Jun 14, 2022
Shinobi Warfare - TechnoTal
Version 1.009
  • Performance Improvements
  • In-game bug fixes
  • In-game purchases using Steam Wallet
RAT MEMORY - Felipe
RAT MEMORY DEMO is participating of Steam Next Fest.

Playing the demo you have the chance to win the full game on the release date!


How to win:

Send me a screenshot of your fastest demo completion time via steam or Twitter.

The fastest time will get a key of the full game on the release date (currently early 2023).

Good luck!
NIMBY Rails - Weird and Wry
Version 1.4.23 is a small bug fix release.

  • Fix: double accounting for some items in the parallel pax code
  • Fix: handle more kinds of cases of train stops in stations, including trains (partially) outside of the platform limit, as valid train stops. This is meant to help with the "pax do not board/leave" bug.
Jun 14, 2022
Ymir - Ronchiporc
It's been a while since the last update. Indeed, as the game moves closer to "release", I'm trying to favor less frequent updates with more content and hopefully more stable instead of faster paced more experimental ones.

This update represents many months of work and focuses on a complete redesign of war mechanics with the introduction of casus-bellis, war types, war morale and war automatic resolutions.

A long lasting issue with the game was caused by human nature and the inherent multiplayer nature of the game: players almost always refused to negotiate or make peace, and every single war would escalate into a war of total annihilation as it was always considered better than leaving a potentially vengeful player around.
This however was detrimental to the game and created an effect of condensing all wars in early days then to leave the server uneventful once the initial cleansing was over.
Cleansing that was often done by veterans ganging up on anyone they didn't know around them simply because of risk management.

The goal of this update is to add rules of war to counter the suicidal and intransigent behavior of players so that it creates more realistic conflicts and reduces the better spans war across the game's progress instead of everything happening in the early days, as it will be harder to insta-eliminate players in a single war.

Casus-bellis

Wars now require a motive to be started. This then defines the war type, each one with its specific properties. 
The war types comes with predetermined war resolution effects which are applied when either side wins the war.

Politics Points

This update replaces Honor with Politics Points, which are now used to perform some actions and especially declaring wars or signing treaties with some specific terms such as Joining a Nation.

Politics Points are produced by having a positive Legitimacy. The higher the legitimacy the more points. 

Like Honor, Politics Points are also used as a commitment to respect treaties and it is lost if illegally breaking a treaty. There's now also a minimum engagement for all treaties.

War morale

Winning or losing a war is now defined by War Morale: each belligerent in a war has a war morale specific to the war, and if it reaches 0 the belligerent is auto-eliminated and war effects apply.
Of course it is still possible to end a war "manually" if both sides agree to peace, but experience shows this rarely happens hence this update.

The starting war morale is defined by the war type and casus-belli. War morale mostly only decreases, like the "life bar" in a fight. 
The parameters reducing the war morale are also casus-belli dependent: for instance in an annexation war, it will be mostly who controls the target territory that affects war morale. 
In other wars, it can be the proportion of territories being occupied.
Aggressors also often suffer a passive decay which insure wars can't last for ever.
In most wars, battle results also affect morale based on the ratio of lost troops with your total armies.

War belligerents

Each war opposes 2 main belligerents: a main agressor against a main defender.
The war resolution effects only apply to the main belligerent, and a war ends only if a main belligerent is eliminated or capitulates (or signs a manual peace).

Other States can also participate in wars as co-belligerents. They can be eliminated individually from the war if their morale falls to 0, which does not end the war. 
Co-belligerents are not affected by the war resolution effects. If they lose they are condemned to pay war reparations (pending the war resolution and only if their side loses), and are unaffected if the war is won. They participate strictly as allies of the main belligerent to help him in his goals.

Co-belligerence is mostly automatic: as a subordinate you are automatically called into the wars of your liege even if its a war where he is the attacker: a Nation king entering a war will therefore now have all its nation automatically at war with him as well, unlike before where it was only defensive.

While subordinates are forced into wars of their lieges, when its the other way around joining the war is optional for the liege: if a vassal declares war, he can chose to "call-to-arms" his liege which is free to refuse with no consequences or to accept and join the war as cobelligerent (bringing all its own vassals with him, escalating the war).
Note that nations still include a defensive pact making everyone of the nation enter as cobelligerent of the defender regardless.

Co-belligerents get a "war participation" score.
If a war ends and with a very low participation, the main belligerent can choose to publicly "denounce" them, inflicting a great political penalty.
This mechanic will allow players to punish fake allies or uncooperative vassals not fulfilling their duties.



