Dream Walk: Mortgage - Half Map Games
Dream Walk: Mortgage developer stream. 2 hours of DW:M gameplay!
Jun 1, 2022
Aura Kingdom - [CM]Lottus


This year, we've got a whole slew of fun activities and rewards waiting for you

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Summer Login Event

The weather is warm, the sun is shining, and there's so much to do!

Starting on 3rd June

More info here

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Selfie Time!

But first, let me take a selfie!

Starting on 1st June

More info here

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Navea Decoration

This summer, enjoy a delicious blast of flavour with our

Strawberry Summer decoration in Navea!

Starting on 2nd June

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Summer Challenge

Challenges? Yes!

We will have 4 challenges in this special month of June

Every Monday you will have a new challenge and the results will be announced

on Friday of the same week! Excited to know more?

Don't forget to keep an eye on our news on the website and Discord!

Starting on 6 June


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Your Aura Kingdom Team
Eville - UrbanBravo is Probably on Twitch
SALUTATIONS, Villagers!



THE MEDIC ARRIVES IN EVILLE

Let’s be honest, Eville has been having its fair share of deaths, illness, and well… more deaths. But fear not! Introducing our latest role, The Medic! The medic plays a vital role in keeping the people of Eville alive and breathing. One of the medics most prominent abilities is their passive ability. This ability protects all players within their aura from assassinations during the day. Healing is an ability that is important not only for the medic but Villagers who may have been hurt over time in Eville. Medics can fully heal Villagers if they are below 25% health. Additionally, the medic can also check the current health of players to prioritize who needs healing. This can also be used to expose Conspirators who have been injured at night! Lastly the Medic can rest easy knowing they have 50% poison resistance meaning more time to care for others without having to worry so much about themselves.



REELING IN NEW QUESTS

We’ve added three new quests in Eville! Two of these quests involve going into other player homes adding suspicion to all players. Remember to always check on a true player's intention when entering someone's home. These two quests involve destroying evidence in someone's home and vandalizing another player's home by covering it in paint! Then get your fishing lines ready! We’ve included a long awaited fishing quest! Even better, you can freely fish by picking up one of the rods on the dock!



THE BEGINNING OF THE SEASON

In this update we’re introducing our Season System. Players can earn levels and progress through the season by playing, completing challenges, and logging in daily! You’ll earn XP and silver coins by playing! Silver coins will always be a free currency you can collect and use to unlock cosmetics in the store. Levels award you with all kinds of different cosmetic items. As for the Eville Pass, there will be items available to only Eville Pass holders with some of the content being free to those who don’t have the pass. We want to make note that all content included in the Eville Pass is of cosmetic nature.



Speaking of cosmetics we’ve added new items in the equipment screen including more emotes, Badges, and even different loading screens! Oh and we’ve added some Tavern music for everyone to enjoy before starting your game!



MORE PHYSICS!

Getting onto the more technical side of Eville, we’ve updated the animation system bringing in more fluid and realistic movement for characters. This adds some fancy physics for some characters like floppy ears,tails and clothing. The UI has also taken on some small changes like cleaning up and modernizing the end game screen. We’ve also added player options to mute, change the volume of players, add friends, and sooooon the ability to report players.



Lastly we have a long list of bug fixes that you can check out in detail here:

