Eiyuden Chronicle: Rising - MrGameTheory505


Eiyuden Chronicle: Hundred Heroes is developed by Rabbit & Bear Studios and was the top funded Kickstarter game of 2020 which is set to release in 2023. Eiyuden Chronicle: Rising is a companion game for Hundred Heroes and developed by Natsume Atari. Eiyuden Chronicle: Rising weaves together prewar tales of various characters who will eventually become your companions in Hundred Heroes.

You can unlock special content in Hundred Heroes by completing Rising. Rising is an action RPG while Hundred Heroes is a JRPG.

Thank you for being a member of the Eiyuden Chronicle family and supporting our exciting new adventure.

We would also appreciate it if you can please wishlist Eiyuden Chronicle: Hundred Heroes on Steam. We are trying to get all of the support we can so we can make this a very successful franchise for the community.

Wishlist Eiyuden Chronicle: Hundred Heroes: https://505.games/ECHH

Visit the official Eiyuden Chronicle website at https://EiyudenChronicleGame.com

Visit the official Eiyuden Chronicle social channels below:
Eiyuden Chronicle Discord: https://discord.com/invite/eiyuden
Eiyuden Chronicle Facebook - https://www.facebook.com/eiyudenchronicle
Eiyuden Chronicle Twitter - https://twitter.com/eiyuden
Eiyuden Chronicle Instagram - https://www.instagram.com/eiyudenchronicle
Euro Truck Simulator 2 - London
Yesterday we released the 1.45 Open Beta for American Truck Simulator and you have probably noticed that among numerous other changes, there is a massive and long-awaited addition coming to the selection of purchasable trailers - ownable cisterns! Let’s take a more detailed look at this trailer type, which will also be arriving in the 1.45 update for ETS2 as well.




For now, we will be adding two different types of cistern trailers into our games - Fuel Cisterns and Silos (Dry Bulk trailer). Both types will have different customizations and use. And don’t worry, we plan on bringing more versions of this trailer to you in the future!

The fuel cisterns in American Truck Simulator and Euro Truck Simulator 2 will be used for the transportation of combustible liquids. The ATS version will offer 6 connection types (Single, Double, B-double, Rocky Mountain Double, Turnpike Double, Triple) and 2 different customizable body types (Single drain pipe, 4-way drain pipes), while ETS2 side will have a single connection and single body type (Classic). Here is a detailed combined list of available customizations

  • Chassis type
  • Paint jobs
  • Front Mudflaps
  • Markers
  • Left, right, rear, front body
  • Rear fenders
  • Rear bumper
  • Rear mudflaps






In regards to silos, in ATS and ETS2 you will be able to deliver a number of bulk materials with them, for example, sand, concrete, or grain. ATS will have 5 connection types (Single, Double, B-double, Rocky mountain double, turnpike double) and a single body type (Classic), while ETS2 will include a selection of 4 connection types (Single, Double, B-double, HCT) and a single body type (Default). The combined list of customizations:

  • Chassis type
  • Paint jobs
  • Front fender
  • Chassis front left and right
  • Markers
  • Left, right, rear, front body (in ETS2 front only for Non-Semi Double Trailer)
  • Rear fenders
  • Rear bumper
  • Rear mudflaps






We are incredibly excited to see you hauling these new cistern trailers in your company and how you will customize them! Be sure to share with us your photos of your newly owned trailers on our Social Media channels (Twitter, Facebook, TikTok, Instagram) once you will get your hands on them after the 1.45 update arrives. Also, if you want to stay in touch with all the upcoming changes make sure to subscribe to our newsletter and you will never miss anything important!
VRM Posing Desktop - Evelyn GameDev
I added more weapon props.



I had previously purchased many 3D models for this update.

I was actually thinking of expanding the presets as DLC, but I thought it would be more pleasing to users if I added these models as a basic function of this app, which is why I decided to update it this time.

Reality End - WingsGames
Working on the firing issue..
Jun 28, 2022
Space Trash Scavenger Playtest - pH_101
Hello all!

A few fairly updates, setting the stage for some bigger content expected in the coming weeks.

