Microsoft Flight Simulator 40th Anniversary Edition - SeedyL
Great news: the Sim Update 10 Beta is almost ready! We are finalizing beta release notes, prepping the forums, and readying the test build for a target release of tomorrow, July 8th, at 8am PT (1500Z). The Sim Update 10 Forum Feedback category will be made public at that time, and you will find more information on how to join the beta, our overall goals, what kind of feedback we are looking for, and targeted feedback surveys. We look forward to your feedback!
In addition, we plan to end the Xbox Stability Test as soon as Sim Update 10 Beta is live. All Xbox users who are currently in the Xbox Stability Test will be automatically transitioned to the Sim Update 10 Beta build within a few hours of the Sim Update 10 Beta going live. More details and directions on how to leave the build if you do not wish to participate will be outlined in the information provided via the forums tomorrow. Thank you again to those who joined this testing experience. The team is evaluating the data in order to provide solutions in a timely manner. We found this test to be very successful, and we are looking to run similar stability initiatives in the future as we work to improve the overall sim.
* Before when you entered a bunker you had to find a code and this was generated with each save. However, this causes issues, where codes wouldn't generate, etc. * This new system implements 2 types of keycards the player can find. * Standard Keycard: One time use on any bunker door * All Access Keycard: Extremely rare and can be used multiple times on any bunker door * Standard keycards will be spawned in briefcases placed around the map, these both have a random chance to spawn at their set locations and and a 75% chance to spawn that keycard. * All Access Keycards are extremely rare, you could say some big dead person has it on them possibly, but again extremely rare.
CONTENT/FEATURES:
* New bunker door system * Airdrops now spawn a marker if you have a GPS. However this marker only lasts for 30 seconds.
CHANGES:
* Increased distance and volume of ice cream truck audio * Increased zombie boss health * Irradiated zombies now have a very slightly longer delay after attacking * Irradiated zombies have a random health between 150 and 250 * FOB Bravo walls raised and entrances tightened * Reduced zombie crawler health to 50 * Increased no building zone around radiation locations * Improved vehicle lights * Improved build menu UI
BUG FIXES:
* Fix for map being blank * Fix for being able to binoculars with map open * Various fixes with inventory system
Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald
Hello Champions
The world of Plamen opened its gates since a week now, and it's time for a new update! The reason why we are writing this post now is basically because we thought it was important for us all to deliver a message to you! We are absolutely blown away with the amount of people that have bought the game so far. We knew that we had a game with potentials, but of course we were afraid it might be too ambitious and too niche for a broader audience. We've always pitched Alaloth as something in between old school RPG and modern action souls-like. Something amazing to tell but so hard to explain, to be honest. Since the very beginning we thought that bringing 3D mechanics in a retro isometric view would have been great, but super hard too, for many different reasons. We met a lot of people on the way telling us that there was no way to make it work, but the key has always been trying to position Alaloth as something unique, hopefully catching the interest of a niche and talking to two different targets in the same space. We tried to bring in people who loved gaming in the '90s, as well as we focused on engaging hack'n'slash/aRPG players. The cool thing is that apparently our players really understood our work. The feedback has been overwhelming, we slept just a few hours since the reelase, red every Steam review, every thread, and all the suggestions here, on Discord, on GOG etc. We never thought this weird blend of early Dungeons & Dragons sourcebook art, Baldur's Gate and Dark Souls [cit.] would have been so much appreciated and we are giving 110% to improve the game on daily basis. We've already released 5 patches to fix bugs here and there but we could say that we have a pretty solid build for an Early Access release. We already said it before launch: releasing has been something we had to do, but the idea was to send out something cool with an honest price, hoping to start building the community we've always imagined. This is happening, with our Discord server doubled in a few days and hundreds of questions answered, night and day.
The very first concept art for Alaloth we've outsourced in 2015. We've paid it selling some jewelry and a watch, completely RPG-style. What a ride...
Reading that people have never seen anyone as active as we are, is something that makes us proud, after such a difficult year. We are painfully aware of how many of you would have wanted complete M&K support, but as we explained, we had to go with a partial support to be here today. Full support will be available soon, but we had to choose carefully a number of feature to put on hold to be able to set the launch on June 30 and believe us, squeezing prod, marketing, PR and everything else in 40 days is something that could be considered epic. We are working on a good number of amazing features now, while fixing bugs and improving the overall quality of the experience. We are literally hand-picking every single item in the game, assigning it to the right loot, vendor, quest, character and this is something that directly impacts the balancing of all things. We have nearly 500 different assets to consider [weapons, armors, mounts, wearables, consumables etc] and once we'll have done with this, we'll start going through numbers to make the flow more interesting, keeping it challenging the right way. We'll focus on the RPG half of the cake too, because both things [old and new] have the same importance. Speaking of the to-do list, we’ve started to lay the groundwork for our roadmap as well. A full plan for the next months will be provided tomorrow or Monday the latest. We’ve always enjoyed an open communication and we intend to keep that communication two-ways, honest and open. Hope you appreciated how much time we spent in so many different channels to just find the time to say thank you and this post has been basically created for the same reason: thank you so much!
Try it now on our Steam Page. The first area from the game jam has been upgraded and is playable the whole way through. Look forward to the other 8 areas coming Winter 2023!
Greetings commanders, After I fixed some issues of AI turn freeze, I still left one where the AI would freeze if it had no more character to play. It should be fixed now, and I added a few other UI fixes. The AI is also more "balanced" now, and most groups will focus on defending their room, while only the ones on patrol duty will actively try to find and engage your party.
The cathedral map has also been revamped, and killing the target in the assination mission won't result in you failing the mission anymore. The color of the HP bar for the character to free has also been changed to your team color, and his death will now trigger the defeat message box, even if he was killed before joining your party.
We will keep adding some introduction mission, fixing some UI issues, improving the AI behaviour, but our work will now mostly focus on bringing the campaign layer to life.
We thank you for the long wait, we were working a lot on the new Octotech map as well as some fixes that could affect the gameplay and its intuitiveness.
Octotech : New map
Our team is proud to share with you the Octotech map: a startup called Octotech that develops technological products including robots.
In this new map, the leaders (guards) are opposed to the workers (prisoners). The leaders have a suit, the workers can come dressed as they wish.
You can admire the 3 floors, the stairs, the elevator that only the leaders can use. Be careful, the 3 floors can at first give the impression that the map is huge, but unlike Octoberak the games are faster.
During the role announcements you will have a new loading page tailored to Octotech.
There are 5 scenarios
- Stealing works of art.
- Rescue workers (pick up 10 Octotech workers and release them outside).
- Build the cart and steal the gold bars from the safe.
- Find the evidence against the CEO and take it to the police officer outside
- Fleeing with the help of the helicopter.
Corrections
- Loading page before role (black page with small card) - Player's spawn (improvement of the spawn by avoiding latency or freezes) - Loading of assets - Descriptive text for each mission - Better suggestion of stages - Arrow system for TP and sabotage - Performance optimization for screens >60Hz - TP management according to their duration
We thank all the players, especially those who report bugs, who help us to improve the gameplay, but also those who often come to play with us on the discord of the game.
We're excited to share the latest update to Mini Motorways, which includes some quality of life improvements and bug fixes. These include:
Motorways will now be transparent when the game is paused, so you can better see your city.
Scores of zero will no longer count against your attempts on Daily and Weekly Challenges.
Several bugs have been fixed including the prominent visual bug that caused some headlights to appear pink, an issue where the Daily and Weekly Challenge scores would sometimes display incorrectly, and a few other assorted small issues.