Other changes, Balancing and minor improvements
  • Medic - Changes after the Demo: First Aid only works at 25% health and lower, Poison Resistance only reduces damage by 50%, not 100%
  • Animations - Replaced all movement animation with a new animation system for more detailed and fluid movements
  • Quests - Faster quest progression on Easy Mode
  • Quests - Faster quest progression for Conspirators
  • General - Added an All-Random role mode with roles being picked completely at random from a preset pool of roles
  • Season - Added Season Challenges (Daily and Weekly)
  • Season - Added Level Rewards for Free and Eville Pass owners
  • Season - Added XP Login rewards for each day
  • Season - Added XP rewards for playing matches and completing challenges
  • Store - Added store for cosmetics - unlockable with Coins earned throug Challenges and Free Tiers
  • Cosmetic Items - Added Badges, Loading Screens and Emotes
  • Cosmetic Items - Added functionality to unquip some cosmetic items
  • UI - Day number is now shown by the timer in the HUD
  • UI - Revamped Equipment & Inventory Screen
  • UI - Season Status in Main Menu added
  • UI - Main Menu redesign with controller support
  • UI - Voice Chat symbols while player talk above characters
  • UI - Selection of Input and Output device
  • UI - Added link to tutorial in main menu
  • UI - Show the latest news in the main menu
  • UI - Game End - Added a skip button to switch to the lobby quicker
  • Controls - You can now change the key bind for the character screen
  • Lobby - Added NPC to lobby for changing equipment
  • Audio – Added new SFX for buttons and controller actions in the UI
  • Audio - Male & Female interaction sounds for NPCs
  • Audio - New Tavern Music
  • Audio - Added or replaced several SFX
  • Audio - Ambience sounds for Endless Mists and other areas added or improved

BUGFIXES
  • Game breaking - Fixed a fatal error on joining a lobby for some systems
  • Slanderer - Face Morph didn't affect the color of the name plate
  • Voice - Own dead body would still move their mouth when talking
  • Voice - Fixed conspirators not being able to talk sometimes on the following day
  • Voice - Fixed players being able to talk with other lobbies
  • Quest - Fixed several issues related to the fishing quest
  • Quest - (after Demo) Paint Ball removed from inventory after Colorful revenge quest
  • Medic (after Demo) - Fixed medic from not being able to poison players
  • UI - Avatars had no images in the voting screen
  • UI - Player List was not visible when opening the map

Make sure to follow us on social media, and on Discord to ensure you don't miss 'em.


WISHLIST
You can wishlist Eville and show us some love and by doing so, keep up to date with our development process.
https://store.steampowered.com/app/1220170/Eville/

HIT US UP
Our Discord server is alive! You can join the conversation and hang out with other fans on the discord server and talk directly to us regarding your thoughts and ideas about Eville.
You can also find us on these platforms:
Twitter
Instagram
Facebook
Reddit
Jun 1, 2022
Disinfection - EvilTurtle
Bugfixes:
  • - Fixed Chiller going invisible sometimes, usually when far away from the lobby
  • - Chiller (and other weapons) didn't work in the Tutorial
  • - Fixed Chiller sound effect not stopping when leaving to the main menu

Tutorial polish:
  • - Made the Tutorial ship systems interactive and give off false evidence signals
  • - Tutorial Computer core now does a data dump when interacted with
  • - Tutorial had missing textures on the control panel
  • - Tutorial had flickering lights in main area
  • - Added two signs above the tools and weapons in the Tutorial area to make it more clear which is which
  • - Updated the tutorial voice lines to make things more clearly explained

New PDA information system:
Aside from the evidences selection menu the PDA now also has:
  • - Information on tools
  • - Information on weapons
  • - use the W & S keys to navigate between the evidences, tool info and weapon info menus.
Jun 1, 2022
cyberpunkdreams - cyberpunkdreams
  • Access codes have been revamped.
  • - You now pick characters and apply the code when you visit its URL.
  • - More information is now provided on the page.
  • - Different codes now have different timeouts and other limits.
  • - There are some new codes in-game, with more coming.
  • - Discord users now get a unique code: https://discord.gg/XeY36k9
  • Drones has had a little bit of work.
  • Tweaked some stuff to do with vehicle usage.
  • Sorting Dirty white capsules has been streamlined.
  • Sorting ammo has been streamlined.
  • You can no longer sort Stored ammo.
  • There's a new app for fast scanning ammo.
  • Ammo sorting actions now work the same as for spikes (zero for category, one for specific rounds).
  • Added the Blue collar core style to a few items
  • Removed the Blue collar style from the Tactical belt.
  • A security patrol has had a little work.
  • The balance of life has had another tweak.
  • Removed the options to pay credits for accelerated implant installation and endocrine treatment.
  • Removed Just woke up while you're in jail.
  • You can now get Prosthetic paperwork to prove that your limbs aren't elective.
  • - This has been auto-applied where appropriate.
  • You now get a debuff when wearing shades at night.
  • Shades and a lower face mask together will now buff your Masked up.
  • Training with your teams now uses the base skill.
  • Crazy habits has had a little work.
  • Make some tweaks to Get a care package (overall value remains the same).
  • Improved the messaging on locked options.
  • Fixed a problem on Make it stop leaving your inventory hidden.
  • Fixed stat modifiers not being sorted properly on outfit detail dialogs.
  • Fixed a handful of incorrect shopping prices.
  • Fixed some more typos; thanks for the reports!
Jun 1, 2022
Intergalactic Taxi Co. - RockingDonkeyGames
- Save volume settings between games
- Fixed the level select screen not working when scrolling the mouse
- Fixed some levels showing hints incorrectly
- Other minor visual tweaks
Jun 1, 2022
Subcube - dizzy_mind
  • Level selector unlock page message more visible now
  • Small audiovisual clue when you make a connected block chain in puzzle mode
  • Fixed a bug in level 11 and level 13 where a block could be made to float in the air!
HINGE VR - Arcadia VR
NEW REQUISITION VR MODE!

