Pixel Palette Creator 🎨🖌️ - jofer
This was meant to be a thank you for 10k downloads update, but I got carried away, and now we are nearly at 12.5k, and im completely blown away by people actually using this, I expected this to be mainly a tool that only I used, and it genuinely means the world to me that other people are out there using it too so I really tried to make this update special.


The first thing that should be immediately noticeable is theres a complete ui overhaul, no more whacky psychedelic backgrounds, or bricks on every page, im not the best at ui design, but hopefully people will find this a lot cleaner and hopefully more appealing.


But the bulk of the work for the new update was on the new 3d stuff


You can now use 3d models in the same way you have been able to use reference images to map your colors directly, and import and export how you did before


But now you can paint directly onto the models, using whatever brushes you like, you can import your own brushes, edit the existing brushes, approach it however you like


Also I think people might have been having problems with the drag n drop hooks not activating on everyone's machines, so I added an option in the settings to manually load images and objs.


A lot has changed in this build, so there might be bugs or wonky behaviours, ill be using it too so hopefully ill notice if there is anything wrong, but if anyone notices anything itd help a ton if you dropped a comment in the thread to let me know what to look at.

https://steamcommunity.com/app/1976160/discussions/0/3424438414127401765/

Ill be going to bed shortly after I post this update, but when I wake up ill be working on better tutorializing the new features, so if you feel a little lost with how anything works hopefully I can help with that in the morning :)

Tried to summarise the new stuff in the trailer, so if your interested it might explain things better then I have here :)
Stolen Realm - Burst2Flame
Greetings, heroes of the realm! After implementing a whole new class to the game in the latest update of Stolen Realm, we wanted to up our ante with even more exciting content for you to enjoy your Summer holidays (if you’re in the Northern hemisphere, that is!) We’ve been hard at work overhauling a very important aspect of the game: its bosses!

Bosses are an essential part of the culture and history of games, sometimes becoming as iconic as the actual protagonists. Even in a turn-based strategy games like this one, their final battles are key to the experience, a climax for the whole adventure that crowns and justifies all the efforts the player has put into it. Ending a game without a final reckoning whatsoever feels like climbing a tall mountain only to realize it’s got no summit.

That’s what we had in mind when working in this update: bosses should not be just bigger versions of normal monsters, but unforgettable enemies with their own unique flair and mechanics. When discussing different possibilities, we decided we would add triggers that modify each boss’ behavior when their health crosses certain thresholds. Multi-stage boss battle are especially popular now thanks to soulslike games, but they’re way older than that, having started in the 80s (at least).



We also wanted to make sure that every special attack and stage made sense for each boss’ lore and setting, giving them a unique flavor. Let’s see a few examples. Admiral Blackbeard summons cannons with an area-of-effect attack that can hit a big portion of the map; at some points he also summons a treasure chest that makes him and his allies invulnerable, forcing you to focus your attacks on it for a while. The Sultan summons an Efreet that grants his wishes (i.e. huge area effect damage, large amounts of healing, and summoning a powerful ally, because the Sultan is not exactly a nice person).

The Crystal Golem splits into smaller versions of himself the more damage you do to him. The Herald of the Abyss summons clones of the players that use their skills against them. And it goes on and on – we’ve tweaked 30 bosses, and added two new ones on top of that! As you can see, they are now not just more strategic, but also better rooted in their themes and settings. To defeat them, you’ll have to learn how each one of them work – so you will need to study them thoroughly, especially in the highest difficulty settings.



And that’s not all there is to this new update! We’ve also tweaked a little bit how the game generates enemy parties. We were aware that some battles were difficult to read due to the number of different enemies spawning on screen. To avoid this, we’ve decided to only spawn two types of enemies during a battle so you can adapt quickly and easily to them. And to prevent battles from feeling repetitive, we have decided to throw in a new mechanic: unique hard champions. There will be a chance (15% at level 4, 20% at level 30) that random enemy mods will roll with multiple modifiers, think of enemies that teleport and have a fire aura; or others that are able to regenerate and do extra damage. This way, every battle might have a unique twist and things can get ugly really quickly if you get a special visit.

That’s all for today. We hope you really enjoy these new mechanics. As always, please let us know your thoughts about it, as your feedback is one of our most valuable assets.
Redemption's Guild - Adventurer's Help
Greetings!


It's time for another Redemption's Guild development update, however, this one is extra special! Please read on...

___________________________________________________________________

BETA!


Last month we announced that the first beta would be starting soon. Well, the wait is nearly over. We're happy to announce that both ambassadors and tier 6 founders will receive access to the beta on Saturday, August 6th @ 12 pm EST! If you're a tier 4 or 5 founder and your curious when beta #2 and #1 will drop, keep an eye on your inbox as both beta phases will be live over the next couple months.