Build 0.167:
-Slight reduction in trash levels on opening scene
-Update player roll to immedaitely roll player and face mouse direction when in space
-New gun models and icon
-New icons for walls
-Updated algae tank plate
-Small rocks from mining are now random shapes, not the same
-Dropped stacked items are put spawned in stacked box model
-Improved base build placement to not suggest positions on top of existing machines in certain circumstance
-Turret line of site increased to 60 degress FOV up
-Big trash destruction does not alter trash percentage
-Removed chromium from recipes
-Audio sliders show values out of 100
-Base attack warning updated to say base is taking damage when taking damage

Build 0.168:
-Enable sector progression after jumps
Jun 28, 2022
Vetrex - EweRDay
Hi guys, I want to notify you that there are some problems in the operation of the online game mode . The problem is not on my side, as I initially thought, but on the other (third). At the moment, I cannot influence the course of solving this problem in any way, but I still wanted to notify you. If you really want to play with a friend, you can do it via Remote Play Together.

Thank you for your attention, I hug everyone ːbejoyfulː
Jun 28, 2022
Coronation - Mbdot00
Specialized Plots and Rental System
- Added 19 new types of Plots with 3 different sizes: 5x5x5, 5x10x10 and 10x10x10.
- You can still build everything the settlement type allows. Soon, specific furniture and resources would only be able to be built in their respective plots.
- Existing and newly built plots will take a random type with a random name.
- The plot details can be edited anytime from the Town View by pressing M when you're in town.

Rental
- Upon clicking Confirm Rent, the Tenant (i.e. the player who is renting the plot) pays the Rent amount upfront to the owner.
- Afterwards, the Rent is deducted from the tenant's Pack Horse every 10 minutes.
- Settlement owners should receive plot rent regardless of the whether the tenant is online.

Tenant Editability
- Settlement owners can choose to allow the tenant to have the ability to build and demolish the blocks, walls and furniture in the plot.
- They should not be able to edit anything outside their plot.

Plot States
- Not Open for Rent: Settlement owner is able to freely build in the plot.
- Open for Rent: No one can build in the plot as it is ready to be rented.
- Currently Rented: Only the tenant can edit and build in the plot.

Plot Demolition
- To demolish a plot, select the Delete Plot button from the Town View.
- Be careful not to do this too often as some of the blocks touching the plot perimeter would be deleted as well.
Amaze Adventure - ProtoAim
We tried to launch this game on time. We really thought it would make it. However, the final playtests revealed game breaking bugs! This was a big disappoint for us. So many hours in development. Literally days and months of development. And yet we still had bugs in this game that were just unacceptable. So we held off the release.

We are almost there. A couple more bug fixes and we should be good to go. Of course another play test will reveal if that is true. But we think the game breakers are out and a lot of new good stuff got completed.

Keep looking out...

To keep it quick and sweet, we will just list the changes from the attempted release version to this version:
  • All characters faces updated and enhanced quality.
  • All player characters have cool clothes and hair to choose from now.
  • All cards now have a 2nd level attack/defend abilities.
  • Random card battles now allow for both Practice and Bet battles, mean you can bet a card on the battle. And the opponent also places are card at stake. Whoever wins the battle gets to keep both cards!
  • Improved frame rates on all maps.
  • Overworld map now shows you where you are and the surrounding maze areas.
  • Start of Second act now prevents accidental skipping to end of Second act.
  • After the day is done and you've gone home, Day 2 now has correct morning start.
  • Additional cards to earn through puzzles and helping townsfolk added.
  • Additional Letter gathering mini-games added.
  • New music added to ending scenes.
  • Improved HUD notices and functions.
Starship Simulator - Fleetyard Studios
It's been an entire month since I last wrote a proper update, and that's easily the longest we've ever gone without a dev diary, but in my defense, I've spent a great deal of that time learning more in-depth astrophysics while working on the core galaxy and planet systems.

It's difficult to show anything pretty when everything I've been doing involves spreadsheets and math, but I thought it would be a good opportunity regardless to go into some more detail about how our galaxy actually works. I'm planning to make a proper in-depth video about this once the current build is live, but for now, here's the wordy version.

I've covered the nature of the galaxy quite a few times before so I won't go into too much detail on that, other than to remind everyone that it's a true 1:1 scale recreation of the Milky Way, with 8 Quadrillion cubic lightyears of explorable space when you include the Galactic Halo region. Also, because I'm particularly proud of this fact, every single square cm of that space is accessible in real-time.

So how do we organise and navigate such an immense area of space? Well, the galaxy is neatly split into thousands of 100ly sectors, and each of those sectors is further subdivided into single lightyears. Within each of those cubic lightyears, we navigate at a cm-scale, which is now possible thanks to native 64bit doubles in UE5.