If players are tired from crashing zombies' skulls or running away from growling dead bodies, try this mode! It offers the chance to survive by killing teammates instead of monsters. As usual, players can use any items to craft weapons and traps, engage in combat or sneak on them.

We actually recommend playing a little bit of a stealth hero because the best part is that players can steal items from teammates’ backpacks. Yep, speaking about stabbing in the back…

And may the best one win!

tModLoader - Mirsario
We've done tons of TML work in May, and June's Stable release is now here to bring that to you.

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

tModPorter by Chik3r and Chicken-Bones
Summary:
tModPorter has now been added to tModLoader as an official module on 1.4 preview. It will see more updates over the next while, but it is now at a reasonable release point.

tModPorter itself is a custom software that helps mod developers transition away from 1.3 by automatically handling several of the breaking changes that we’ve introduced.
However, it is not perfect - some work will still be needed, but it is hoped it will carry the brunt of the manual labor.

Associated launcher files are included in the tModPorter folder in the Install Folder for tModLoader, as well as a button in-game to shortcut to that.

Note that this is tModLoader’s first update with it - so if you encounter bugs, please let us know.

Additionally, please note that many more automatic ports will be added to tModPorter in the next few days. You can help Chicken-Bones prioritize by posting things you'd most like to see automatically ported in the tModPorter Discord thread.

Porting Notes: #preview-update-log in Discord
Summary:
After 9 years in development, hopefully it will be worth the wait.
ModSound and SoundLoader have both been removed. As well as the Mod.SoundAutoloadingEnabled property.
LegacySoundStyle and CustomSoundStyle were removed. SoundStyle is now a struct (record), which contains everything a sound playing enthusiast would need: AssetRepository-based paths; Volume, pitch and looping control; Numbered suffix variants with even weighted random supported; Sound instance limits and their behavior; And etc., etc.
• All sound playback is now done through one method - SlotId SoundEngine.PlaySound(SoundStyle style, Vector2? position = null).
All legacy (int type, int style) overloads have been removed from the API.
• I went through the pains of entirety converting all SoundID entries to the new SoundStyles, which means that you can now not only replicate vanilla sound playbacks, but also modify their copies with ease. I suggest getting familiar with the x with { A = B } syntax, it’s great here.
• A few improvements may follow later, but they’re unlikely to be breaking changes.

'Item Use Rework' - Proper Implementation by Chicken-Bones, DarioDaf, ThomasThePencil, einarmo, rjmarzec, and Mirsario
Porting Notes: #preview-update-log in Discord
Summary:
Basically, this cleans up a long standing set of TML bugs resulting from an attempted fix for a vanilla issue (#1437) with unpredictable item usage frames relative to their animations that was preventing modders from implementing their ideas.