If you're in the beta #3 group, you'll receive an email with beta specifics and a Steam key. Emails should be arriving on Friday, August 5th. If you do not receive an email by 6 pm EST Friday, please email http://Team@unlitgames.com.


Beta #3 details:

    Platform: Steam
  • We have plans to launch on the Oculus store (ETA - either early access or full launch), but beta tests will only be on Steam.
  • Dates: Saturday, August 6th @ 12 pm EST - Sunday, August 14th @ 8 pm EST.
  • Account data will be wiped between beta phases + before early access launch.


    Notable features:

    Scenes:
  • Vohril's Stand (Adventure)
  • Areda Dunes (Adventure)
  • Areda Arena (Arena)
  • Tilnu Labyrinth (Labyrinth)
  • Tilnu Tavern (Hub)

  • Procedural generated questing system (lite)
  • All scenes launching in Early Access

    5 classes:
  • Rogue
  • Berserker
  • Knight
  • Cleric
  • Elementalist

  • Interactive Tutorial
  • And so much more...

    Features not in beta #3:
  • Multiplayer (WIP - planned for future beta phase)
  • Voice chat
  • Full questing experience
  • More quests
  • Quest givers provide additional information about the quest objective/location
  • Escort quest type
  • Class: Ranger (WIP - planned for full launch)

___________________________________________________________________

What have we been working on?
Our main focus over the last month has been to get our single player experience as polished as possible. From completion of our interactive tutorial to optimizing the game, there is never a dull moment in game development... let's dive in shall we?


Interactive Tutorial:

We've implemented an interactive tutorial to assist new players in learning the ropes of Redemption's Guilds. The tutorial will begin the moment you step into the Tilnu Tavern (hub) and will guide you through the basics of combat, how to buy/sell items, equip new gear, buy skills, and much more.


Optimization:

Oh boy - this one was tough. We spent several days focused on improving the performance within both the labyrinth and adventures zones. Due to the number of enemies we were spawning, we were maxing out Unity's physics and causing GPU bottlenecks. That plus having (what felt like) 1 million small rocks/grass spread throughout the scenes were causing major frame loss.


After several days of banging our heads against a wall, we were finally able to increase the performance by a staggering amount. Of course, our optimization work is never done and we'll continue these efforts over time.

___________________________________________________________________

Feature Discussion: Adventure Scenes


Adventure scenes are large scale environment with a focus on exploration and questing. Whether you want to travel solo or with a party you'll always find something new to do, as our questing system is procedurally generated and no two quests are alike. If questing isn't your cup of tea, no worries, there are chests full of goodies to collect, traveling merchants looking to sell rare items, and mini-bosses to conquer.


There are 2 adventure zones launching with Redemption's Guild, Vohril's Stand and Areda Dunes (pictured below).



Did you know? Lunos, the deity of darkness is Auroris' brother. Check it out!

___________________________________________________________________

Be sure to:
Subscribe to our newsletter.
Join our Discord community.
Wishlist!

https://store.steampowered.com/app/1117200/Redemptions_Guild/
ImmaterialAI 5 - NOCLUE
Here's our 2nd major update since the launch of ImmaterialAI Plus - update Quantum (3.27).

3.27 brings the Quantum field and noise features, being also packed with tweaks for smaller window sizes (perfect to use in split screen, on mobile too) and a bunch of things

You'll love quantum noise - as our actions in real life are entangled by everything, we now provide the best recommendations in the game. With 3.27 you can now see the most relevant nodes in your library now contextualised by the same entanglement you are part of within reality, made possible through connecting to a lab in Australia capturing quantum noise in vacuum - making this our only feature that requires internet in the 3.X platform.

Quantum field graph (lvl 18 - Plus only)
  • unifies all user data under one graph
  • custom heuristic for nuclei using Everything, Nothing, Unknown internal nodes

Quantum noise (lvl 19 - Plus only)
  • requires internet to make call to Australian lab (you can still use all other features of the app without needing internet)
  • pick relevant nodes from your library using quantum noise
  • can exclude node types from selection
  • pick 1/3/5 cards at a time
  • works accurately on libraries of up to 400 trillion nodes

    Internal
    • new internal nodes added to all users: general and unknown unknown,
    • "currently unknown" (previously "Dont know" is now renamed to "known unknown"
    • Settings renamed to Settings and user preferences
    • app bar doesnt split into 2 lines on windows with a small width anymore, instead the experience bar gets moved to Settings and user preferences

    We already have plans to expand both quantum features, coming in future updates.