War resolution

When a main belligerent is eliminated the war ends and its effects are automatically applied based on the war type. At any point a main belligerent can also chose to capitulate, thus triggering the auto-resolution of the war as well.

Effects generally include Political penalties and war reparations for the agressor if defeated.
For the defender the effects are more dependent on the war's casus-belli: losing a territory in an annexation war,  being forced to pay tributes, becoming subjugated, losing Victory Points etc...
These effects come as au automatic "armistice" diplomatic treaty between the 2 main belligerents which also creates a forced cease-fire during its engagement period with hefty penalties if broken.
That engagement period also depends on the war type.

Breaking treaties

Breaking some of these more serious armistice treaties (such as breaking a subjugation treaty) can now have more interesting consequences: instead of being either ignorable (and making the agressor unable to rely on it) or unbreakable because of honor penalties (and making the defender give up with no perspectives), what it does now is that it gives a special "punishment" casus-belli to the other party.
This allows to start a second war. However, if won again, this war will KILL the treaty breaker for good as he is deemed unreliable and rebellious, unworthy of negotiating.

This creates a dynamic of allowing a player who lost a war to still try an "all or nothing" rebellion, while the agressor can see this opportunity to finally get rid of an uncooperative player for good, offsetting the frustration of having to win a war a second time.



Rivalry

This update introduces "rivalry", a new diplomatic status which comes with special effects. Most States can only design 1 rival State at the time.

Rivals can't merge in a Nation and having diplomatic relations with your rival hurts Legitimacy. However, rivalry gives you different perks against your rival State: a special casus-belli of "humiliation" which slashes Victory Points of your rival by half if won, protects you against subjugation, gives war morale bonus, makes your cities more resistant to occupation, and reduces political costs to fabricate claims.

The top 5 nations also get something called "forced rivalry": they are automatically rival with their superior in ranks: nation 5 auto-rivals nation 4, which auto-rivals nation 3 etc...
This will force the leading nations to oppose one another, and prevent the classic cartel strategy of veteran groups which remain split as different pretend-nations to farm more Victory Points then to merge and instawin the game before anyone can react.
It will now be in the interest of the big allied players to merge into a nation as soon as possible to prevent the risk of ending forced rivals, thus making Nations better reflect the reality of alliances.
Not only that, but joining another nation now comes with the effect of forfeiting 75% of your victory points, which will hopefully put a definitive end to this strategy of last minute nation merging.

Raiding

Raiding is now the default casus-belli which is always available and has a low cost of Politics to be started.
Raiding wars are particular that they do not auto-resolve and can only be won by manually ending it through a treaty, much like wars before this update.
However they only permit raiding: you cannot for example occupy enemy territories with this war.

Raiding battles have also been improved to become more viable.
It's now finally possible to loot monies from raiding buildings: raided houses or production buildings give money pillaged from the population. 
Pillaged government buildings give more money, which is taken from the enemy's treasury as well. 
And finally, the special buildings of the Palace and the Treasury, if pillaged, will transfer 20% of the defender's treasury to the raiders, making those critical buildings to defend against raids.

The battle "AI" for raiding has also been improved, and is now better at choosing buildings to raid and to spread more efficiently for a faster battle.

It is also now possible to specify raiding targets to prioritize: resources or coins (or slaves, not implemented yet). You can also specify a particular resource category to prioritize (ex foods).



Battle engagements

In addition to the raiding battle improvements, I've also added the first battle options to affect the behavior of attackers during battle: you can now filter which "siege actions" a formation can perform in a battle: disabling breaching, climbing, or embarking. 
This means you can for example send raiders with the order to do neither of these things, which will result in them only targeting things directly available in the area where they deploy instead of trying to cross a river and break in an impossible fort.
This is available for all battles: you can for example send an army only allowed to breach (gates & palisades), which will allow you to make sure that they wont be try climbing cliffs or walls, or wont try to cross water.

Pathfinding

Another big improvement of this update is the offloading of the first big game component into the Ymir c# DLL: regional pathfinding. 
This means performances gains for server battles, as pathfinding is now much more efficient and can finally take advantage of multi threading which the current engine previously made impossible.
Larger battles can now be more fluid, with less "pauses" between each battle turn.

The pathfinding between different defensive areas of territories during battles has also been improved to be more accurate as a proper nodal-pathfinding system which should result in a better navigation of troops through complex fortified cities.

