May 4, 2022
Where Birds Go to Sleep - The Embraced One
It's been a long time we posted an update, it was high time we posted a new one. We apologise for the radio silence.

We're working on a demo that we will make publicly available soon, and are preparing for a couple of events that will be featured on Steam. We will post about these as well as soon as we can, and details about the demo will soon follow once we know when it'll be available!

Development is going well, we have recently got some great voiceacting talent on board, had a few recording sessions. The performances are amazing, and we can't wait to show you more.

There is a character you have never seen, we are keeping our cards close to our chest, but just in case you thought it's going to be a bit of a sausage party...

tModLoader - Mirsario
May's 1.4-stable Alpha release is here, bringing in many essential improvements from April.

Changes' Highlights

The following is a list of the most noteworthy pull requests and commits that have been pushed to 1.4-preview in April, and are now available on the 1.4-stable branch.

OnSpawn hooks by Mirsario & Itorius
Porting Notes: #alpha-update-log in Discord
Summary:
(Mod developers will likely want to read the details in the Pull Request, linked above.)

OnSpawn Hooks:
Added the OnSpawn hooks for items, NPCs and projectiles (called when X.NewX gets called). Aside from being usable for basic initialization of these entity types, the hooks provide access to IEntitySource arguments that have been inaccessible for quite too much time.

Modernization:
ModGore and ModDust have been tweaked to streamline the API;
NPCs and Projectiles now only use (improved) cloning for instantiation, CloneNewInstances properties have been removed.

Gore Sources:
IEntitySources are now used for instantiation of gores too. Previously there had been an attempt to make them be used for dusts, but collaborators found this to be way too tiresome to deal with.

Entity Source Contexts, Helpers, and Reorganizations
ItemSourceID and ProjectileSourceID static classes were removed in favor of new string? Context { get; } properties, which are available on every IEntitySource implementation.

The vanilla helper methods for Players, NPCs, Projectiles, Items have been redone to remove entity-type ties as much as possible.
Most of the renames go like .Get*Source_* -> .GetSource_*.

Changes to entity source classes and helpers can be seen in the full pull request, linked above.

DamageClass overhaul pt2 by ThomasThePencil
Porting Notes: #alpha-update-log in Discord
Summary:
• Stat Modifier now has Flat and Base fields
• Added attack speed and armor pen as 'stats' in the damage class system
• Hybrid items which benefit from combinations of stats from other classes are now incorporated into damage class (like whips)
• Crit chance and armor pen are copied onto projectiles on spawn, to fix crit-swapping
• Items can now have armor pen. Item armor pen is added to projectile armor-pen on projectile spawn.
• Attack speed is now an 'item use speed' modifier in the same vein as the other use speed hooks. It affects itemTime, animationTime and reuseDelay equally. This is a deviation from vanilla meleeSpeed which only affected animationTime, causing weird inconsistencies with weapons which had secondary effects under melee speed buffs. See the PR for more details on the vanilla differences. Some (modded) melee weapons could've been slightly buffed.

Porting Notes: #alpha-update-log in Discord
Summary:
ModTile.HasSmartInteract is now properly called again.
• Added new parameters to HasSmartInteract which are used for conditional checks like vanilla, showcased in ExampleToilet.
• Added new ModTile.ModifySmartInteractCoords hook which is showcased for ExampleBed, ExampleChair, and ExampleToilet, and should also be showcased whenever ExampleDresser gets ported.
• Added new ModTile.ModifySittingTargetInfo hook which is showcased for ExampleChair and ExampleToilet.
• Added new ModTile.ModifySleepingTargetInfo hook which is showcased for ExampleBed.
• Changed the NPC sitting code to account for modded chairs.
• Added NPCID.Sets.CannotSitOnFurniture.
ExampleMod: Updated ExampleChair & ExampleBed examples based on 1.4 changes, added ExampleToilet (both almost the same functionality).
ExampleMod: ExampleChair & ExampleBed now have a highlight texture.

Summary:
• Added ModBuff and GlobalBuff hooks: PreDraw, PostDraw, RightClick
• Added summaries to some vanilla methods: Main.TryGetBuffTime, Main.TryRemovingBuff, Main.DrawBuffIcon
• ExampleMod: Added ExampleGlobalBuff.cs, AnimatedBuff.cs; Expanded ExampleDefenseBuff.cs, ExampleBuffPotion.cs, PartyZombie.cs

Examples: https://github.com/tModLoader/tModLoader/blob/1.4-preview/ExampleMod/Content/NPCs/ExampleCustomAISlimeNPC.cs?ts=4#L149
Summary:
• Adds a CanFallThroughPlatforms ModNPC & GlobalNPC hook.
• ExampleCustomAISlime: Added CanFallThroughPlatforms examples, fixed localization for the NPC.