    See you in!
    -Claudiu
IDF-ASD - jared
I lowered the amount of life that the turrets have this should help people get past mission 2 and 3.

I had attempted to beat mission 2 with a new game for about 30 attempts and I narrowed down the problem to the amount of life the turrets have.

Hope this helps people that were stuck on mission 2

Jared..
Farworld Pioneers - IglooReaven
Welcome Pioneers! Enjoy a hefty dose of update news.

Big things are happening and we hope you enjoy all these updates in the current demo version

Farworld Pioneers PreAlpha4-RC5
Changes
  • Movement keys can now be rebound in the Options
  • Flying Creature replaced with an evil wasp thingy
  • Characters now spawn with male or female hairstyles that match their male or female torso if applicable
  • RPG is now unlocked with Heavy Ordnance
  • Laser Repeater and Charge Rifle are now unlocked with Laser Tech
  • Added cotton pants to possible spawn equipment
  • Updated title screen graphics
Bugfixes
  • (Server-side fix to known issue from RC4) Fixed issue that caused Farworld Pioneers Demo to complain about a missing executable
  • Fixed issue that made it impossible to click buttons in the main menu after clicking Save & Quit
  • Fixed hunger sounds continuing to play while game is paused
  • Fixed issue that would cause excessive sounds and repeated actions when placing blocks on the background from the Blueprint menu
  • Fix Aviator Jacket blocking pants slot
Farworld Pioneers PreAlpha4-RC4
Changes
  • Executable is now fully rebranded to Farworld Pioneers, including window title, new icon, etc.
  • Attempting to equip a full body suit will now unequip conflicting equipment instead of requiring you to remove it before placing
  • Updated igloosoft animation and game logo in title screen
  • Updated appearance of Crabclaw again
  • Further updates to parallax BG
  • Reduced collected item notification time
  • Doors will no longer auto-flip
  • Construction time of blueprints reduced across the board; especially walls
  • Crafting time of blocks reduced
  • Research window goes back to project overview after starting a new research
Bugfixes
  • Fixed further instances of the endgame setpiece not fully generating
  • Fixed control hints still showing when UI is turned off in trailer controls
  • Fixed turret disappearing after being picked up
  • Fixed Butcher Table not being considered a butchering area by NPCs
  • Control hints and tutorial hints are now hidden when player is dead
  • Fixed players spawning with overpowered equipment such as Power Armor
  • Fixed NPCs getting stuck holding their melee weapon above their head when revived, plus other cases where the swinging animation would flicker
  • Fixed issue that would cause the knife collider to remain active after swinging
  • Fixed message “Automated working at station” on Smelter to say “Facility running”
  • Fixed players on ladders always automatically reverting their facing position when you let go of a direction
  • Fixed issue that would cause large swaths of the natural scenery to be branded as Colony territory after reloading
  • Fixed raiders occasionally spawning underground
Farworld Pioneers PreAlpha4-RC3
Changes
  • Updated title screen logo to Farworld Pioneers – farewell, Outworlder.
  • Underground facility updated/expanded
  • Added newsletter link on title screen
  • Updated power armor asset
  • Shell creature no longer requires fire or explosions to kill
  • Spaceflight removed from research
  • Crabclaw now drops essential item Acid Crystals
  • Updated appearance of Crabclaw
  • Updated icons and descriptions for various research items
Bugfixes
  • Fixed issue that would cause mysteries and research not to complete properly
  • Fixed issue with parallax background being covered by opaque purple fog color
  • Fixed issue that would cause raiders not to attack after reaching the colony
  • Fixed issue that would cause raiders not to be interrupted by incoming hostiles while performing certain actions
  • Fixed hang that could happen when the raid phase changes
  • Further reduce occurrences of raiders spawning on top of the colony when no suitable position is found
  • Fixed issue that would cause an incorrect tool icon to be shown when dragging the mouse
  • Fixed issue that would highlight an order button when clicked but cause the selected tool not to activate
  • Fixed an issue that would cause reloading to sometimes consume more bullets than expected, depending on the number of client players watching you reload
  • Fixed an issue that could cause clicks to go through command palette buttons if the deploy animation gets interrupted
  • Fixed instances of setpieces not generating but still showing a minimap marker