World news

Main world events such as war declarations and resolutions or important discoveries now generate automatic chronicles so that all players can be more aware of what's going on and to make the world feel more eventful.
A global world channel has also been added in the diplomatic chat.



Turnips and pumpkins

Notably, 2 new food types have been introduced to replace Apples as a stock food: turnips for the north and pumpkins for continental.
Apples are now like grapes: a pleasure food and a material for cider.
There's also new sprites for potatoes and carrots.



Next update

I'm well aware that since the increase in server load with the addition of countryside territories, the server lag has made late-game almost unplayable. 
This update already includes some optimizations to improve things, but the next update will be one focused mostly on technical aspects to optimize the game by migrating more components to the c# dll.
It will also focus on a long list of pending "quality of life" features to reduce the time consumption of managing your State.

Servers

For the occasion of this new update, Server 5 is being restarted with a fresh new game at 18:00 Paris time.

Meanwhile, following community polls for the Server 1, its been decided to keep the Server 1 on the previous version for a few days. The server is being moved to the "previous version" branch meaning that to still play on it you must make sure to change your "beta" version to "previous version" in Steam (right click on the game > properties)



The Casus-belli update
v0.6.x

- reworked effect of treasury reserves on monetary unit values to lower its effect. effect is now factored by state's total GDP.
- minimum distance of 1 tile between towers
- simplified forced distance between buildings (mine shafts, clay pits...) to be more rectangular on low distances (1 or 2) making it simplier to plan
- distance between mining shafts reduced to 1
- destroyed buildings (ex palace) no longer invalidate policies/territories relying on it
- pillaging the treasury or the palace steals 20% of the defender's treasury each
- coins pillaged from government buildings (state power & admin) will affect the player's treasury
- battles: optimized management of building districts for pillages
- battles: improved troops pathfinding between defensive layers
- implemented coins loot in pillage
- random territory events are now only for regional centers
- militias in invalid territory types (countrysides) now auto-disband
- added "steal tributary" casus-belli if trying to subjugate and already subjugated state (with the liedge state).
- added display of full title name in avatars of characters
- lowered max inter-state taxes to 15%
- partisans uprising odds are more likely when there's no occupying forces on the territory or low forces compared to resistance amount
- moved "tributaries" knowledge (subjugation) after "council" instead of "governance" to be available earlier in game
- reduced base wealth of goods besides gold & silver by -25%
- increase Freetrader prices for stores of value (gold & silver) by 30%
- increased gold bar wealth to 2
- disabled speed boost event
- added politics points reward in startup missions to provided initial capital
- server save backups now auto-zip to prevent disk space overuse
- dynamic armistice durations for annexion wars based on quantity of annexed territories & importance
- non linear legitimacy penalty from political debts
- new casus belli "vengeance" if a defeated character illegally breaks its armistice treaty (ex after a subjugation) wich then kills the character if he is defeated again.
- moved techs "cuves" and " barrel" to bronze age
- Politics points cost of fabricating claim is proportional to total population of target territory
- added averaged market sales incomes to state taxable incomes for inter-state taxes (nation & treaties)
- fixed many State income factors missing from inter-state taxable incomes
- Non capital hamlets & village are now disabled under City State policy
- movement cost on enemy territories increased by +200% (except claims)
- added 'internal' succession mode in nation (now default) which controls if character is available as a spawn
- implemented option to "denounce" co-belligerents that failed to honor their engagement in a war (no meaningful participation)
- harmonized stats of 4 alcohols crops: barley, sugarcane, apples, grapes
- increased & improved Free Traders prices decay from Free Traders stocks
- added war automatic resolutions and predetermined victory effects based on casus-belli type
- eliminated co-belligerents give auto rights of passage to all enemies until war ends
- new casus belli: liberate city, if a territory is lost from an annexion war
- formations in enemy territories are auto-repatriated to nearest regional center when hostilities cease.
- added global chat channel
- cleaned up and improved the "send missive" UI
- added signup political cost to "join nation" treaty term
- added minimum political engagement of 25 to treaties.
- added a confirmation event to launch military coup when ready, after completing the leadership mission.
- new sprite for potato fields
- new sprite for carrot fields
- changed apples into pleasure food
- new resource pumpkins as continental/oceanic basic food
- new resuorce turnips as nordic basic food
- potential fix for autowiped servers not changing world seed causing the same map to repeat.
- difficult techs can now require to complete innovation project multiple times before unlocking (ex Iron working)
- blocked overstacking researchers in innovation projects
- moved tavern service from social to entertainment as a placeholder measure.
- reduced work of military innovation projects to make them faster
