Farming Simulator 22 - Smorgasbork
Vermeer, inventor of the round baler as you know it, is soon joining Farming Simulator 22. The upcoming Vermeer Pack, included in the Year 1 Season Pass, will be available on August 23rd for PC and consoles. Among the new machines is the world's first self-propelled baler - find out more below, and don't forget to pre-order!



https://store.steampowered.com/app/1992250/Farming_Simulator_22__Vermeer_Pack/


New Machines From Industry Pioneers



Baling will get a lot more efficient thanks to the Vermeer ZR5-1200, a self-propelled baler (and the first of its kind). Press bales as fast as possible, with great comfort and maneuverability - but without the necessity of a tractor. It's especially easy to use thanks to the zero-turn capability and high transport speeds. That will save you a lot of time on and between fields.



A trailed mower, a twin rake as well as a high-duty baler and a bale processor are also included in the Vermeer pack to round off the selection of sturdy machinery to make your grassland operation more efficient. Here are all the machines included in the Vermeer Pack:

  • Vermeer ZR5-1200 self-propelled baler
  • Vermeer TM1410 trailer mower
  • Vermeer BPX9010 bale processor
  • Vermeer R2800 twin rake
  • Vermeer 605N baler








About Vermeer

Founded in 1948 by Gary Vermeer as the Vermeer Manufacturing Company in Iowa, the company is internationally known on construction, landscaping, environmental, excavation, and forage markets with industry-leading solutions. The first large round baler as it is commonly known today was invented by Gary Vermeer in 1971. Over the decades, Vermeer introduced all sorts of revolutionary machinery to make life easier for farmers - even until today. That includes the self-propelled baler, first demonstrated in 2017.

https://store.steampowered.com/app/1992250/Farming_Simulator_22__Vermeer_Pack/


Get More Content With The Season Pass!



If you want to extend your copy of the game with loads of new content - you might want to take a look at the Season Pass! Especially, since you save money compared to buying the packs and expansion separately. More content coming soon!

https://store.steampowered.com/app/1731910/Farming_Simulator_22__Year_1_Season_Pass/
Crush Depth - Marius
Enhance object interaction system to support adapters (e.g. pot on stove) with visual indicator. Add sounds when banging object around. Optimize U-Boat internal colliders to allow objects to interact with environment.

https://www.youtube.com/watch?v=W4td4pNn884
Jul 21, 2022
Project Zomboid - nasKo


Haylo survivors.

41.73 STABLE
We have the next patch to the stable branch primed and ready to go, however an issue that our fantastic Unstable beta testers have flagged is keeping it held in its pen for a little longer.

Players reported that some houses they’d cleared were spawning zeds upon booting up the new build, which alerted us to a snag in our map export process not dealing with map boundaries changing with map expansions. All previous map expansions came along with forced save incompatibility so this crept through unnoticed until now.

While it’s an aggravation rather than a save-breaker, we didn’t want to send a build with a known issue out to the masses – and have spent the last few days setting up a fix. This will need some testing, after which we’ll be looking to pump out the latest version next week.

If you’re interested in the changelist, or want to jump in to try it out, then you can find the unstable release notes for 41.72 and 41.73 behind the hotlinks.


42 CONTENT
One of the focus points of Build 42 is on extended survival in the months and years beyond the initial Knox Event outbreak.

For this, we are revamping our crafting system – and Turbo’s role has been in laying new foundations for a set-up that allows for: crafted items that have more RPG-like variable attributes based on the crafter’s skill, stats of input items that are reflected in the attributes of a final output item, and the ability of the game itself to recognise all these different attributes when an item is being passed between all of its various different locations and systems.

The next stage of this work, meanwhile, has been in taking this same sort of mentality to the liquids in the game – and also making them ever more interesting in our new crafting set-up.


WET STUFF
Let’s start with a video, and then move into some explanation.



So what exactly does this mean for the water, paint, gas, alcohol, washing detergent and bleach of the Knox Event?

Essentially all fluids will be defined and stored in a global registry, which is where we as devs can add new vanilla liquids – but also will make the system very moddable.