  • Fixed Power Conduit being placeable on background layer
Farworld Pioneers PreAlpha4-RC2
Changes
  • Updated armor research lines and added Plastic and Carbon Fiber research
  • Added Power Armor
  • The /completeresearch command without arguments now completes the currently active research item
  • Carbon no longer requires C4 to craft
  • Animal hide removed from several armor recipes
  • Survival knife is now made from 1 steel ingot
  • Power conduits no longer generate light
  • Adjusted cave generation to avoid punching holes through the endgame setpiece
  • Removed Daybreak/nightfall notifications
Bugfixes
  • Fixed endgame setpiece blocks such as doors and scrap having incorrect dimensions
  • Fixed palette buttons staying highlighted in white after closing the inventory
  • Fixed exception in satellite tower setpiece generation
  • Fixed issue that could lock up the command palette if the Blueprint menu is toggled with L while placing a blueprint
  • Fixed wood and metal table blueprints having incorrect dimensions
  • Fixed wood wall blueprint accepting wood logs as material instead of wood wall
  • Fixed issue that could cause NPCs to get stuck in a loop running between blueprints due to a distance check error
  • Fixed issue with stockpile filtering that would result in food items getting miscategorized
  • Fixed issue that caused selection mode not to kick in after closing the Blueprint or Planting menu
Farworld Pioneers PreAlpha4-RC1
Changes
  • Updated tutorial to better reflect buddy dialog and recent changes to control scheme
  • Updated logic of raid generation to eliminate instances of raids not generating when scheduled
  • Updated layout of static control hints
  • Improved logic of planting and welding to avoid graphical issues with characters stuck animating or holding a glitched tool
  • Endgame setpiece now has ambience audio
  • Moved hud elements within title safe area
  • Added remainder of control hints (medkits, food, block placement, blueprints, planting, throw hotkey)
  • Greatly reduce performance impact of having many planting orders by implementing timeouts
  • Raids no longer spawn on Day 1
  • Reorganized categories for some objects (ingots => mineral, stone chunks => building)
  • Wood items now show as first choice in dropdowns that offer different recipe variants
  • Easy and Hard game modes removed
  • Circuit Boards are now required to access High Tech Smelter
  • Empty Chainsaw research removed
  • Stone chunks now stack to 1000
  • Metal Ore becomes Iron Ore and Metal Ingots become Steel Ingots
  • Wooden panel added to blueprints
  • Added torches to workbench recipes
  • Removed Bandage
Bugfixes
  • Fixed issue that could cause sparks not to be shown when NPCs are welding in multiplayer
  • Fixed issue that could require two clicks to select a blueprint if the inputfield was activated prior
  • Fixed issue that could cause chests not to fill in setpieces
  • Fixed issue that would cause raiders to spawn directly on top of the colony most of the time instead of walking in from the edge of the screen
  • Fixed issue that could cause UI lockup when opening Chat while Blueprint menu is open
  • Fixed characters sometimes spawning with pants that clash with a full body suit
  • Fixed “Daybreak” message appearing twice on game start
Farworld Pioneers PreAlpha4-Preview1c
  • Reworked Buddy dialog to be more consistent with original design brief; eliminated a few lines temporarily, corrected behavior of idle dialog
  • Additional fixes to Bandit Camp setpiece, addition of shacks, etc.
  • Fixed issue that prevented placing platforms in Multiplayer games
  • Fixed issue with several sounds in the title screen, including replaying the start sound when going back to main menu
Farworld Pioneers PreAlpha4-Preview1b
  • Fixed issue that caused smelter to be unusable in multiplayer
  • Fixed issue that could cause the Debug Menu to get stuck open
  • Raiders now die permanently instead of being downed
  • Miscellaneous icon cleanup
Farworld Pioneers PreAlpha4-Preview1a
Changes
  • Added Endgame setpiece which now generates somewhere on the surface of the planet – find it and solve its mysteries to reach our beautiful feedback form
  • Updated balance of pickaxes and drills; players now start with a crude pickaxe
  • Added a preview of the new control hints for E and the Primary/Secondary buttons for certain items and interactive objects
  • Added Barracks setpiece
  • Updated Bandit Camp setpiece to reduce generation issues; shacks now generate on either side to keep the NPCs inside
  • Added networking optimizations to greatly reduce the amount of data broadcast by the client and server to update player movement; immobile, idle players and NPCs will no longer create any network traffic
