Jul 26, 2022
SCP: Nine-Tailed Fox - Vane Brain
Save files from version 0.2.8 are compatible with this version.

SINGLEPLAYER
  • The Ear Bears are now actual NPCs. This includes the following improvements:
    • They can be killed with weapons;
    • They can be spawned with the console;
    • Upon shooting them from a far distance they can start running towards the player;
    • Added more rooms where they can spawn. This includes Heavy Containment Zone;
  • Improved the event with SCP-173 spawning in the tunnel room (room2_tunnel_2);
  • Fixed player shooting their weapon after selecting an item in the clipboard;
  • Fixed SCP-1162 requiring to use mouse clicking instead of the "use" button;
  • Removed the ability for SCP-1162 to spawn lost key, disciplinary hearing and old badge for now until better alternatives are added;
  • Disabled medibay event with infected surgeon until it's reworked into a better state;
  • Fixed a bug where after going to the Light Containment Zone or Entrance Zone using the elevator the player would receive items that are given at the beginning of the game;
  • Other minor fixes and improvements;
MULTIPLAYER
  • In Waves, fixed SCP-1048-A getting stuck in the doorway on the Offices map;
  • In Waves, fixed valve handles being hard to use.
The Tarnishing of Juxtia - indiedjinn
The Tarnishing of Juxtia is now available. Take on non-stop evil as the final creation of a dying god!

Check out our latest trailer to see what awaits!

Make sure to stop by the official Mastiff Discord and the Steam Discussion threads to chat about The Tarnishing of Juxtia, share feedback, and report bugs.
Cell to Singularity - Evolution Never Ends - lunch
Hello Universe Architects,

Thanks to all of your support, Explorations have found their footing. Get ready to explore more as we continue development for future Explorations!



What are Explorations?

As we all know, Cell To Singularity focuses on evolution of life on Earth. Turns out that covers a lot of ground! We've gotten so many great suggestions about unrepresented topics to introduce, but the Primary Simulation has reached critical levels.

Cramming in too much information is potentially hazardous for everyone's progress, so the Cells Team has been utilizing limited-time events, also known as... Explorations!

Explorations provide a new way to play while learning about unique topics related to science, history, technology, and beyond! And at a significantly smaller risk than if the content were permanently added to the Primary Simulation.

Pictured below is our planned rotation of Explorations! An average Exploration runs for about a week, then the next Exploration becomes available two weeks after.



For any questions about the Exploration schedule, please let us know in the comments!

Premiere vs. Rerun

Once a new Exploration is fully developed, it will premiere for its first release (yay)! Then about a week after it comes to the simulation, the Exploration will no longer be available to play. However, that doesn't mean it won't be back! That's where reruns come in.

Each Exploration will return to the simulation based on the schedule above. We hope you enjoy the Exploration medley we're concocting as we also pepper in premiere Explorations!

About the Logit Store

It hasn't been long since Logits have entered the simulation!

Logits are an Exploration-exclusive currency. Instead of obtaining Darwinium, you now earn Logits when completing Exploration missions! The more Logits you get, the more you can customize your simulation and make it the way you envision. But, how?



Logits are traded for main game cosmetics or Artifacts. Artifacts come in the form of trophies, generators, or even small branches. They provide valuable boosts to the Primary Simulation, Beyond Simulation or Mesozoic Valley- like the generators and traits we all know and love!

Want to add fungi to the Primary Tree? Purchase the Fungi Artifact in the Logit Store! Want Archie to look like he's going to the beach? Dress him up in the Logit Store!



Let us know if you also have any questions regarding Logits and the Logit Store!

In the meantime, we'll be going back to our Exploration roots. Are you ready to collect everything?

Kicking things off with a rerun of Unfold The Universe!



From July 26th to August 1st at 12:00 PM EST, blast back into space with the James Webb Space Telescope.

What's New?
- Move over, Darwinium! Earn up to 50 Logits by completing Exploration missions!
- Stargaze at the first ever James Webb Space Telescope image as the updated icon for 'First Images'.



Never played Unfold The Universe Exploration before? Read the original patch notes for it HERE!

_________________

Pack your bags, because we're going on an adventure of cellular proportions!

Hearing your feedback for gameplay, new facts and Exploration topics gives our team an endless amount of inspiration, and we can't wait to embark on each new journey with you.

Stay cellular, and let's Explore like never before!

~Lunch
Cartel Tycoon - Under Andr
Hola Capos!