Summary:
• Replaces TownNPCName hook with SetNPCNameList and adds global equivalent
• Adds SetTownNPCProfile hook

Summary:
• Allows TML to add future Workshop Tags
• Adds a handful of preliminary tags to start with, and get feedback from

Major refactoring, field/property naming & conversions. by Mirsario
Commits: #1, #2
Summary:
TML's personal naming conventions were slightly altered again to be closer to the common C# conventions from Microsoft, which are used in XNA and newer parts of Terraria. All non-private fields now use `PascalCase`, leaving `camelCase` only to local variables, method parameters, and private fields.
I went through many (mostly old) TML files and modernized as many as I could.

Summary:
• Players will now see 'Alpha: This Mod is Old, Enable at own risk' in the mods menu for mods built during Alpha period of August 2021 to March 2022
• Players will now see 'Stable: this mod is old, enable at your own risk' for mods that haven't been updated in over a month and could be broken

Miscellaneous Fixes

Ishigh1: Fix [url]#1881 (boulder issue)[/url]
einarmo: Fix tile placing wands draining inventory
Solxan: Fix [url]#2280 (Dressers won't interact properly without a hook)[/url]

Earlier Mid-month Fixes

The following fixes have been merged into stable in April, but were not mentioned anywhere on Steam yet:

ExterminatorX99: Fixed held item animations
ExterminatorX99: Remove upper bound check on tails
direwolf420: Fix credit roll crashing at the end when trying to draw player
direwolf420: Fix right clicking unloaded items in dye slots, missing CanStack
direwolf420: Fix water lighting in color mode, clarify hook defaults
jopojelly: Version-based preprocessor symbols -
jopojelly: Fixed mod deletion issues
Mirsario: Fixed a vanilla bug with RGB settings resetting on early quits/crashes
JamzOhJamz: Fixed a vanilla bug with OGG audio track loop points

Frequently Asked Questions

How do I switch to the 1.4 Alpha versions?
To switch to one of the new branches, just do the following:
1. Right click on tModLoader in Steam and select 'Properties...', then 'BETAS';
2. Select either '1.4-stable' or '1.4-preview' in the drop-down menu on top;
3. Close the window. As before, no passwords are required.

Help! My character can't move!
Usually, anything like this means that you have an outdated mod, the developer(s) of which have most likely not yet gotten used to our preview systems, which allow them to prepare mod updates in advance before the stable branch is updated.
Disable all your mods, and re-add them one by one to figure out which one is causing the issues.
We're working on adding checks that would prevent enabling mods that use outdated/removed API features. This might be pushed to the stable branch later in the month, in a non-breaking way.

When will 1.4-stable become the default branch?
We're hoping to do that in June, after some changes planned for later in May!
If nothing goes wrong, then that should be the date.
Worry not, 1.3 players - whenever this happens, the 1.3 TML versions will become available through a (new) 1.3-stable Steam Beta branch themselves.

When will 1.4 TML be 64-bit???
It's already 64-bit!
For nerds' eyes only: Specifically, it's what's called AnyCPU, but we currently only ship x86_64 natives. In addition to TML being made 64-bit-capable, it has been made to run on a ten years newer runtime (.NET 6+), far newer versions of a better game framework (FNA instead of XNA), and we've even unified what would've been 6 Windows/Linux/Mac Client/Server builds into just one portable release that can be run on every Desktop OS.
Together, all of this yells: performance, consistency, stability, possibilities, and comfort. ːkag_flexː

Where can I find out more about the 1.4 Alpha?
Be sure to join our Discord server to:
- Find out more info about the Alpha in #alpha-readme and [🤠TML 1.4 ALPHA] channels.
- Be notified about current and future noteworthy changes in 'preview' before they arrive on 'stable', via #alpha-update-log and #collaborators channels.
- Get help with TML issues and TML mod development in #alpha-support and #alpha-modding-help respectively.



This Steam post sure is late, we're still getting used to our new release schedules. ːSBchickenː
Bakery Simulator - Matt
Dear Players!

We’ve just released a new bundle! Thanks to Fossil Muffin Bundle you can now purchase our game together with Dinosaur Fossil Hunter - a Paleontology Simulator made by our friends at Pyramid Games!



Try both games in the unique bundle:
Fossil Muffin

Enjoy!
May 4, 2022
Armored Warfare - Silentstalker
On the 5th of May 2022, starting from 8:00 CEST, the server will not be available for 2 hours due to a planned server maintenance.



Please note that the maintenance can be extended beyond the abovementioned timeframe. We apologize for the inconvenience.