  • Blueprints for walls, ladders and other structures can now be placed freehand by holding the mouse button
  • Added various armors and helmets which are now craftable at the Armorer (some gated behind research)
  • Added a variety of clothes which can be crafted at the tailor bench
  • Buddy now spawns in multiplayer, but without per-player tutorial flags
  • Working and flipping from ladders is now allowed
  • Player can now climb onto a ledge from a ladder by simply holding Up + Left/Right
  • Stockpiles now show the label name set by the player when you hover with the mouse
  • Added Tall Grass to planting menu (now required for crafting several items)
  • Inventory is now its own menu opened with I
  • The Overview is now opened with O or F2
  • The Jobs UI is now opened with F3
  • The Debug Menu is now opened with F6
  • The Network Diagnostics are now opened with F7
  • Caves now generate near the surface
  • The research screen is now only accessible by activating a Research Bench
  • Updated appearance of health bar, hunger bar and ammo/reload bar to be grouped at the top left
  • Added construction flip sound
  • Title screen makes sound when you ‘press any key’
  • Added flip sound to blueprints and placeable objects
  • Added Tailor Bench sounds
  • Updated Blueprint Menu tabs
  • Reduced foliage generation in the plains biome a bit, increased grass density
  • Added two deactivated/under construction tabs to Overview menu: “Resources” and “Colonists”
  • Medkit is now crafted at the Tailor Bench
  • Updated setpiece icons in the minimap
  • Oil Lamp is now Oil Lantern
  • Resupply drops arrive in 1 minute instead of 3
Bugfixes
  • Fixed multiple issues with the command palette flow that could result in the incorrect tool being selected when clicking an icon
  • Fix various issues that could cause errors when attempting to resume a game from a save file
  • Fixed issue with server hanging if it’s not able to connect to the Iglooverse
  • Fixed drill not honoring material tiers
  • Fixed excessive network utilization on growing plants
  • Fixed a set of issues that could cause the host player to lag excessively while other players report being able to play normally
  • Fixed several hauling bugs which could result in hauled objects disappearing and construction jobs failing
  • Fixed issue that would cause NPCs to attempt to jump onto ladders and off ladders instead of simply climbing, often getting stuck
  • Fixed NPCs wandering or running over a gap with a ladder in it and falling down
  • Fixed NPCs not properly latching onto ladders to perform tasks
  • Fixed issue that would delete player’s inventory items when hitting “Give All” in the stockpile UI
  • Fixed accidental drift of camera offset when trailer mode is not active
  • Fixed players getting stuck hauling if they switched hotbar items while carrying an object or corpse
  • Fixed weapon aim sounds playing globally
  • Fixed issue that could cause construction orders to fail when trying to weld from a ladder
  • Fixed issue that could cause players to fall down when trying to weld from a ladder
  • Fixed hotbar not being hidden when Inventory menu is open
  • Fixed players being unable to drop a hauled corpse onto a facility where butchering is possible
  • Fixed the crafting dropdown tooltip showing mismatched recipe ingredients in the facility UI
Farworld Pioneers PreAlpha3-Preview7i
  • Ladders are now cheaper to craft (1 wood = 4 wood ladders, 1 metal ingot = 8 metal ladders)
  • Good loot from deprecated lockboxes moved to metal chests on setpieces
  • Improved grid selection overlays and icons when setting mining, planting and other orders
  • Updated icon assets for several raw materials and ores
  • Fix for issue that could cause the tilling, planting or welding animations to get stuck in multiplayer
Farworld Pioneers PreAlpha3-Preview7h
  • Several fixes for trailer controls; hiding additional UI elements that shouldn’t display
  • Fixed an issue with saving planting sites
  • Fixed an additional issue that could cause hanging when reconnecting or resuming a game
Farworld Pioneers PreAlpha3-Preview7g
Changes
  • Updated UI graphics for various dialogs and hud elements
  • Crabclaw can now jump out of shallow pits
Bugfixes
  • Fixed issue that could cause players to be unable to join a multiplayer game after a few players have joined due to the universe file becoming too large
  • Fixed issue that could cause a hang when reloading a game due to setpiece serialization
  • Fixed issue that could cause unnecessary network traffic to balloon over time as the number of players and NPCs in the world increases