- rustic house 4 cost +1 saw
- comfortable house 4 cost changed from 2 saws to 1 pickaxe
- comfortable house 3 cost -1 plaster -1 stonebloc -1 saw +1 life quality
- removed saws from paddock 3 building materials
- Philosophy idea easier to trigger
- added automatic chronicles for joining or leaving Nations
- blocked building platforms, walls, towers, or modify terrain heights near territory borders.
- added notification events for cobelligerants dragged into wars
- added automatic chronicles for war declarations & resolutions
- UI: improved world news menu
- added automatic chronicles for first discovery of important techs
- casus belli events can also provide a passive war morale bonus in case of war from other.
- new casus belli: breaking treaty 'war' clause creates a "broken treaty" casus belli for the other party instead of immediate war
- co-belligerants in a war do not trigger breaking clauses of treaties when force-entering a war (ex subordinates of the attacker)
- allow 100AP army to attack/invade adjecent tile even if total AP cost is above 100.
- changed treaties minimum duration in solo and persistant presets (increased)
- territories can only be transferred by treaty if other party has made a claim of it, or if transferring an occupation within a common war
- added "call-to-arms" request when declaring war for non-mandatory co-belligerents where they can choose to join the war or not
- cleanup UI code of event display
- distance from defender affects negatively initial war morale, based also on war type.
- added "fabricate claim" diplomatic action to gain an anexion casus belli
- new menu for war declaration to preview allies and war effects
- new war events & UI for ongoing wars to monitor belligerents, objectives, casus belli and progress.
- implementd possible timeouts for events (territory claims, choice events)
- choice events will default to 1st option if no choice is made before they timeout
- splitted armor weapon stat into 2: melee armor & ballistic armor
- heavy shield -0.5 melee armor, +1.5 ballistic armor
- wood, bronze, steel shield +1 ballistic armor
- longsword +1.5 damage +0.7 offensive skill
- battle axe reach -0.4, attack skill -1, defense skill +0.5, attack speed -5%
- characters lose 75% of their victory points when joining a different nation
- characters lose war morale when losing troops in battles, based on a ratio of troops-power lost / total military power
- partisans will now spawn as units of loyal character if that character is still at war with the region owner (instead of generic rebels)
- changed worker type of charcoal clamps and sawmills to woodcutters
- simplified design of events UI
- performances: migrated 'bytemap' datastructure to c# ymir dll
- performances: migrated pathfinding to c# ymir dll
- battles: removed cover bonus for non-defenders.
- added "rivalry" diplomatic action to designate another State as rival
- added "politics points" replacing honor and generated from positive Legitimacy.
- Nation leaders of top5 have automatic rivalry with nation leader of the rank above.
- trade offers of occupied territories are now disabled
- Increased resolution of flag icons x2
- fixed State ownership incorrectly changing in automated trades, making auto trade less viable and causing economic losses.
- fixed issues with meat production amounts and production skill points
- fixed bug of houses being destroyed during battles not showing up until reload
- fixed bug allowing to move ore shafts on invalid ore types
- fixed bug preventing countrysides/claims on some coastal territories
- fixed bug with administration penalty per nb of extra regions counting the capital
- fixed military actions on a tile with high AP cost leading to encampment on the territory instead of starting the action
- fixed bug of troops targeting same building in district when pillaging
- fixed bug blocking the upgrading of community hall because of Expansion Points
- fixed bug blocking disbanding entire formations directly
- fixed bug with goods price in production chains / state buying prices
- fixed glitch with brute huts in battles spawning 1 unit troops.
- fixed bug with starting mission events disapearing if losing capital or migrating
- fixed bug in state buying resources not accounting for levies rate
- fixed problem with occupation freeing after subjugation
- fixed UI bug of recruiting troops costs not considering state ownership
- fixed bug of settling on abandoned city giving empty previously attached countrysides
- fixed stored wealth not counting for population class wealth from privileges
- fixed bug allowing to change the territorial status of occupied territories
- fixed bug in events spawning ennemies where they appeared with defensive roles and retreated from battle
- fixed data refreshing issues on regional transfer routes modifications
- fixed bug with battle report cached data ending up partially corrupted if going back to world map while viewing an ongoing battle
- fixed formation events of deserting formations not deleting when obsolete
- fixed bug with population number when removing researchers from a project
- fixed bug of being able to complete the same mission multiple times
- fixed bug causing a server to be missing from the server list
- fixed bug of formation related events not disappearing (ex militia decay)
- fixed UI issue of Events menu constantly refreshing causing flickering.
- fixed bug allowing to access trading UI of occupied territories
- fixed bug of occupation actions failing on undefended territories because of combined cost of movement + occupation.
- fixed missing battle report events
- fixed glitches with event flags UI
- fixed bug causing state buying expenses in gift economy