Each Sector procedurally generates thousands of "Locations" based on its proper Galactic Region and a supplied density map. Each Location occupies 1 cubic lightyear within its Sector, and this can be anything from a star system to a black hole, to a rogue planet, or anything in-between. Each cubic lightyear in the galaxy represents a place where a Location can be generated. New types of Locations can easily be added over time without messing with the generation of existing Locations, and really the only limit is our imagination.

To actually navigate the galaxy you need to know the XYZ Galactic Coordinates of a Location (eg, a star system), and also the XYZ Local Coordinates for a specific point of space within that cubic lightyear (eg, a planet). This can now be accomplished with the new Nav Panel on the Helm.



You are free to enter any coordinates you want here (literally any point in space in the entire galaxy), and the autopilot will happily take you there, but fortunately, you can simply let the sensors do the hard work for you and press the "USE SNSR TARGET" button.

So that's how the galaxy itself is structured, and hopefully, you'll agree that it's pretty logical and straightforward, but what about the actual star systems themselves?

Now we're getting to the meat of what I've been up to all month! Because we now have a 1:1 scale galaxy, one of the things I needed to do was re-write how star systems are handled in the game. This was a necessary evil to make it all work at the new scale, but I also took it as an opportunity to finally make star systems exist properly in real-time.

Essentially when you leave one cubic lightyear the current Location is unloaded, and when you pass into a new cubic lightyear that contains a known Location, it will be loaded. This of course means you can just arbitrarily point the ship in any direction and hit warp. If you pass within 1ly of any star the Location will be automatically loaded and you'll see the star and its planets physically in space. This is actually a critical point because it means the galaxy is truly real-time and everything is driven by the ship's genuine location in space.



Ok, buckle up because now it's time for the Astrophysics.



One of the problems with our existing Orrery Map was that it was 2D. Space is very much not 2D, and squishing the ship's 3D movements onto a 2D plane just looked goofy. Plus, star systems have all sorts of weird and wonderful inclinations relative to the galactic plane, so the 2D map just had to go. I couldn't just flick a switch to make the map 3D though, because making it 3D required implementing real orbital mechanics.

This is where my rabbit hole truly began, and where it also became clear that no two sources of astrophysics data ever agree with one another. You'd think we'd have some hard data for our solar system by now, but depending on where you look the numbers are all different to some degree. The data is also nearly always incomplete, so while it might give you the Semi-Major Axis for a planet, it will leave you to work out the Focal Point and Semi-Minor Axis yourself. I ended up using the NASA data as a base and then wrote functions to populate the rest of the information.

The net result is we now have a true 3D Orrery Map, which is built using real orbital calculations. It is also centered on the ship now instead of the central star, so it will smoothly track the ship's location and can be zoomed in and out without any limitations.



But then the rabbit hole got deeper. In order to generate scientifically accurate star systems, we need to begin with accurate stars. We already had the basic spectral classes covered, but each class of star is further divided depending on its temperature. For example, Sol's full class is G2V, which is at the hotter end of the G Class scale, with the V referring to the fact it's a main-sequence star.

Having added additional detail to the stars, including their mass, I was then able to begin the long process of rebuilding the Procedural Star-System Gen code so that it can generate all the extra data that was now needed by the game. I of course took this as another opportunity to improve upon what we already had, so I re-designed the procedural algorithms to build star systems properly.

Once we have our star, we take its Mass and add a little bit more to define the gas cloud that formed our system. We then deduct the star's Mass from that cloud to give us the overall Mass of our system's Proto-Planetary Disk. Next, we use a few formulae to calculate the Equilibrium Temperature at various distances from the star and at various Bond Albedos. This defines the star's various temperature regions, such as the Habitable Zone and the Frost Line.

Now we pick a random location near the star for our first planet. A weighted random function will determine what the planet's Base Type is, depending on how far from the star it is. For example, Gas Giants are less common inside of the Frost Line due to lighter elements being blown further from the star.

After having looked at a lot of real exoplanet data, we can now give our planet a random amount of Mass relevant to its Base Type. (Working this out was another frustrating task because again a lot of scientific papers on the subject put forward different conclusions. I've gone with the overall consensus.)