The in-game Global Chat is still temporarily disabled. To communicate with the community, please visit our Discord channel.
May 4, 2022
Dungreed - MegurinE
Item
  • Deep Breath Book: Fixed an issue where items would not unlock after killing Squiata.
  • Dimension Box: Fixed the issue where the tribute value was not reset when using an item.
  • Savage Axe: Fixed an issue where the weapon skill did not work.
  • Rapier of Super Speed: Fixed an issue that occurred while using the skill.
  • Beast Marks Sword 'Hou': Fixed an issue where Shock was not applied. Added dash attack impossible phrase.
  • Katana: Fixed an issue where attack speed and effects did not match.
UI
  • Status: Fixed reload speed display to make it easier to read.
  • Status: Removed the defense reduction text from the Shock option.
  • Ability: Fixed an issue where scrolling did not work.
  • Corrected the spelling of some text.
Boss
  • Tunak: Fixed an issue where Tounak would not drop gold when killed while attached to a wall.
  • Arsha: Fixed the ball bouncing incorrectly under certain circumstances.
Game progress
  • Fixed an issue where Chapter 2.5 achievements were not cleared.
  • Fixed an issue where ‘Build’ would not appear when talking to Yulford in some situations.
  • Fixed an issue where the 'Infinite Magazine' option only applied to one weapon.
  • Fixed some sound effects.
Identified issues (not fixed)
  • Fortune Cookie: The problem that the item appears in the store even if it is not unlocked
  • Mondria: Item not unlocking under certain circumstances
Kingdom Wars 4 - Dev Konstantin
Hey Everyone,

We have another major update for today that addresses a lot of long standing issues with AI - both on the world map and in combat. Of note - the difficulty, AIs tactics, and unit selection has been greatly reworked, and also AI will now progress through tech tier same way player would, and would no longer train powerful units in battle from the get go. This makes early game quite a bit easier but challenge quickly goes up as the years go by.

I`ve also worked on a few other bugs and improvements that were brought up recently by our players. Work continues and I should have the next update ready for you later this month. As always - thanks for your continuous support!

And now lets take a look at what this 18th update includes.

Changes and Additions
  • Completely reworked what units AI trains in battle
  • AI will now honestly progress through tech tiers and train stronger units in battle in later campaign years
  • Fixed all issues with AI using high tier units during early campaign years
  • Combat AI is now a low easier in early campaign
  • Fixed major balancing issue with AI, where Medium campaign difficulty AI would actual use Hard difficulty tactics
  • Medium campaign difficulty AI rebalanced to be significantly easier
  • Hard difficulty AI rebalanced to be significantly harder
  • Improved game scrolling it`s smoother now
  • Camera scrolling is a good deal slower now
  • Fixed various camera jump bugs when scrolling the camera
  • Fixed rare error that would make complete break controlling troops during combat
  • Updated welcome message for new players
  • Fixed broken interface in the skirmish menu showing weird characters
Incremental Cubes - makisann4
-Time warp has been improved and speed has been sped up.
Please try it.

-Lightened the game a little.
May 4, 2022
Marbles on Stream - Enderzworld
WELCOME TO SEASON 33 OF MARBLES ON STREAM!

As always keep an eye out for events taking place during the Season, so be sure to pay attention to Discord and Twitter! You can also view out Event Calendar here: {LINK REMOVED}

If you are not seeing the update please try shutting down Steam and restarting it. It should process the update then!

We hope to have the mobile app updates for Android (GooglePlay) and the Apple iOS available shortly.

Season 33 will be ending on Wednesday May 25th, 2022


---------------------------------------------------------------------
- Now you may be wondering what is Marbles on Stream?
MoS is a stream interactive game designed to involve a Twitch Streamers viewers in a fun Marble racing game. All the viewer needs is to type !play in the respective streamers chat they would like to join. Simple and easy for all.

- Where were we before Steam?
We were tucked away in our little Discord server and that is how it was downloaded before as we developed out the game season by season. If you are interested in joining feel free as we use Discord as our gathering space for the community. Discord.gg/pixelbypixelstudios.

- How to play Marbles on Stream?
Streamers - Download marbles, log in with your Twitch Credentials so the game can connect to your Twitch chat and begin reading typed commands. Play in picked Game Tracks, Community Tracks, Marble Royale or our newest mode Tilted. All modes are viewer implemented so you can involve your viewers in all the game modes and just have fun.

Viewers/Racers - Join any stream on Twitch.tv streaming Marbles on Stream, be sure to greet the streamer, and get involved in their races simply by typing !play in their chat.

- Twitch Emotes?
Our game includes the functionality of certain emotes on Twitch.tv that will load specific skins into the game for the viewer who uses them. Its a fun little community thing we do.
Here is a list of Streamers that will have emotes in the game for Season 33:
  • PixelbyPixelStudios
  • MSLARacing (Enderzworld)
  • Spooo
  • IguanaDefuzil
  • TheTonyBlacks
  • SinisterPlanz
  • Kibble42
  • iBlackish_


- Seasons?? Why?
We introduced seasons in May 2018 and each season brings new content to the game. It also resets the leaderboards and deletes all the community tracks from the global system.