  • Fixed “Seconds to night” showing negative values in clock tooltip
  • Fixed rapidly repeating crafting sounds at toolbench and research bench
Farworld Pioneers PreAlpha3-Preview7f
  • Added rotation control hint when a blueprint is being placed
  • Removed deprecated “Press TAB to see additional recipes” prompt
  • Fixed crash that could happen when performing certain actions like sliding while swinging a melee weapon like the pickaxe
  • Fixed partial generation of some surface setpieces
Farworld Pioneers PreAlpha3-Preview7e
Changes
  • Known issue: Surface setpieces are being overhauled; in this build, “Basement Shelter” and “Bandit Camp” may generate partially or not at all on the map. “Satellite Tower” may have generation glitches, empty chests, etc.
  • Updated the appearance of various tiles
Bugfixes
  • Fixed hauled items being prioritized for storage in stockpiles with no filters set
  • Fixed stockpiles with fewer filters selected having lower priority
  • Swinging the pickaxe and using items while on ledges and ladders is now allowed again
  • Fixed various issues with Satellite Tower compound setpiece digging into mountains
  • Fixed various AI lockups related to planting sites
  • Tilling and planting now takes time and have visible animations
  • Various wall types have been added to the Structure tab
  • Improved reachability of construction sites for NPCs (still some issues with bringing hauled items to construction sites if the NPC has to stop on a ladder)
  • Campfire can be handcrafted again
  • Bandage is now craftable at the tailor bench
  • Moved several metal and stone walls/ladders/platform recipes to the workbench
  • Fixed placement preview sticking after canceling blueprints/planting selection with esc / right click
  • Various fixes to construction site building and range checking
  • Talk button flashes if character has more to say
  • Improved tooltips and buttons in crafting facilities to better show if handcrafting is impossible, and why
  • Fixed several issues that could cause an infinite black loading screen when connecting to a server or reloading a save
  • Drastically improved performance of having many mining/construction orders displayed on screen and dragging out large areas to mine
  • Plains will now generate more often than Canyon on the starter planet
Farworld Pioneers PreAlpha3-Preview7d
Changes
  • Added Trailer Controls; enable by going into the Debug Menu (F7) and clicking the “Trailer Mode” button. Plug in a standard Xbox controller to control.
  • Updated command palette; all orders and selection modes are now combined and deploy vertically; build menu and inventory are always displayed
  • Appearance of many blocks updated (bricks, ladder, chain link fence, tethers, turrets, etc)
  • Made raids more regular, steadily growing and spaced out by 2-3 days with some randomness
  • Satellite towers now have functional loot chests and bandits
  • Increased damage on minigun and m60
  • Reduced bullet speed on most bullet weapons to add some drop off due to gravity
  • Added several armor items (Ceramic, Kevlar, Steel plated)
  • Updated manual butcher button in the butcher table; more streamlined, with tooltip
  • Spaceflight research reintroduced
  • Recipe list sorting in crafting panel updated
  • Solar panel and batteries are now placeable (functionality/UI still WIP)
  • Concrete wall blueprints can now be placed in the foreground/background using a toggle while placing
  • It’s now possible to flip blueprints with R
  • Improved performance of temperature effects/etc for torches and flame sources not close to the player
Bugfixes
  • Fixed tooltips not showing for handcraft when object is not craftable
  • Fixed issue that caused scrolling to constantly reset in the crafting UI
  • Fixed issue that caused crafting dropdowns to reset to the first choice after crafting
  • Fixed excessive glow on bullets
  • Fixed issue that caused certain items from the hotbar, like grenades and food items, to get accidentally used when pressing E to activate facilities
  • Fixed issue that could cause lockups for hauling orders
  • Fixed selection canceling with right click not deselecting the blueprint on blueprint menu
Farworld Pioneers PreAlpha3-Preview7c
Changes
  • Host Game menu now has a functional file select menu
  • Hunger icons will no longer show unless the NPC is starving
  • Order buttons now get hidden after selecting an order type
  • Added oil lamp to blueprints
  • Oil lamp now generates a small amount of heat
Bugfixes
  • Fixed missing preview on oil lamp
  • Fixed hotkeys (Tab, K, L) not deploying the corresponding command palette submenus
  • Fixed TAB not appearing on command palette

