur when the player receives a new quest objective.
  • [CRASH] Fixed crash that could occur when terrain gets generated.
  • [CRASH] Added safety check to D3D12Texture as a temporary fix for the DirectX 12 crashes until we get a response from UDN.
  • [CRASH] Fixed crash that could occur when a player hits an object in a cave.
  • Fixed culling of the Ice Shader at a distance on the Frozen Mammoth asset.
  • Fixed grenade ballistic settings so that it doesn't launch upright.
  • Fixed memory dependencies caused by sprinkler system.
  • Fixed memory dependencies caused by light slot items.
  • Fixed concrete roof corner pieces having stone icons.
  • Improved Bacon icons, mesh, and fixed 4k textures.
  • Fixed memory dependencies caused by weapons.
  • Fixed Heat Bandage having same mesh as Basic Bandage.
  • Fixed the physical material of the stone arrow to be Wood and not Voxel Stone.
  • Fixed an issue with the player not being able to interact with items dropped in a dropship.
  • Fixed an issue where aggressive fish would not attack clients.
  • Fixed a bug where fish were attacking hosts but not clients.
  • Revised meshes/textures for metal ingot items.
  • Changed the prospect text from friends to steam friends only to make things clearer.
  • Added a button to watch the No Rescue video on the title screen.
  • Fixed an bug where audio wouldn’t play when some creatures were not visible.
  • Fixed an error where some subtitles didn’t match Sol's dialogue in the Waterfall Expedition mission.
  • Fixed the Portable Beacon icon unable to be seen by clients.
  • Added max retry count to prospect expiry request to backend.
Mar 31, 2022
Rogue Tower - The Blank CD
Spring Patch Notes
Small balance patch to bring in the spring air.

Changes
The ballista has received absolutely no change.
Mortar is no longer long-range artillery.
Increased the amount of love the Tesla coil can spread in one hug.
Frost keeps no longer slow but are still rather chilly.
Because of the recent rise in gas prices, the flamethrower’s price has been increased due to its high amount of fuel consumption.
Someone injected pure mana into the poison sprayers.
Shredder’s sawblade has been rescaled to be more realistically sized.
The encampment has taken up Frisby golf.
Lookout reticle has been slightly altered to make it more clear which enemies are currently marked.
Honey, I shrunk the planes.
Obelisks are tall boys now.
Particle cannon thiccc-ness increased.
Due to the massive increase of ghost hunter YouTube channels, haunted houses have loss all value and are now free.

Happy April everyone.
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