Leaderboard points are global which means it does not matter where you race, you are earning points towards your total. We also delete all the community tracks from our system so each season brings fresh tracks in, and gives the builders the chance to reflect on the votes and possibly make changes to their existing tracks.

Streamers get a unique experience with Marbles. Streamers earn XP by conducting races. We use a very complex mathematical system to calculate how much each race earns them. At the end of the season we take the top 10 Streamers and host a fun little collection of events and the streamer who earns the most points during the last day of the season events will earn their emote in the game for the next 2 seasons. Their emote will load their own custom marble into the race for that time.

Interested in getting involved now?
If you are simply looking to play the game as a racer, check out the Twitch category Marbles on Stream and people are playing Right now! We are always happy to engage with you all. Whether it be on our discord, here on the community hub or out there on the tracks, you will learn we are very passionate and love chatting with you all.

Take care and may your marbles roll swiftly!
-Pixel by Pixel Studios
Star Traders: Frontiers - Liviana
End of Month Wrap-up:

(original challenge description below)

This last month you all have shown your Indie stripes and refused to play any games for “the man.” You and your crew did just fine on the fringes! Who needs trade permits when you’ve got smugglers? Who needs high-level shipyards when you’ve got- okay, well, maybe that would’ve been nice. But still!

It’s been a lot of fun reading your stories and hearing about your adventures. If you want to catch up on the fun, you can check out the challenge discussion thread and head to our Discord and go to #hunna_snakes_rule_challenge.

A few highlights:

MasterShake, for engaging Captain’s Logs with stories of combat gone wrong (crew member ☠) and gone surprisingly right (3 non-combat crew and a medic holding their ground against enemy boarders).



Lord Duluth for keeping Indie crew members on board who normally wouldn’t make the cut. When you live on the edges, you work with who (or what) is available.

Innocent and aware17, along with MasterShake, for coming in with crews that were nearly all Indie at the end of the challenge. 👏👏👏



Swuul for entertaining narratives on the challenges of helping the Hunna. Who knew it would be nearly impossible to find Advanced Electronics?

Steven of the Seven Sails, who along with Swuul was practically writing full fan-fiction stories for us all and getting lots of nice spice reactions in the Discord.



Great work, Captains! There are so many more of you who participated in the challenge, shared great screenshots and stories; thank you all! Of course, even though May is over, we would love to hear about your try at this challenge (or any of the previous community challenges) any time you’re looking for a fun twist to your playthrough.

Stay tuned for future challenges!



It’s been a while, but we are back with a new challenge for the month of May 2022!

Star Traders are independent and don’t need the establishment to be successful. In this challenge, we want to see you reject those faction phonies. You play by your own rules, and if they don't like it: tough. Who will acquire success without ever being part of "the system" -- and who isn’t afraid to make some enemies along the way?



To qualify for this challenge, your Captain must never acquire a military rank, edict, or even a trade permit with any faction. Your Captain must also never accept missions from any Contact representing "the man" -- Princes, Warrant Officers, Military Officers -- Only those who flaunt those rules are worth are consideration. No missions from ANY Contact unless:
  • they also offer Black Market access
  • are Hunna / Independents
  • are Calagan Faen or Valencia, up to the point Valencia joins the Hunna
All other Contact services, such as selling Intel, recruiting and purchasing equipment are allowed with any Contact, regardless of their affliation.

Show and tell us about your fiercely independent captain and crew with screenshots and stories, stats, let’s plays, interpretive dance videos, etc. You can share them here or in our Discord. At the end of the month, we’ll highlight several with the Trese Brothers flashlight.



Show your indie stripes and boast about:
  • Your favorite Indie Planet, your ship, your Indie crew with screenshots
  • How you built your Indie crew, stories of missions from your favorite Indie/Hunna contact, and the challenges of working on the fringes
  • Your strategies to survive outside the system: making money, finding supplies, trading partners, upgrading/buying ships
  • Stats of your reputation with various factions, number of missions you complete
  • Your own creative edits / showcases / celebrations of your adventures
No matter what you share, we ask that you include at least one screenshot of your “Indie crew roster.” Show off your coolest officers and crew and their Indie flag!

If you post in the Discord, please post in the #hunna_snakes_rule_challenge channel in the STF category.

We've opened up a discussion on the general forum for all posts, questions and shares for this challenge!

Can’t wait to see ‘em Captains. Stick it to “the man!”
May 4, 2022
Lila’s Sky Ark - Monolith of Minds
Another mini bug fix update :nahbl:

bug fixes:
  • fixed a bug, where heavy objects could block/softlock Lila while climbing on ladders.
  • increased drop angle of mini-printers, so items don't clutter so much.
...