Cartel Tycoon 1.0 is here! Download the latest patch and enjoy the full release!

Watch the gameplay trailer now!



PATCH NOTES:

ːcartel_sadː Your old saves won't work with this update

Major changes

ːcartel_loveː Special Buildings are in the game: Prison, Airport, Indigenous Territory, Guerillas, and Military Base have been activated, and now you can use them! Each Building introduces new quests, new mechanics, and unique characters!

ːcartel_loveː Loyalty Scale Rework: Bonuses added to Loyalty Scale. Loyalty now lowers with time; if it reaches zero - your Capo will die! Each playthrough starts with a positive Loyalty level.

ːcartel_loveː Unique Mayor Quests: Each city now has a pool of unique quests.

ːcartel_loveː Global Unlocks Rework: Now any Lieutenant that becomes a Capo in your game will become a Starting Capo. But some still have unique quests! We’ve also changed unlock conditions for Collectors Residence and River Pier upgrades!

ːcartel_loveː Multiple changes to the region visuals. Now Neutral and Enemy Regions have different colors and look prettier than ever.

ːcartel_loveː Enemy Gangs. Each gang has a leader. You can talk to leaders, make agreements to buy or sell products and safely transport Dirty Money through their cities without giving them a cut. Enemy Gangs will react to players' actions across the regions. Players will have multiple ways of defeating a gang.

ːcartel_loveː New Resources: Dried Opium, Sauce, Quinoa, Avocado, Dog Food.

ːcartel_loveː New Illegal Resource - Heroin. It’s an end-game drug made from Dried Opium.

ːcartel_loveː New Building - Food Factory.

ːcartel_loveː Added Quest Panel. You can now pin quests or hide them from the screen.

ːcartel_loveː Updated Research. Research Center renamed to University. You can Research Tiers I and II without a University. University is required to research Tier III buildings.

ːcartel_loveː You can now reroll Lieutenants available for recruitment.

ːcartel_loveː Resource Finder that helps to quickly locate and visualize resources and dirty money in your buildings.

ːcartel_loveː Added 19 achievements, collect 'em all!

ːcartel_loveː Added 28 new music tracks

ːcartel_loveː Fully voiced tutorial objectives and dialogues (English only)

ːcartel_loveː Steam Cloud Saves

ːcartel_loveː Added Time speed x5, for those who can’t wait!

ːcartel_loveː You can now finish building construction started with dirty money by paying legal money instead

Other Updates & Changes

  • Added new hotkey: “Tab” - quest panel
  • Added new hotkey: “U”- screenshot mode, hides all the UI panels. Need to be enabled in the Settings.
  • Removed the Terror requirements when hiring Lieutenants.
  • 10+ New Lieutenants are added to the game including a special Ivan Mario lieutenant (ma417rio ːcartel_loveː)
  • Your Lieutenants' Allegiance is now tied to the Loyalty level - If Loyalty is at maximum, their Allegiance will rise.
  • Indigenous Territory has a subregion that is initially locked for player construction.
  • Added a Lieutenant Ability “Peace Maker” - Loyalty slightly rises when the Lieutenant with this Ability is in the city.
  • When Capo crosses a police cordon, you can bribe the Police to let him through.
  • The Events are presented not only with a marker but in the Phone Menu too for easier interaction
  • Added 10+ new Events
  • Changed Mayor Event that involved hiring lieutenants - player now can choose whatever lieutenant he wants.
  • You can return Loan Favor money to Mayors or journalists at any time using their Event markers.
  • Text about Capo’s death is now displayed in the Cartel WIndow. It’s only displayed with the first Capo death in the Cartel.
  • Messages in the Event Log now disappear faster.
  • Change starting dates in different Modes.
  • You can now exit the Lieutenant profile with an [X] button.
  • Production Buildings now have Uptime instead of Efficiency.
  • The ground now has Soil Quality instead of Efficiency.
  • Changed conditions for Events from Lieutenants in Prison. The Events will occur when Lieutenants are in Prison, regardless of whether the player owns the Prison or not. More dialogue options will be available if the player owns the Prison.
  • Money Delivery Mayor Quests for acquiring the city now have a marker and additional dialogue.
  • Multiple changes and additions in the Tutorial.
  • Multiple changes and additions in the Manual.
  • Added new mechanics to Seaports and Border Checkpoints. Temporarily, selling certain legal goods will boost loyalty, while others will boost Terror and might be confiscated on the border!
  • Added SFX: War started
  • Added and Updated SFX: City Buildings, Planes, Abilities, Lieutenant voices
  • Improved Music player
  • Added negative Events activation condition
  • Changed difficulty of the Survival Mode accounting for Enemy Gangs and Law enforcer attacks
  • Changed cutscene for a Capo death (max. terror and max. loyalty versions)
  • Added animated opening header for a Tutorial scenario
  • Added introduction events and dialogues for the Mayors and Gang Leaders
  • Added visual indicator for city lost while outside of camera view
  • Added Enemy Gangs settings in Advanced Settings for the Sandbox mode
  • Changed “Needs and Fears“ first quests
  • Special Skin (visuals only) for a River Pier tier III is added to Global Unlocks. Can be switched back to regular skin.
  • Added more information to the Economy screen - Enemy Gang Agreements, Yearly minimum resource prices, New resources, Finishing construction using legal money
  • Removed screen resolution options: 1024x768 and 1152x864
  • You can now cancel any lieutenant personal quest using the “Personal Quest” button
  • Save slot is pre-selected when starting a new game
  • Added Growing zones setting to the Sandbox Mode Advanced Settings
  • Added Pre Constructed buildings setting to the Sandbox Mode Advanced Settings (4 presets)
  • Added Credits screen