Each definition will store basic info such as ID, name, colour etc – then has different categories it can belong to like Beverage, Alcoholic, Fuel, Flammable and such. Beyond that we also tie in properties per litre of this particular fluid: for example Carbs, Proteins, Alcohol percentage or Energy if it’s a flammable fuel.

Liquids that are hazardous or poisonous can also have modifiers that configure the maximum poison effect, and how the effect behaves when mixed.

So yes, we’re going to have the most realistic bleach-drinking ever seen in gaming.


CONTAINERS



Containers are the coding class that actually store the fluids, and are the way in which the game code interacts with the above definitions.

Inventory items, objects found in the world and vehicles will all have a fluid container – which will allow them to store and use the liquids/fuels/whatever that they contain. Each container also has information stored with it that shows what particular fluids have been mixed in, and their content percentages relative to each other.

The system calculates and caches the summary of all the containing fluids properties based on their percentages. So, if you add 80% Soda and 20% pure alcohol the mixture fluid in the container will have 80% of the soda’s carbs, proteins etc and 20% alcohol. Then, when transferred again, the right ratios will still be maintained.


USAGE
Finally, we hear you cry, cocktail mixing will be a part of the apocalypse!

Yes, but also consider the applications this will bring to post-apocalyptic crafting – as well as to more basic stuff like mixing paints to create different colours, providing different fuels and different ways to tamper with said fuels.

Certain versions of our planned workstations, say one for brewing, could have one or more ‘fluidcontainers’ attached – while also allowing other ingredients as item inputs. Likewise we can have recipes that require more precise mixing and concentrations should we desire it.



The system does retain some control over your George’s Marvellous Medicine creations. We can put limits around what can, and cannot, be mixed – however we’re not 100% on how many limitations we will put on things right now. This will probably come through testing later down the line.

Unrestricted mixing would mean, for example, that any Fluid can be mixed with Fuel, which would mean that the energy value property per litre would go down when mixed, and that anything using the fuel such as a car or generator would have its operation and potential damage governed by the sort of fuel that had been put in.

The ability to recognise tampered fuel, poison etc. would (as usual) be gated behind the game’s professions – so a mechanic might smell something suspicious with watered down gas, or a chef might spot something odd with a mild concentration of something nasty in a bottle of juice.

When it comes to poisonous liquids, each has a maximum effect (mild, medium, severe, deadly etc) and control parameters such as a minimum volume and mix ratio. So, if a poison has max effect ‘deadly’ and the minimum amount required for death is 200ml – and you have 100ml mixed into a bottle – then the final effect when drinking will most likely be a medium poisoning.

The new system will also add new depth to such things as filling up a vehicle with gas, or siphoning gas from a car’s tank – but we’ll also retain the game’s current quick context options like “fill bottle from tap” to keep things speedy.


HUTCHES
Domestic and wild animals, albeit with fairly basic AI brains, will also be a part of Build 42 – and we have already shown our cows, sheep and deer. A fairly realistic take on poultry-keeping will also be part of this.

Please note the following UI is super WIP! We may well end up with icons instead of the 3D chickens.



Based on our own experiences with keeping chickens – if you have a henhouse you will have to close its door every night after your brood have gone in to roost. Otherwise there’s a very real chance of Fantastic Mister Fox paying a visit and stealing a few, and potentially leave others dead in their pen.

You’d be advised not to forget to let your hens back out in the morning either – for fear of them losing their condition, and adding to the mess in the henhouse that will need cleaning out.

Hens will also enter the nesting boxes within the henhouse to lay their eggs, and from which you’ll have to collect the eggs on a regular basis – if you haven’t collected recently then hens will choose to lay outside in their pen instead, where there’s an added risk of them being eaten by wild animals or going bad.


OTHER STUFF
While we’re going in DEEP (as is generally our way) on stuff like the above – Build 42 will also feature all manner of other improvements to the game engine, MP systems and general zombie survival and early game stuff too. So don’t fret too much if aspects of the above don’t exactly match your own play-style.

It should also be said that it’s still some ways off – partly because of dev illness (and recovery!) that we’ve discussed before, and partly because a proportion of the team are still maintaining and improving Build 41.

From now on you’ll likely notice the changelist of 41 patches shrink a little, as team members are taken off 41 and plugged into work on features within the 42 matrix.