Previous Patches:
- added military innovation to academia as a temporary gap-filler until it specific gameplay is implemented.
- rebalanced calculation of Free Traders buy price to better reflect average production costs.
- moved construction innovation to "construction" tech instead of "architecture"
- fixed error of expansion points check when trying to upgrade town halls.
- fixed bug of fish herds not loosing inventory from fishing actions
- fixed bug with scavenging cool-off not working
- lowered amount of fish resources per fish unit from 5 to 3
- national armies can no longer perform civilian actions (scavenge, woodcut, prospect, hunt... )
- fixed bug allowing to disband settlers in occupied territories
- rebalanced "plaster" idea trigger
- fixed culture conversion problem when releasing occupied territories
- reduced weight of knowledges in score calculation by 50%
- fixed bug with loyalty corruption in territories with 0 actives
- fixed UI issue needing a scroll to the government's active policies tabs.
- fixed bug of invalid high resistance growth from occupied inactive or NPC characters
- fixed occupied territories upkeep still affecting treasury
- tile movement costs: removed "is settled" effect for enemy territories
- fixed networking issue affecting some players, especially in solo mode.
- problem with external IP not working for server listing
- State-buying does not deduct costs based on levy % for agricultural goods
Beat Saber - Baty Alquawen


Happy 4th anniversary, players! We’re still in celebration mood so we got for you a little surprise - two free remixes of your favorite OST 1 tracks by Jaroslav Beck!

And who’s the best artists to help us make this anniversary special? Of course the artists you know and love. That’s why we’re adding “Escape (Tokyo Machine Remix)” from EDM DJ Tokyo Machine and “100$ Bills (Camellia's ‘215$-Step’ Remix)” from a Japanese composer Camellia who never misses an opportunity to make your arms noodles! The remixes come together with an anniversary-themed environment.

Enjoy and have fun!

Release notes:
- Added free two remixes to Extras
- Added Anniversary themed Main Menu
- Added Anniversary themed Environment

Siege of Dungeon - firepillar2
We have invited 日暮ない to join our live-stream on 17th June, 6am pst, during the Steam Next Fest. See you soon.

日暮ない is a Hong Kong Vtuber, he is capable to different kind of games. Let’s he if he can overcome the roguelike "Siege of Dungeon”.

You can watch the stream on our steam page:
https://store.steampowered.com/app/1972410
Nash Racing - Valkeala Software
Nash racing summer discount
Jun 14, 2022
Saviorless - Sinhei
Upon arrival to the Smiling Islands Antar shockingly discovers that the whole place is just a ruined wasteland full of terrible monsters and all sorts of deadly threats, where Saviors are forced to kill each other, to remain alive. It is suspected that the one to blame for the calamitous state of the islands is the hunter known as Nento, who purposely dismissed the guidance of the Radiant Heron to enter the place on his own.



If you want to get all the update about Saviorless, follow and wishlist the game!

https://store.steampowered.com/app/1438480/Saviorless/
Satisfactory - Mr. R. Cookies
Hi Pioneers!
Update 6 has arrived on Experimental. I’d like to preface this event with the fact that some of the new content released isn’t as far along in development as our previous Update releases, so consider this our most experimental Experimental yet! Nonetheless, we think you can have fun with everything here already and we need more of you playing with the incoming changes to help us see how far along they are and inform further development. As always, you can leave your feedback and any issues you encounter on our Questions Site: https://questions.satisfactorygame.com/

Overall, this Experimental period is going to be a little different. We will be pushing updates to finalise content that is released, and we might add some additional content along the line that did not make the initial release. With that in mind we are planning to have a longer Experimental period than usual, so don’t expect Update 6 to hit Early Access before the end of summer.

With that said, what is the content that is coming now? Update 6 shines with some major world updates, impactful changes to Equipment and the MAM progression, several great quality of life updates on the UI side of all things Satisfactory, a full overhaul of our creature AI system, and some under-the-hood changes of major systems. Let’s break that all down a bit more.