Balance

  • Improved Research Tree progression between different Tiers of buildings.
  • Added additional cars to all the tiers of Residencies.
  • More storage is added with Farms and Plantations upgrades.
  • Added slots upgrades for Aerodromes instead of delivery time upgrades.
  • Bonuses for Seaport, Checkpoint and River Pier added to Research Tree.
  • Changed progression values for Seaport, Checkpoint, and River Pier upgrades.
  • Area Depo now costs less.
  • Increased cooldown for “Assassination” Ability.
  • Lieutenants now move Precursor, Methylamine, and Hydrochloric Acid in the same capacity as the Warehouse. (S, M, L)
  • Loyalty Increases when Mayor debts are paid and journalists are bribed.
  • Money players need to return to Mayors increases with each Mayor Favor.
  • Attention Star changes: Police arrest overflowing or suspicious buildings, Federales place Cordons, CIA chases down Lieutenants, US Army blows up buildings. DEA no longer confiscates
  • Removed penalty for driving with Dirty Money and Illegal Products through Neutral Cities
  • Resources in City Buildings removed in Sandbox and Survival Modes
  • River Pier now has more slots but lower capacity
  • Increased money reward and terror penalty for Robbery and Kidnapping lieutenant abilities
  • Increased terror penalty for refusing to pay the journalist

Visual

  • The main menu now has multiple animated background sceneries for your enjoyment
  • Updated visuals and animations for Residences, Workshops, Driers, Farms, Aerodromes, Сity buildings (Cathedral, Salsa club), city favelas, Villages, and Special Buildings
  • Updated visuals for Military Trucks and DEA cars.
  • Updated visuals for US Army attack circle.
  • Updated visuals and animations for the Seaport
  • Updated visuals for different stages (active/inactive) of Lieutenant Abilities.
  • All the City buildings in the same city are now displayed on the same tab of the Building Menu.
  • Added animation to display that new lieutenants are available for hire.
  • New animations are displayed when taking control of the city, enemy buildings, or a Special Building.
  • The amount of money the player is taking is now displayed in the Mayor Favor description.
  • Updated visuals for Research Tree upgrades displayed on the buildings.
  • The price of the research is now displayed on the “Research” button in Research Tree.
  • Capo and Enemy Gang leaders now have a special background during a dialogues
  • Sandbox Settings show Special Building located in the selected region details
  • Building Construction menu tooltip now shows costs and additional information for all the tiers
  • Hotkeys list is updated in Settings>Controls and Manual>Controls
  • Updated visuals for River Pier Tier III
  • Added ability progress bar above lieutenant marker for the abilities - Concert, Robbery, Kidnapping, Preaching
  • Changed construction menu design

Bug Fixes (From players)