Summary:
• By demand of mod developers, a design change that was part of the OnSpawn Pull Request has been reverted, and CloneNewInstances from 1.3 is back, again set to false by default, like in 1.3. This revert may be temporary in case the team comes up with superior designs in the later months.
• TML tries to make sure that all ModItem and instanced GlobalItem derivatives return true from IsCloneable, logging warnings otherwise.
• If the default IsCloneable implementation returns false, but your item is cloneable via MemberwiseClone (because you have reference fields which don't change once the item is spawned/loaded) - you can do 'override IsCloneable => true'.
• Added [CloneByReference] attribute for fields that are safe to share between clones (because they’re shared, or not modified after Load/SetDefaults)

Porting Notes: #preview-update-log in Discord
Summary:
• This re-adds the ModTrees, ModPalmTrees, ModCactus support from 1.3 as they were. Consider this a bug fix PR, not a feature rework/API cleanup
• This does not add 1.4 content unless it was specifically required for these to work
• This is NOT the final PR, and we do expect future breaking changes as outlined in / in support of Issue #1347.

Porting Notes: #preview-update-log in Discord
Summary:
All mods will now be Just-In-Time compiled on load. This will detect mods that silently break as tModLoader changes and disable them instead of allowing them to silently cause errors. A side effect of this is that weak referenced Types will cause the mod to fail to load, so mod developers weakly referencing other mods will need to utilize the [JitWhenModsEnabled] attribute to annotate classes, methods, or properties using those Types to bypass this checking. See the details in the Pull Request for more information on this and more advanced situations.

Additionally, we now support inheriting from base classes in weakly referenced mods. Such classes need to be annotated with the [ExtendsFromMod] attribute to inform tModLoader not to attempt to autoload the class. A side effect of this capability is that mods should no longer call Assembly.GetTypes() on other mod assemblies, as this could fail now. They should now use AssemblyManager.GetLoadableTypes(Assembly) to retrieve all Types that should be considered from other mods.

Porting Notes: #preview-update-log in Discord
Summary:
Mod.AddEquipTexture(...) got turned into EquipLoader.AddEquipTexture(...), and it can now be used to register equipment textures through an internal name instead of being locked into using the name of their associated item as an internal name. This also allows mods to register equip textures without needing an item reference, and most importantly, allows them to register multiple equip textures of the same type for the same item.

Summary:
HJSON localization improvements:
• Periods can now be used in keys;
It's now possible to write Mods.YourMod: { } in place of Mods: { YourMod: { } }.
• Arrays item paths are now properly handled as well;
Every array item will now have a period-separated key: AnArray.42.SomethingInsideArrayItem.

PickAmmo Rework + better Shoot mechanics by ThomasThePencil and Chicken-Bones
Porting Notes: #preview-update-log in Discord
Summary:
• Ammo damage modifiers are selected based on the DamageClass of the ammo
• Added Mod/GlobalItem.CanChooseAmmo hooks.
• PickAmmo hook now has a StatModifier damage parameter.
• Added AmmoID.Sets IsArrow, IsBullet and IsRocket.

Summary:
Adds bool Global/ModItem.NeedsAmmo() hook, allowing for weapons which can shoot their default projectile without ammo under certain conditions (like if you had a free ammo buff.)

Summary:
• Adds NPC.ShowNameOnHover defaulting to true. Can be changed in SetDefaults or AI to hide the hover mouse text
• Adds Mod/GlobalNPC.ModifyHoverBoundingBox(ref Rectangle boundingBox) for custom hover text rect control.

Porting Notes: #preview-update-log in Discord
Summary:
• Adds CatchingTool and LavaproofCatchingTool Item Sets for creating new bug net type items
• Greatly enhances the hooks for CatchNPC
• A few changes to existing Catch related hooks to be wary of
• Read more in the PR.

Summary:
void SendExtraAI(Projectile projectile, BitWriter bitWriter, BinaryWriter binaryWriter)
void ReceiveExtraAI(Projectile projectile, BitReader bitReader, BinaryReader binaryReader)

Recipe Ordering by Ishigh
Porting Notes: #preview-update-log in Discord
Summary:
• Added methods to allow control of ordering for recipes, for example keeping modded wood with vanilla wood.
• All mods that call Recipe.Register() or RemoveRecipes will need to be updated and/or rebuilt.

Summary:
• Does what it says on the can.
CloneDefaults will fully now initialize the item/npc/projectile as another type, and then restore the mod-x and global-x from the original item type.
• You’re only really meant to call this from ModX.SetDefaults.