Farworld Pioneers PreAlpha3-Preview7b
Changes
  • Reworked the event director to provide new colonists and raids more consistently. Free agent NPCs will now be provided through random events near the colony until you reach a population of 8. Raids will grow steadily over time.
  • Debug menu now has a “Skip to Next Event” button which causes a time warp to the next scheduled event for the player’s faction. This works in MP and SP. Note that most objects in game will not react to timewarps; plants will not grow faster, NPCs will not grow hungrier, etc.
  • Turrets now have a manufacturing cost and show a preview upon placement
  • Turrets now have depletable ammo that must be replenished periodically
  • Turrets now pause to reload
  • “Host Game” menu now has a list of save folders to choose from [Not functional => To be fixed in Preview7c]
  • Containers no longer lose their contents when destroyed by weapons
  • Energy Pistol is now Laser Pistol
  • Glass now breaks instead of being mined when pickaxed
  • Cage light brightness reduced
  • Added setting to game start menu to disable starting tips
  • When placing blueprints for platforms, ladders, walls, the manufactured item is now required as a material; it will no longer be crafted from raw materials (wood/stone/metal) on the spot
  • Satellite tower updated; shacks added on either side, bandits now generate
  • Mouse wheel now scrolls in blueprint/planting menus
  • Stockpile category filters now sync over the network
  • Updated bullet graphics/materials
  • Updated graphics for flares, grenades, NPC alert icon, blueprint button
  • Grenades now have additional sounds (ticking, activating, impact)
  • Melee hits on flesh sound more stabby
  • Tailor bench now has a choice of outfits you can manufacture
  • Finding feathers now allows you to access Arctic Gear research
  • You can now Ctrl+Left Click a stack to automatically send it to another container on the same dialog (Note: This used to be bound to Ctrl+Right Click)
  • Several laser weapons now use new particle/trail systems
  • Made player’s “natural” lantern light slightly darker
  • The /settime debug command now takes you to noon on day 5 if you type /settime 4.5
  • Updated credits
Bugfixes
  • Fixed incorrect construction size on food packager
  • Fixed flares exploding
  • Fixed research unlock for battery and combat pistol
  • Fixed tutorial not advancing after talking to Buddy
  • Fixed certain work orders having a faint “RIP Buddy Statue” overlay on them
  • Fixed metal platform crafting recipe not working/icon not showing
  • Fixed issues that prevented selecting work bills in facility UI in multiplayer
  • Fixed issue with the butchering animation that would cause the pivot of held items to permanently change if the butcher is interrupted
  • Fixed issue that would cause a long performance hiccup after unpausing the game in single player
  • Fixed issue with Chunk Copier debug item that caused some block types to be lost when pasting
  • Fixed research complete sound and research animation not playing in multiplayer
Farworld Pioneers PreAlpha3-Preview7a
Changes
  • Added tutorial messages for the early game (Talk to buddy, issue orders, build stockpile, build facilities)
  • You can now Ctrl+Right Click a stack to automatically send it to another container on the same dialog
  • Generators now show a UI with info
  • Added an “Alarmed” state to NPCs if a hostile unit gets too close to them while they’re working; this will cause them to drop their haul and engage the enemy (or flee)
  • Mobs will now spawn underground once again
  • Mob spawns in chunks is now soft capped
  • You may now find underground caves with a “bat nest” that will release a horde of bats when approached
  • Pathing Improvement: When following a target/leader, NPCs will follow ladders and attempt to jump off of them
  • Added new UI panel to stockpiles to manage filters, priorities, locking
  • The order of fulfillment for hauling order is now: Construction orders, general work orders, stockpiles (by priority) and last, hauling of facility output to stockpiles
  • Oil Lantern recipe now requires ingots
  • Added Satellite Tower surface setpiece
  • Added fueled generators and powered radiators
  • Refinery is available to build once again
  • Shale stone chunks can now be mined to refine hydrocarbons
  • Powered high tech smelter is now available
  • Updated death countdown to show a beating heart icon above characters
  • Updated credits menu to be split into pages
  • NPCs will now haul fuel to fuel-burning generators
  • Added Chunk Copier tool that lets you select rectangular areas of the world and Copy/Paste with Ctrl+C and Ctrl+V. You can also delete the selected area with the Delete key, and the layer (Foreground/Background/Both) can be selected with a button below the hotbar.
  • Updated the main parallax background
  • Removed category tabs from player handcrafting menu
  • Updated layout of chest UI
  • Added power connect/disconnect sounds and running generator sound
  • Added concrete to build menu as a buildable solid block
  • Changed placement rules for platform/stairs to be similar to blocks
  • Increased hydroponics potato growth timespan by 30% and dropped produced potatoes from10 to a range from 7 to 10
  • Reduced research skill from scientist from 10 to 3, reduced build skill from engineer from 5 to 3 (1 base on each for normal npcs)
Bugfixes
  • Fixed issue that caused errors when attempting to delete a saved game
  • Fixed issue that prevented adding materials/building with E while hauling something
  • Fixed issues with ghost previews for different types of objects (construction, normal placement, powered objects)
  • Fixed issue that caused combat AI to ignore the ‘out of range’ condition and keep pursuing far away targets
  • Fixed issues with explosions having banding and rings in their area of effect and adjusted block damage slightly (no support for tiers yet)
  • Fixed issue that caused long delays before a NPC would start hauling on some work orders
  • Various sound fixes (butchering, medical item use, electrical connections, automatic weapons…)
  • Fixed medium generator to not be unlit
  • Removal of ability to open debris/rubble chest types. (Destroy its BlockEntity to get the loot)
  • Bugfix to scale firearm reticle software cursors with the selected pre-defined screen resolutions from the Options Menu
  • Fixed errors that throw when using buttons in the File Rename menu