  • Fixed: Lieutenant panel shows technical text during delivery action [FR] (François)
  • Fixed: Hotel and Residences do not deliver dirty money to the Jail for Mayor quest (Jin Rah)
  • Fixed: Transport company does not deliver resources to the city required for the Mayor Quest (Jin Rah)
  • Fixed: Hotel and Residences do not deliver dirty money to the Residence (Xellos)
  • Fixed: Mayor condition can’t be completed after loading a saved game (Xellos)
  • Fixed: City lost marker is visible while city isn’t lost due to the Loyalty bonus (casasa viruz)
  • Fixed: “Cash is king“ cash objective counter is reset after loading a saved game (Zipprian)
  • Fixed: Game crashes after loyalty increases if there are no lieutenants in the pool (Cantora)
  • Fixed: Loyalty bonus “Loyal citizen“ doesn’t work in city Soledoso in Survival mode (CamaradeOurs)
  • Fixed: “Emergency ration“ quest is auto-completes after loading a saved game (Slacker)
  • Fixed: Buildings ineffectively use the available trucks during a high load (casasa viruz)
  • Fixed: Law enforcement does not move after saving the game during a terror start addition (MazzoPowah)
  • Fixed: Half of the money from the last transported batch from the Gang Leader Agreement is lost (Jin Rah)
  • Fixed: Cerro Tacarina Mayor Quest mentions the city name twice (Jin Rah)
  • Fixed: Quest cancel button tooltip has a typo (Guardinger)
  • Fixed: Terror Stars do not disappear after re-appearing and removal by Mayor Favor (Hawke)
  • Fixed: Wrong cause of Capo death if burned in the building (Rouhmann)
  • Fixed: Gang subjugated animated pop-up has a typo and text overlap (Rouhmann)
  • Fixed: Confiscation is applied to the legal resource which wasn’t used as a drugs container (Rouhmann)
  • Fixed: Avocado price drops to zero after selling it for a long period of time (Xellos)
  • Fixed: Changing language doesn’t always change the texts in some places (Rouhmann)
  • Fixed: Multiple Localization mistakes (Kriegskutter)
  • Fixed: Incorrect Terror Stars descriptions in Advanced Settings for Sandbox Mode (ma417rio)
  • Fixed: Quest “When The Party’s Over” didn’t count the buildings that were built before the quest started. (Xellos)
  • Fixed: Event "Research And Development" didn’t count the construction of Tier III buildings. (Xellos)
  • Fixed: Incorrect quantity of Cocaine is displayed in the “Expectancy Theory” Quest dialogue (AlekcZX)
  • Fixed: Product price doesn’t change after certain bonuses. (AlekcZX)
  • Fixed: Government forces bug out if you save during the Attention Star activation (MazzoPowah)
  • Fixed: Capo gets lost and stuck on isolated roads. We saved him! (Rackbox)
  • Fixed: Using your Capos "Make a Deal" Ability starts a dialogue with no character portrait… Spooky! (Mr. Noodle)
  • Fixed: After loading a save, progress in “Cash is King” Quest resets (Zipprian)
  • Fixed: Transport Company II with bonuses was better than Transport Company III with bonuses (syra10)
  • Fixed: Mission "Community Outreach" wasn’t working correctly when capturing Amado (thank you, Xellos)
  • Fixed: Mission “Clearing the Runway (Foscani)” wasn’t working correctly if the Aerodrome was captured or destroyed before accepting the mission (thanks, MaximumEagle).
  • Fixed: Mission "In Their Own House" wasn’t correctly if the Residence was captured before accepting the mission (thank you, Eskild).

Known Issues

  • Tier 3 research is not available if any number of multiple Universities is demolished (Xellos)
  • Sandbox Advanced Settings doesn't have an option for researching buiding upgrades (thor)
  • The wrong pronoun used for female Capo death screen (Xellos)
  • The game manual has errors in Recipes section
  • Lyova Fainherz offers to make a Methamphetamine deal, but his profile contains only a Cocaine deal
  • The wrong portrait is shown for Gerardo Batista during a 3rd “small talk” dialogue
  • Jail becomes neutral after the death of Capo
  • All the ongoing research is lost if University is demolished
  • The Death Info screen for Ceasar does not show money earned and drugs sold
  • The Radial delivery menu shows that Lieutenant can deliver 0 resources
  • Only one Lieutenant's upkeep will increase if multiple Lieutenants are selected
  • Los Grandes roads leading to the Aerodrome disappear if Pre Constructed buildings setting is set to None in Sandbox Settings
  • The Music stops playing after loading a saved Tutorial game
  • Lieutenant Nickname does not update in the list of Lieutenants
  • Multiple “New Lieutenant” animations play at once if reroll is used multiple times
  • Attention Starts are shown incorrectly after loading a saved Tutorial game
  • Some missing localization and typos here and there, will be fixed soon!
  • Destination connection does not reset if Lieutenant became Valatile
  • Ability “Cultivator“ is highlighted if the area does not have any Opium farms/plantations
  • The helicopter model overlaps the ground after landing
  • Constructing Building while Buring has the same visuals as if it’s completed
  • Building menu warning icons list overflows off screen
  • Gang and Law enforcer cars overlap Buildings during a War animation
  • Gang and Law enforcer cars are sometimes placed on water surfaces during a War animation
  • Gang cars overlap with the Indigenous Territory buildings
  • Choose a new Capo screen shows two silhouettes of the Mauricio