You might have already heard about this, but for the avoidance of doubt: There are no overclocking changes coming in Update 6. Also, be safe and back up your saves.

World
Spire Coast
This is probably the most significant single biome change that we still had in the pipeline, and now it is here: The island paradise that is the Spire Coast. We’re very excited to see what you will build in this area, constricted (and hopefully inspired) by the verticality of the spires. There are still oil nodes in the area, but their locations have changed. Other than that, we haven’t done a gameplay pass on the area yet, so you’ll have to wait for new slugs and creature placements, etc. until a later time.

We also managed to do a full visual update of the cliff wall separating the Spire Coast from the Dune Desert, so that large empty plateau is finally ready to be built on as well.

Swamp
The Swamp has received a full vegetation and atmosphere overhaul to better represent the icky vision we have for it. A place for daring pioneers to test their mettle in the future. Right now, we are happy with the vibe of the area but it will also receive a gameplay pass in the future to match the mechanics of the exploration experience with the new atmosphere.

Sky, Atmosphere & Weather
We haven’t been idle on these high impact world topics either, with a generally improved day and night sky, clouds, and the addition of rainy weather. Hopefully you’ll enjoy the new variety as a myriad of days pass on Massage-2(AB)b.

The overall changes to our atmosphere system have also been put to use with more specific tweaks of the updated areas mentioned above, as well as some of our starting areas: Dune Desert, Northern Forest and Grass Fields. We’ve adjusted the specific lighting, fog, and feel for all those places.

Equipment & MAM Progression
Hand Equipment & Ammunition
The most obvious content you might have already seen in our videos is the addition of different ammunition types for all the Pioneers ranged weaponry. It’s quite a wide range of new useful and dangerous tools, from utility options like the Pulse Nobelisk to advanced homing ammunition for the rifle. And there is a mini nuke, which honestly is a terrible idea in the best way.

We’ve also improved the UI feedback for switching through your hand slots, making it easier to identify quickly which gadget or weapon you are switching to, and we finally implement a Holster interaction to put away your current hand equipment.

MAM Progression
We integrated the new ammunition types throughout different research trees in the MAM and did some rebalancing and reshuffling in the process! On revisiting them you’ll find that costs and placement might have changed.

A major change in terms of general progression is that we’ve moved some of the most popular energy related alternate recipes to standard MAM unlocks. Now you can find both Turbo Fuel and Compacted Coal there, as they are a great addition to the general power progression of the game.

Multiple Body Equipment Slots
Update 6 introduces the ability to equip almost all existing Body Equipment at the same time. Instead of a single slot, we now have a slot each for: Head, body, back, and legs. The main progression for Body Equipment is now that you can combine them as they get unlocked and you’ll only have to switch your back Equipment between the Jetpack, Hoverpack, and Parachute depending on your preference and the situation.

Creatures
Mostly visual updates
The most major change you will be able to find here is that the Crab Hatcher got a completely new look and no longer destroys itself when spawning the Flying Crabs. While we made the Flying Crabs themselves far less annoying to deal with, you will now have to destroy the Hatcher to stop them from coming after you.

The Spitters also received a visual change, with several awesome distinct variants! There is a total of three that have adapted quite differently to their environments, as well as a minor variant of the new Forest Spitters to better camouflage in the red forests of Massage-2(AB)b. While they all currently share the same behaviour, we have plans to introduce differences in the future.

AI System Overhaul
We’ve been working on a new AI system that will allow us to introduce more variety to creature behaviour in the future. For this update we tried to largely recreate the feeling of the existing wildlife with some tweaks here and there using this new system. We are not quite there yet with all of them and, this being a full system overhaul, we are aware of some issues and expect to see more as this update goes live. This means that we are planning to still push a few updates to the creatures throughout the experimental period.

Map and more UI changes
Map & Radar Tower
The Map feature now no longer unlocks in the MAM, but during Tier 1 instead. On top of that it has received some significant upgrades with Markers that replace the Beacons, Stamps that can be used to highlight points of interest both on the Map and in world, and an updated interaction menu. It now also takes up almost the entire screen to give a better overview.

Radar Towers are still unlocked in the MAM, but they come with additional functionality. If powered they now immediately reveal a set radius on the map around them, highlight all resource nodes in said radius, and give information on exploration rewards and wildlife that can be found there. All this makes them much more useful than they have been before!