Social Media
Can’t get enough Farworld? Itching for the next colony? Try one of our communities and social media platforms!

Our Discord is our main community hub: look for people to play Farworld with there!
Discord: https://discord.gg/Asntr8e

Our other spaces are regularly updated:
Twitter: @FarworldPioneer
Developer Twitter: @igloosoftgames
Facebook: https://www.facebook.com/FarworldPioneers/
Subreddit: r/FarworldPioneers
Jul 28, 2022
CryoFall - ai_enabled
=== CryoFall v1.33.1.15 (R33 Patch #1) ===

Official PvP server changes with this patch:
- Base shield duration is reduced from default 54 hours to 28 hours.
- The oil/Li deposit lifetime duration is reduced from default 4 days to 2 days.
- Longer wipes: Starting with the wipe this Friday (29th July) the official PvP servers will wipe every 2 weeks instead of every week.
The same changes are also coming to CryoSmall!

Patch notes:
Changes:
- Double-clicking on the recipe icon in the manufacturer's recipes list will select the recipe.
- PvP: Floor is no longer damageable when the base is under shield protection. Please note: shield prevents damage ONLY to the: walls, doors, turrets, floor (but not farm plots); secure everything else with walls to prevent damage.
- Quest: Secure better water source — building a well will also satisfy the quest conditions.
- Updated .NET 6 Runtime to version 6.0.7.

New server rates:
- "[Resources] [PvP] Deposit lifetime duration" (configured in seconds) — defines the lifetime of oil/Li deposits (available only on PvP servers).
- "[PvP] Base S.H.I.E.L.D. protection duration" (configured in seconds) — defines the max duration of the shield protection.

Fixes:
- PvP: Fixed an issue when joining the server while you have a base under raided sometimes resulted in a broken UI.
- It was not possible to place farm plots over the charred ground (marks left after explosions).
- Copying world coordinates from the world map was not perfectly accurate.

If you're hosting a community server and wish to update, please follow this guide: https://wiki.atomictorch.com/CryoFall/Server/Setup#Server_update.2Fupgrade_to_new_version
Death Damnation : Zombies, Ghosts and Vampires ! - ULT.IM
In this update, you can start to have some basic dialogues with NPCs, and new weapons are here !

  • NPCs dialogues
  • Odin Hammer
  • Third Leg
  • Multiplayer in pre-alpha
Jul 28, 2022
The Corpsmen - MulticellVong
Patch 7.37

This patch for the Event Update goes through all card and event passives ensuring that they work correctly, can be upgraded properly, show themselves properly in the Preserve, and show the correct tooltips. It took us some time to untangle which passives were working, and which were not (mostly Beefy and Hormonal Strength) but we've gone through the whole system to make the Passives System more robust.

We've also modified how preview values on Cards work, to be more accurate and take in to account the correct Tokens. The previous modification of Vulnerable exposed a gap in the logic, which caused issues like Block being ramped by the new Vulnerable, or various other less obvious token/card combinations, that have since been fixed.

We've also gone through various other bugs and softlocks. And clarified the wording on Fly Triggers. Which you can peruse in the Update Log below!

[General]
Fixed Academy bug that applied a different monster's limb requirements when entering the Academy or toggling teams
Fixed Chop Shop bug that would allow you to buy limb parts that you've since collected
Feeding Frenzy Dialogue softlock fixed (again) that could happen the longer you scavenged
Additional checks for Fly failing to be removed - Which can cause flying creatures to be stuck in stun

[Passives]
All passives now show up in the Preserve/Dispatch and can be moused over
Passive tooltips improved to handle Passive Card upgrades
Reworked Passives code to allow passive effects to be upgraded
Fixed Hormonal Strength event passive not taking effect
Ensured all card passive health modifications take effect

[Cards]
Fixed Beefy upgrades not applying correctly
Sand Attack reworded to match execution order
Cards with [Fly] Trigger amended to not trigger if it would result in losing Fly and thus getting Stunned in the process.
Added more upgrades to Passive Cards so that there is always at least 2 choices
Card upgrades that added Vulnerable/Weak to Daring Accent, Tail Spring, and Toxic are no longer offered.
Added additional vfx for the secondary target of Poison Strike

[Combat UI/UX]
Attack and Block preview values modified by tokens will no longer show negative values
Non-attack Card preview skipped when no target - fixing the Hidden Claws softlock
Card value previews due to Tokens reworked to be more robust - most noticeably when interacting with Vulnerable/Block
Card exp not immediately visually updating in Combat in certain cases fixed
Death Flag now appears if predicted damage would kill a monster exactly
Death Flag check occurs more often to account for gaining block, poison, and bleed
Invisible tokens messing up token positioning fixed
Tweaked passive card description formatting
OverShoot Battle Race - OnlineObject
- Fixed connection lost on multiplayer
- Fixed game freeze when trying to reconnect on multiplayer
- Fixed wrong font localization on gamepad disconnection overlay
- Fixed wrong font localization on steam overlay
- Added bouncing during a front collision against walls
- Adjusts on wrong-way detection system to reduce occurrences
- Fixed ai keeping stuck after colliding against walls
- Adjust track sound starting time during the failure level cut-scene
...