Next, we need to define the planet's Density, and we do that by first deciding what percentage of the planet's Mass is Core, Mantle, and Crust. Heavier elements like iron tend to be more common nearer to the star, so the Core percentage is partially driven by distance. Once we've done that, we then calculate the Density of the Core, Mantle, and Crust regions based on the Mass of the planet, which takes into account compression due to gravity. And finally, by adding all three values together we get our overall Density figure for the planet.

Armed with our Mass and Density values, we can now easily calculate the planet's Radius.

Now we have everything we need to work out how thick the atmosphere is, based on the fact large high-mass planets hold onto a lot more atmosphere than small low-mass worlds like Mars or Mercury. We also decide how much surface water there is at this point too.

We can now work out the planet's Bond Albedo, and thus its Equilibrium Temperature at its distance from the star. Add to that the effects of any atmospheric heating and we have our final average surface temperature. At this point, we also decide what flavour a Gas Giant is too (Hot Jupiter, Ice Giant, etc).

Depending on the type of planet we'll then perform all the procedural work to determine if the planet has life, but that's not implemented yet.

And with that planet now finished we use the Blagg Formulation of the Titius-Bode Law to decide where the next planet will be and repeat the process.

I'm still working on the final niggly bits of the planet-gen code, but here's an example of the new level of detail the sensors are outputting:



Phew, that was certainly a giant wall of text, but I hope it sheds some light on just how detailed our galaxy is getting. The goal here is nothing short of being the most accurate galactic simulation in the genre, so there is still lots more detail to be added! ːsteamhappyː




Due Process - GEC_OZY

Disclaimer: You can't actually push the bomb

Push mode is here! You're probably thinking, what is push mode? And why have I not heard of this before now? Well, to put it simply we shifted some of our attention from our future plans to this new gamemode, and in a few weeks have managed to add it to our game while also fixing a myriad of issues along the way. To spearhead this, the game's Creative Director Baard has something to say in regards to the why of push mode. Similarly to our last big patch with weapon balance, we're trying to help our players understand the motivations behinds the changes.
Note from the creative Director
Why push mode:
  1. Experienced players have been asking for a respawn-based mode for some time now, often suggesting deathmatch or Gun Game modes. They want a way to hone their skills for their scrims/10 man games.
  2. We've also seen a number of complaints in the past about the game having too much downtime, even after our patches to address these issues. We believe this mode can offer something to players who simply want to shoot something.
What about fragmenting the community?
    We want to do this for two reasons:
  1. Push mode allows newcomers to learn Due Process without letting their team down in casual matches, which is a major pain point for the new player experience.
  2. We can't stop players who aren't interested in a game about planning and execution from buying Due Process, but we can give them another mode to play instead.
    • We hope that this alternative mode will mean that those who are playing casual matches are only doing so because they are interested in planning and execution. If the pool of players queuing for this mode are higher quality, it follows that the matches will be higher quality as well.
Why push mode is objective-based:
  1. Our maps aren't designed for pure deathmatch games, so we'd have to make a new class of map for a mode that isn't the heart of what due process is about.
  2. An objective-based mode lets us leverage our existing maps and capitalize on our unique map rotation. What this means is that metas can develop on each map and players can find interesting strategies for how to play push.
  3. Objective-based modes naturally graduate people into teamwork. We were surprised at the level of coordination and planning the cadets demonstrated while testing push, and we hope that this mode will serve as an on-ramp to get people into the 5v5 planning and execution modes this game is all about.
  4. It's a lot of fun! I'm surprised at how much fun this mode turned out to be.
Future opportunities:
I think we can all agree that Due Process is a lot of fun when both teams are successfully coordinating against one another, but this doesn't happen often enough. If push mode can cover for long matchmaking times, we can put together a better-balanced casual match, and we can have casual matches last for much, much longer than they do now. We'd like to get the game to the point where it has the ease-of-use of modern session-based multiplayer games, but has the familiarity and sense of community of your favorite dedicated server.
Push has allowed us to improve our matchmaking to consistently create high quality casual and ranked games where players do something they simply can't do in other titles: talk, form a plan, and execute.