To-do List updates
This planning feature has received a major boost. The To-do List can now be accessed from any menu by clicking on the right side of the screen. It also received some visual polish, is height adjustable, and can be customised with written notes, which makes it a much more versatile tool than before. You can take personal notes only visible to yourself, as well as global notes that can be seen and edited by anyone in a multiplayer session. It’s even possible to do some light formatting! We’re very excited to see how you use this to your advantage.

Codex recipe improvements
The recipe section of the codex has significantly more information available than before. All recipes can now be expanded to show the per-minute stats of all ingredients and products. You can also simulate overclocking in there now and see how that affects the recipes requirements and output.

Technical improvements
Sublevel Saving
We’ve made a change to the save system that you hopefully won’t notice, but that is quite significant on our end. Basically, this allows us to migrate world elements that need to be saved onto streaming tiles, where previously they were always loaded. While this won’t significantly affect load or save times, it paves the way for us to add more interactable/saved game features to the world in the future without performance drawbacks.

This does mean that saves from Update 6 onwards are in no way backwards compatible, since the old save system is unable to read the new save files.

Detailed Patch Notes

EQUIPMENT
  • Added additional equipment slots for the Pioneer: Head, Back, and Legs
  • Added support for several ammunition types per weapon
    • Hold R with the weapon equipped to open the selection wheel
  • New Nobelisks
    • Gas Nobelisk: Releases a cloud of toxic gas that deals damage over time
    • Cluster Nobelisk: Detonates into multiple explosions over a larger area
    • Pulse Nobelisk: Generates a powerful shockwave. Double jump!
    • Nuke Nobelisk: Creates a massive explosion
  • New Rifle Ammunitions
    • Homing Rifle Ammo: Corrects projectile trajectory to hit targets more easily
    • Turbo Rifle Ammo: Shoots a massive amount of bullets at an accelerating pace
  • New Rebars
    • Stun Rebar: Can Stun creatures for a short moment
    • Shatter Rebar: Highly effective at shorter range
    • Explosive Rebar: Yes, even more explosions
  • Added holster functionality for the currently equipped Hand Slot
    • Default keybinding is H
  • Overhauled equipment HUD to fit all those additional equipment
  • Added HUD feedback for scrolling through Hand Slots
  • Equipment tool tips have additional information such as slot type, compatible ammunition, and a damage indicator
  • Consumables now prioritise stacking with Hand Slots when picked up
  • Double clicking equipment in the inventory now equips it to the first empty slot if available and otherwise replaces the currently active equipment
  • Updated all weapon crosshairs
  • Reworked Chainsaw audio
  • Reworked Rifle audio
  • Equipment will now be coloured to the default factory colour selected in the Customiser
WORLD
  • Spire Coast
    • Full overhaul of landscapes and cliffs
    • Complete foliage overhaul
    • New lighting and fog setup
  • Dune Desert cliff wall and plateau
    • Cleaned up all cliffs on the Spire Coast side
    • Landscape and foliage overhaul on the plateau
  • Swamp
    • Major overhaul of foliage
    • Reworks to lighting and fog
    • Minor landscape changes
    • Added new music
  • Added dynamic clouds and rainy weather
  • Updated night sky visuals
  • Updated lighting and fog in:
    • Northern Forest
    • Dune Desert
    • Grass Fields
  • Tweaked Western Dune Forest ambient sounds
CREATURES
  • The AI system, navigation, and spawning have been overhauled
    • Creatures now have separate visual and audio perception (and they won’t hear you crouch)
    • Creatures can now panic and run when certain conditions are met
  • New Spitter looks
    • Desert Spitters
    • Aquatic Spitters
    • Green and Red Forest Spitters
  • Crab Hatcher changes
    • Full visual overhaul
    • Now persists and spawns new Baby Crabs until destroyed
    • Baby Crabs have more predictable behaviour
  • Hog changes
    • Both Hogs no longer circle around the player
    • Hogs now have a rear up animation before their standard charge
  • Stinger changes
    • The Stinger leap attack now hits more reliably
    • Small Stinger attacks are much harder to dodge but deal significantly less damage
  • Added unique loot for all aggressive wildlife
  • Added optional HUD indicators for aggressive wildlife (can be turned on in the options menu)
MAP
  • Increased the Map window size significantly
  • The Map is now unlocked in the Tier 1 – Field Research milestone
  • Added new Marker system
  • Added new Stamp system
    • Stamps can be placed in the world by pressing ALT + RMB