Thank you for being on this journey with us! We're not done!
- Moon Moose


Frogun - molegato
Hi everyone! 🐸💙

It's been a long while since I started making the first model and writing the first lines of code, but now I'm happy to say that Frogun releases in just one week! Please stay tuned, because in August 2nd, the full game will be released!

I hope you're bouncing in place just like me!
Jul 26, 2022
Community Announcements - seaweedshaker
「三國志 霸道」繁體字版喜迎1週年!
遊戲內正火熱舉辦多個登入獎勵,登入遊戲即可累計領取「1週年紀念特別求賢券×100」與「招聘求賢券・1週年×15」等,並在全新的「1週年紀念特別求賢令」中100回內必得UR武將!
萬眾期待的UR武將馬超與龐統也已隆重登場!
萬事俱備,只等你來一同歡慶霸道1週年!

Jul 26, 2022
Hyper Light Breaker - eucms
The Northern Realms are brutal. They’re cold and harsh and demanding.

This is a species (nicknamed “Blu”) from the mountainous north, where the roughness of existence leaves them generally well-suited for action and adventure. It’s a natural step for them to become Breakers.



Species, you say?

…now would be a good time to mention that we will have a limited form of CHARACTER CREATION in Hyper Light Breaker!

WHY CHARACTER CREATION?

Originally, we were planning on creating discrete characters for Hyper Light Breaker. This character had a backstory and a somewhat rigid, predetermined personality and play style.

As we continued development however, our animation department advocated that it would both be far more efficient and lend flexibility to the player experience to instead introduce character creation into the game. We converted the character of “Blu” to a species.

As our Animation Lead, Chris Bullock, puts it, “we decided to have one character "archetype", with a single, larger set of animations that could use any combination of weapons, in order to separate the gameplay from the look a little more. The hope was that instead of doing 5 sets of animations, thus requiring one for each character class where each character had a smaller set of animations that they needed, we could reduce animation scope down significantly by sticking with the single archetype.”

ABOUT BLU

They’re sinewy and fierce, careful but playful and fun, and very clever.

Our Character Concept Artist, Isaak Ramos, worked closely with Alx to develop out facial expressions, outfits, looks, and poses for this species.

Take a look at these original concepts from Alx:



EVO”BLU”TION - OUR CONCEPT ART PROCESS



Based on Alx’s initial concept art, Isaak makes adjustments and explorations, expanding on the original concepts. He shares a few key components and considerations:

  • EXPLORATION: Alx will let me know if he's happy with where his initial sketches are or if he's wanting to explore more directions. In the case of the Leaper, for instance, my main objectives were to flesh out the forms since Alx's concept was already on the money. With Blu, there was a solid foundation to jump from, but we still wanted to explore and solve some important elements to the design.
  • STYLE: With Blu, we wanted to solve the top by going with a biker jacket or trench coat. I tried some poncho-looking garb, something in the direction of Sergio Leone character. Those kinds of wearables present their own technical obstacles, so we shifted to something more manageable. The short biker jacket came about as I shifted to thinking of a character that was more nimble and athletic. Something along the lines of Canti's jacket (FLCL) with a Han Solo mood.
  • POSES + REFERENCES: As production goes along, the poses become more standard as I get the rad sculpts in from John DeRiggi and Jack Covell (character artists) to draw over. As much as I like figuring out poses, it’s better to draw over the approved proportions for the playable characters to maintain continuity and speed. For NPCs and Humanoid Enemies, my pose reference generally comes from fashion models. For the sketches and gestures, sometimes I'll go in without a reference, or I'll browse my personal library of references that I've gathered over the years. There are so many pose resources out there now. Weapon references range from museum display images to blocking things out in 3d. Outfit references usually come from a 500 hour Pinterest deep dive, ha!
  • ITERATING: Alx will go over his initial design and lore thoughts with me, so I've always got a good direction to go on from there. The rest of a character's vibe will flesh out in my head as I gather references. Blu's vibe shifted as our design goals called for different references, for instance. My personal view of the character’s attitude shifted from swift and stoic to nimble and determined as we went along. I imagined a blend of Trinity (Matrix) and Driver (Drive) as I worked on the later concepts.
  • FEEDBACK: We've formed a great pipeline where I can get solid feedback from the character centric departments. Part of that process involves me checking in with John DeRiggi (Lead Character Artist), and he's been a rock for me as we check in daily. Alx and I have always overlapped a good amount with our tastes, so a momentum is always sustained. Feedback from design and animation is always crucial too... it's all a team effort. Every concept is the culmination of good ideas and notes from across the board!