JOB AD AGAIN
We are back on the hunt for an Animations Engineer / Technical Wizard – most likely someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here!

This week’s forlorn firemen from OtakuYazawa. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here.
My NAUGHTY Shotgun - cutepengames
We are happy to announce that our newest match 3 puzzle game Futa University has been released! It is our most polished game yet with beautiful futa scenes!

Futa University is a game about higher education in the way of futanari. You play as a futa student attending a university full of horny futa girls. Each girl has her own unique personality, sexual preferences, and course of study. As you progress through the game, you'll be able to interact with the girls in many ways.

The gameplay consists of solving a series of match 3 puzzles with a visual novel dialogue in-between. You also get to make choices that affect the gameplay.

Get it now 15% off!

Veg Out Crew - KiMPo
New update coming out soon.

I'm currently working on a new character addition to Veg out Crew, just trying to find the time to finish them off!

It'll be the new Tomato character, Tommy the tomato. He's a squishy little guy and one that has some fun attacks and feels fun to play.

Apart from that, we may have the addition weapon that I believe was missed on the last major update, the chopping board. This shall also be added into the Lava stage I believe also.

Here's a little snippet of Tommy the tomato's animation in action!!



Hope everyone is having a fun time and happy Veg out Crew!
Hunt: Showdown 1896 - Cry_Ari


The pale moonlight reveals all, it is time to fight under the Serpent Moon. Get ready for July 27!🐍🌑

POORLY drawn but HORNY - cutepengames
We are happy to announce that our newest match 3 puzzle game Futa University has been released! It is our most polished game yet with beautiful futa scenes!

Futa University is a game about higher education in the way of futanari. You play as a futa student attending a university full of horny futa girls. Each girl has her own unique personality, sexual preferences, and course of study. As you progress through the game, you'll be able to interact with the girls in many ways.

The gameplay consists of solving a series of match 3 puzzles with a visual novel dialogue in-between. You also get to make choices that affect the gameplay.

Get it now 15% off!

Jul 21, 2022
AdventureQuest 3D - Baht
Nulgath Saga Part I is now live! Travel to the mysterious Seleden Forest to aid the Paladins.

-loot bags will now remain if you reconnect before they expire
-crafting recipes now show the correct power offset
-fixed an issue with NPC panels when showing Quests
-fixed some scaling issues with Item names
-special helmets / head items will now allow beards and facial hair again
-fixed menu back button
Egghead Gumpty - Euphoric_Brothers
Just released a free demo of the infinite procedurally-generated egg horror game in an abandoned juvie!

Available for download now on the game's page.
If you prefer Itch.io then press here.

World of Warships - WoWarships Admiral

    IMPORTANT! Because the update is still being tested, the information in this bulletin is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the update is released.
    Please note: The rewards for activities on the Public Test Server may differ from those on the Live Server.


Dockyard
Update 0.11.7 kicks off the construction of X Puerto Rico at the Dockyard. The ship is armed with twelve 305 mm guns placed in four main battery turrets. The cruiser's AP shells have good damage-dealing capabilities and enhanced ricochet angles. The ship also has a large HP pool and good armor protection.

Rules
The construction process at the Dockyard comprises 40 phases. These shipbuilding phases can be completed by progressing through Dockyard combat missions or by spending 1,750 Doubloons to pass through each phase. The combat missions span Update 0.11.7, 0.11.8, and the first three weeks of 0.11.9. The Dockyard itself will remain in your Ports until the start of Update 0.11.10.

    In total, you can progress through 34 out of 40 shipbuilding phases by completing Dockyard combat missions. Completing the 25th phase will reward you with VII Huron with a 6-skill-point Commander and a Port slot. The final reward is X Puerto Rico with the Ceremonial permanent camouflage, a Port slot, a Commander with 10 skill points, and a commemorative flag.
If you already have X Puerto Rico and upon construction completion, you'll obtain a Puerto Rico Certificate, which can be exchanged in a special section of the Armory for one of the following rewards: 35,000 Doubloons, 33,000 Steel, or 63,000 Research Points. Thus, you'll be able to purchase any other available Tier X ship for completing shipbuilding phases at the Dockyard. If you do not exchange your Puerto Rico Certificate for one of the resources before the release of Update 0.11.10, you will automatically receive 35,000 Doubloons when the update goes live.