  • Added support for Markers & Stamps to be highlighted in world
  • Added support for viewing, copying, and inputting map coordinates
  • Removed Beacon map functionality
    • Beacons currently disappear when used and are automatically converted to a Map Marker
    • All previously placed Beacons will automatically be converted to Map Markers
BALANCING
  • Minor changes to the cost of multiple MAM researches
  • Changed all MAM research to complete within 3 seconds
    • This change does not include the Hard Drive scanning timer
  • Most research visibility in the MAM has been expanded, causing research to be visible earlier in the research progression
  • Removed Beacons from Building costs and unlock requirements
    • Beacons are currently still used for the Alternative Uranium Fuel Unit recipe
  • New parts
    • Alien Protein: Produced from the bodies of your enemies
    • Organic Data Capsule: Produced from Alien Protein
    • Smokeless Powder: Produced by combining Black Powder and Heavy Oil Residue
  • The Polyester Fabric alternative recipes is now available in the MAM Mycelia research tree
  • The Compacted Coal and Turbo Fuel alternative recipes are now available in the MAM Sulfur research tree
    • Compacted Coal and Turbo Fuel can still be unlocked in Hard Drives
    • The other alternative Turbo Fuel recipes are still only available in the Hard Drives
  • Moved the Blade Runner research from the Caterium to the Quartz research tree
  • Moved Expanded Pocket Dimension research from the Caterium to the Quartz research tree
  • Added an additional Hand Slot +1 unlock in the Mycelia research tree
QUALITY OF LIFE
  • Players can now hold E to collect foliage
  • Content, content, content.
  • AWESOME Shop unlocks with unlock prerequisites are now always visible and display their prerequisites
  • Added feedback to MAM research and HUB Milestones that unlock AWESOME Shop unlocks prerequisites
  • MAM research trees now show when they are completed
  • Added sound effect when collecting Power Slugs
  • Markers for inactive Pioneers are now hidden
  • Recipes in the Codex can now be expanded to show the same information that is available in buildings
  • Tobias attempted improving the accuracy of building guidelines
UI
  • Sign settings now have a revert button instead of a save button, and save automatically on closing the settings
  • Added a welcome animation for the Awesome Shop when opened for the first time in a play session
  • Optimised the Save and Load UI
  • Polished Awesome Shop visuals and feedback
  • Updated the Lock icon in the Milestone Menu
  • Added a new icon used in character related unlocks such as additional Hand/Equipment Slots
  • Resource node icons on the compass now distinguish between occupied and unoccupied nodes
  • Updated the Health Bar visuals
  • Reorganised Workshop recipe order and categories
FACTORY
  • Changed Radar Tower functionality
    • Shows resource node locations in radius on the map and if they are in use or not
    • Indicated which exploration rewards and wildlife can be found in the radius of the tower
    • Reveals the area in its radius immediately now
    • Radius has been decreased
  • Added new Pipe buildables without Fluid Indicators
  • Updated Conveyor Multi Pole visuals
  • Updated Portable Miner visuals
OPTIMISATION
  • Added scalability settings in the options menu
  • Overhauled the Foliage System
  • Implemented Sublevel Saving
  • Optimised Splitter & Merger visuals
  • Optimised Conveyor rendering
  • Optimised Signs rendering
  • Optimised Freight Station loading
  • Parallelized fluid system
PLAYER
  • Pioneer health now regenerates to full over time
BUG FIXES
  • Stingers can no longer get stuck on the Pioneers head
  • Golf Cart and Portable Miner now show when there is no room in the inventory to pick them up
KNOWN ISSUES
  • The client building two truck stations will crash the game for said client and the session needs to be restarted before they can join again
  • The game will sometimes crash because of surrounding creatures
  • Creatures sometimes freeze and get stuck
  • SSR scalability doesn’t fully work
  • Auto detect graphic setting response settings aren’t tweaked yet
  • Clients don’t see revealed resource nodes on existing Radar Towers
  • Creatures in caves have mysteriously disappeared
  • Spore Flowers can’t be destroyed by explosives
  • There is a visual issue during the Rifle reload animation
Yoko Redux: Dreams of a Blue Planet - RedTigerPro
During Steam Next Fest, the developer of Yoko Redux: Dreams of a Blue Planet will be live streaming the Yoko Redux: Demo. Come join us to take a look at where it all started. Play thought the demo and get excited about the full game coming in July.

The Yoko Redux: Demo developer live stream will be on Wednesday, July 14 at 12PM CST. Don't miss it!.
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