Patch Notes:

Push Game Mode Overview:
  • Attackers and Defenders have unlimited respawns
  • Rounds are six minutes long, with no planning period
  • Bomb takes 30 seconds of defusing to fully defuse (still saves progress when not being defused)
  • Spawn zones make players inside them invulnerable/heal to full health instantly.
  • Two rounds max. Winner is always decided on round two. (Max 13 minutes)
  • Players automatically spawn with a random weapon set that is already loaded but can still use the weapon wall to manually pick up a gun.
  • Players automatically spawn with either a flashbang or a molotov for attackers and defenders respectively
Push Related Additions:
  • Beta version of Push Gamemode Added (we are still working on it and appreciate feedback!)
  • Players can now queue for Push separately or simultaneously with other gamemodes
  • Push maps are a subset of the existing map pool with specifically placed spawn points with short travel times to the bomb
  • Push gamemode shows status of bomb defuse even while not being defused in a new alternate bomb defuse UI that is always on screen while the bomb is armed
  • Push gamemode shows damage immediately upon death, instead of waiting for end of round. Damage shown is total damage taken and given on that life, so it can be more than 150 if you heal or the enemy respawns.
  • Push gamemode shows total kills to enemy players per player when alive
  • Push gamemode has weapon walls are modified to reduce or remove some equipment which causes too much friction in the game mode
  • Defenders have access to some attacker equipment in the Push mode
  • Items in Push gamemode can despawn if on the ground too long
  • Items in Push gamemode have individual respawn and despawn timers unique to the item
  • Players are not squad-merged at the end of a push match with the other squads.
  • Players are not prompted to "queue for ranked with team" at the end of a Push match.
Push Related Changes:
  • Killfeed now cycles when more than 12 entries are present to show latest events
  • Dome no longer plays certain voice lines related to how many players are left in gamemodes where there are respawns
  • Dome voice announcer has cooldowns on kill/death related lines in gamemodes where there are respawns
  • Heavy optimizations for spawning items at runtime
  • Better networking for spawning items during a round and deleting items during a round. Deletions should be reliable.
  • When joining a match in progress, item creation is throttled to give the game time to catch up to the current game tick.
  • Heavy backend work to support Push mode.
Base Game Changes:
  • Casual is now referred to in the UI as "Unranked" to not confuse between the ultra-casual nature of push and the less casual nature of unranked
  • Made landing sounds play with less delay in most circumstances
  • Added controls option to change how long you have to hold for "hold" operations (for right now, just hold to swap)
  • Clients no longer have to press enter to send password in private matchmaking filter box
  • Added config variable (no UI yet) for satellite view being default map view
  • Kill Log UI now shows player names in teamcolor on suicide
  • Hint prompts now can say either the bound keybind or "Unassigned" if the keybind for the suggested action is not bound
  • UAV lasing behavior now changed, the primary benefit of which is that it should not lase defenders who stuck their head in the ceiling
  • Flashbang effects tweaked, end of concussion effect should no longer jerk violently for intense concussions and should be spread out over the concussion effect
  • Various networking changes in order to smooth out certain events
  • Friendly nametags should now always show through walls properly instead of being hidden a few feet around the corner
Base Game Fixes:
  • Changed level loading to better encapsulate when levels are actually done loading and not wait too long or too short
  • Fixed backend issue associated with changing outfits
  • Fixed client errors related to admin GUI
  • Fix mouse softlock caused by Mic Calibration UI being opened during certain events
  • Fix mouse softlock caused by Player Profile UI being opened during certain events
  • Fixed text error in Mic Calibration UI
  • Added several debug features to admin UI
  • Minor changes to training item respawns to accommodate changes to push. Now items in training are subject to similar lifetime rules as push.
  • Fix circumstance where end of match screen hud could be wrong on a tie game.
  • Fix client error from UAV (x2)
  • Fix client error from Environmental Audio Source
  • Fix client error in training from tutorial UI
  • Fix client error in Weapon Ammo UI
  • Fix client error in Gun Laser
  • Fix client error in Gun Muzzle Effects
  • Fix client error in some audio sources that can be destroyed
  • Fix round GUI not being able to handle gamemodes with rounds not in multiples of three
  • Fix admins not being able to change which team a player was on
  • Fix tons of misc bugs related to Push mode implementation
  • Fix client issue with floating magazines
  • UAV now properly respects some hitboxes it did not used to respect
  • Cleaned up some unnecessary and spammy logging
  • Matchmaking UI overlaps online player list instead of wrapping under it in square aspect ratios
New Known Issues:
  • General lag spikes and hitches in Push gamemode
  • Hint prompts can say "Unassigned" for reload prompt when it is bound due to there being like three other ways to bind reloads
  • Joining a match in progress can have some unspawned items or weapons for a small amount of time while the client catches up due to throttling
...