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Camera Improvements
The battle camera will be improved in Update 0.11.7 to make gameplay experience more comfortable.
  • The base default view angle will be changed.
  • The camera performance when using Spotting Aircraft will be improved: Now, a player has two camera positions to choose from to make aiming while using Spotting Aircraft more comfortable.

    • Lower position, similar to the camera position without Spotting Aircraft.
    • Upper position, similar to the current camera position when using Spotting Aircraft.
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  • New settings will be added.

    • Field of view: The setting allows players to set the angle of view themselves. The setting does not affect the Binocular mode.
    • Camera height: This allows you to raise and zoom out the camera from a ship.
    • Airstrike alternative controls: Enables dynamic camera zoom based on distance when using Airstrike.
  • When switching to Airstrike mode, the position of the main battery and torpedo launchers will be fixed.
  • The camera view angle in the torpedo launcher view is similar to that in the main battery view.
  • Improved camera performance when tracking flying shells and in replays.


Submarine Improvements
Submarines will receive a number of improvements in Update 0.11.7.

The Hydrophone consumable will be split into two—Echo-Ranging Set and Low-Frequency Hydrophone.
  • Echo-Ranging Set shows the position of surface ships and highlights the bottom topography.
  • Low-Frequency Hydrophone allows you to detect submerged submarines.
Hydrophone combines two different tasks and is often used to perform only one, while the second is performed in vain. Splitting the consumable will make playing submarines more comfortable by enabling you to activate exactly the equipment you need at a given time.

Both consumables will be available on all submarines. The settings of the new consumable types will change from the current version of Hydrophone.

Disabled guaranteed detection for submarines in submerged position.
Due to interaction specifics, it is common for submarines to accidentally detect each other. Because of this, they come under an airstrike and are forced into a duel with no possibility of safely disengaging. Disabling guaranteed detection will make playing submarines more comfortable, and in case players want to attack an enemy submarine, they will be able to use Low-Frequency Hydrophone.

The visual effect above a submarine when using sonar will also be displayed for the submarine herself.
The change will make playing submarines clearer and help players better understand enemy submarine interaction.


British Battleships: Part 2
The Port of London has been updated as part of the continuation of Early Access to British battleships.

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Other Changes
Visual Improvements
Improved in-game shadow rendering for all presets. Added a new shadow quality preset—Very High. Increased detail level for High and Maximum presets.

Improved buoys. Increased model quality and added soft lamp flashing.

    The minimum system requirements have been increased to require full support for DX 11 SHADER MODEL 5_0. The minimum required graphics cards are now GeForce GTX 460/Radeon HD 5770/Intel HD Graphics 4000. It will not be possible to run the game client on older graphics cards.

Other Changes
The Port of Rio de Janeiro has been added to the game to celebrate the 200th anniversary of Brazil's independence.

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Updated the drop rates of items from the "Two Titans—One King" Premium container. The containers that players have on their accounts will be changed accordingly with the release of the Update:
  • Chances of dropping expendable camouflages reduced from 29% to 21%.
  • Chances of dropping permanent camouflages increased from 7% to 12%.
  • Chances of dropping Commanders increased from 14% to 15%.
  • Chances of dropping expendable economic bonuses increased from 40% to 42%.
  • Number of containers that must be opened to guarantee the acquisition of one of the permanent camouflages—unless dropped from one of the open containers—reduced from 35 to 20.
    For the current scope and drop rates, follow this link.

© 2022 Legendary and WBEI. All Rights Reserved. GODZILLA TM & © TOHO CO., LTD. All Rights Reserved.


We come bearing gifts! Stay on the lookout for Community Tokens in this and other articles on our website! You can exchange them in the Armory for containers that hold Premium ships and other items. Stay tuned for more news, and be sure to share the articles with your friends so they can also enjoy claiming gifts!
The reward can be claimed before: Wed. 03 Aug. 15:00 CEST (UTC+2)

    Watch our official streams and participate in the Public Test and other activities to earn Community Tokens. In total, you will be able to find up to 850 Community Tokens on our website before the end of Update 0.11.6.
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