Fascinated by the concept art part of our dev process? Check out our previous piece where John DeRiggi shares our character art process! Or stay tuned for more :)

LET US HEAR FROM YOU!

Are you excited about the shift to character creation?

What do you think of this species and all their varying looks?
[Neolithic]To the End - orochi2k
English
##########Content#############
New battlefield environment tag: Forest.
Two areas in Siberia and two areas in Queensmouth have this tag.
New battlefield environment tag: Snowfield
Two areas in Siberia have this tag.
A new room is accessible in the Unlucky-13 Motel. (It's usually safe so that you can rest.)
##########System##############
Added function support to check if a certain room has enemies.
简体中文
##########Content#############
新的战场环境标签:树林
两个在西伯利亚的区域和两个在王后镇的区域目前拥有这个标签。
新的战场环境标签:雪原
两个在西伯利亚的区域目前拥有这个标签。
厄运13旅馆一处新的房间可以进入。(该房间相对安全,一般可用于休息。)
##########System##############
加入了检测一个特定房间内是否有敌人的函数。
Hunt: Showdown 1896 - Cry_Ari

Hunters,

Join us NOW for our Serpent Moon Developer Livestream.

Social Media Manager, Bence will have on a whole 🐍basket of guests to go over all the ins and outs of our newest Live Event. 🌑

Streaming here on Steam and on-
Twitch
Youtube
Facebook
Jul 26, 2022
Aggressor - Flashpoint Studios


Summary
A small update adding some new content to the game but mostly focused on fixing some technical issues picked up by the community. Most notable of the new weapon types would be the 106mm recoilless rifle you can mount on a P-51.



NOTE: Camera orbit control rebinding left out for now because of technical issues with mouse axis detection.

Changelog
- NOTE: Camera orbit controls left out because of technical problems with mouse axis rebinding.
- Fixed: ussr bomb not compatible
- Tweaked: YF-29 Sideram loadout now uses AMRAAM instead of ASRAAM.
- Fixed: landing gear phasing into the ground on hangar override
- Tweaked: increased Colt Mk12 damage by 30%
- Added: single missions free flight button when mission is accomplished
- Tweaked: payout for a mission decreases with the number of times you completed it
- Tweaked: USSR missiles performance improvement
- Added: mission summary for singlemissions
- Fixed: mission builder now uses the unlocked hangar
- Fixed: Wingtip weapons twisted at non-zero heading
- Fixed: Failing to place a weapon on an occupied position still removed the discard button
- Tweaked: Can no longer change hardpoint attachment type or exit loadout editor while actively
dragging weapon
- Fixed: Weapons cycling issue where unselected weapons would still attempt to lock
- Fixed: Locks maintained after cycling to new weapon type
- Optimized: Removed 200+ legacyUI objects from world + old scenes removed from build
- Optimized: Various old systems removed from world and approx 6000 lines of code removed
- Optimized: Water collision optimization
- Tweaked: Part fire explosion coloring
- Tweaked: XP-82T gun layout
- Added: M2MG Pod
- Added: P-51N military cavalier livery
- Added: P-51N wingtip stores
- Added: 106mm recoilless rifle
- Fixed: XP-82T lacked target info throwing errors
- Added: Option to align camera with horizon (current) or aircraft roll (new) in settings. The 3rd "target
align" option is still WIP.
- Added: 1 second padlock kill delay before switching to next target
- Fixed: FM-104G could not manually equip later Sidewinder model
- Added: XF-20 2 red liveries
- Added: XJS-10 grey military livery
- Tweaked: XJS-10 afterburner heat
- Tweaked: YF-16E flight model improvement
- Tweaked: Islands map color
- Added: Ocean map
- Fixed: Parking brake causing some aircraft to phase into the ground on mission start
...