MonoMod-related Fixes
Summary:
Fellow code injection abusers and users of mods from them will love to hear this:
We've updated to a dev build of MonoMod (the code injection library we use to allow mod developers to more freely modify the game) to get a fix for a process freeze that could super rarely occur during injections, and discovered that specifically that same fix (tied to an unforeseen change the .NET 6 runtime) has also sped up code injections by over ten times.
Thanks and much love to 0x0ade for making MonoMod and collaborating with us!

Summary:
We've added a notification window when you launch to see which subscribed mods have updated since the last time you played. This will help you track when your favorite mods update so you can check them out for new features. This will also help you if a mod is broken and you want to remember to re-enable it when it updates.

Reload Mods button changes by jackbondpreston
Summary:
Mods will now automatically reload when exiting the Mods menu. This has caused some confusion in the past as users did not know they needed to reload mods. This change will help simplify the new user experience.

As well as these pull requests which didn't need large descriptions:

Chicken-Bones: Aggregate loading exceptions across content instances.
ThomasThePencil: Dynamic Item Scaling Hook
Setnour6: The Grand French Localization Update
Solxan: Make ModPacks Compatible with 1.4 and Steam Workshop changes
Ishigh: TagCompound TryGet
Ved-s: Added this[Point] Tilemap indexer

And the following self-explanatory fixes:

Solxan: Windows high DPI detection fix - Part 2
Solxan: Cleanup Feature for Accidental Uploaded of Mod Source Files
Solxan: Fixed a worldgen crash
Solxan: Mitigated issues with downloading deleted items in Mod Browser
MutanWafflez: Fix AnimationType Bug with ActsLikeTownNPC & ExtraFramesCount
ThomasThePencil: Fixed a bug from the damage class rework where ammo knockback was being ignored.

Frequently Asked Questions

When will 1.4-stable become the default branch?
In an hour? In a minute? Maybe it already happened?
The announcement post for that will follow shortly after this one, you won't be able to miss it.

Worry not, 1.3 players - If you wish to stay on TML for Terraria 1.3.5.3 - just select the '1.3-legacy' branch in Steam, using instructions from the answer below.

How do I switch to the preview versions of TML?
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 '1.4-preview' in the drop-down menu on top;
3. Close the window. As before, no passwords are required.

When will 1.4 TML be 64-bit???
It's already 64-bit!
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.

I have a 32-bit OS, will it be supported?
We planned to re-add support for 32-bit Windows systems for this update, but didn't make it in time, so it'll arrive later in June or July.
Tad the Lost Explorer - pathgames
https://store.steampowered.com/app/1966690/Tad_the_Lost_Explorer_and_the_Emerald_Tablet/

True to the film, funny, loaded with tons of affectionate nods to the movie and humor. The game development studio Gammera Nest has just published a teaser which offers some first clues of what Tad the Lost Explorer will be about, the official videogame that adapts the third film of the adventures of the charismatic explorer, created by Enrique Gato.



In addition, players can already include in their wishlists this title, which will initially be available on PlayStation and Steam, it promises hours of entertainment for both, IP followers and their parents.



In this installment, true to the plot of the film, Tad's quest to become a famous archaeologist, leads him to stick his nose into a place where no one should ever have gone.

As a result, some of his best friends suffer the effect of a terrible curse that can only be reversed by finding the Emerald Tablet, an ancient relic created by a sorcerer to challenge the pharaoh`s power.

With this premise, Gammera Nest studio, in collaboration with Mediaset Games and PS Talents, has developed a fun game that combines adventure, exploration, puzzles and platforms, which are the best elements used in the film.

This game stands out for its variety, alternating open 3D scenarios (Veracruz, Chicago, Paris, Egypt), which can be fully explored, as well 2D platform levels, where the player skills will be essential. It should also be noted the game graphics quality (design and animations), which are very close to the film.

Featured content:
  • Purest Tad Stones narrative style.
  • 3D scenarios which the player can freely explorate, these levels are full of adventures and collectibles.
  • 2D level action, try to demonstrate your skill playing as Tad with the controllers.
  • Countless nods to the movie and surprises.






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