Nevergrind Online - Nevergrind Online
252: Early Access 0.12.89 - July 30, 2022 12:25 PM EST
• Minor fixes to addition of Portuguese language support. Apparently Portuguese-Brazilian and Portuguese are close enough that both can be enabled (controversial!?). 🤔
Jul 30, 2022
Biters & Bullets: Prologue - Windurex
We found some minor bugs and things we could improve upon further. As always, thank you for playing and providing us with invaluable feedback!

Bug fixes and improvements

  • UV has been slightly nerfed
  • Car and forklift can now brake crates all the time
  • Fixed a bug where some weapons would become super tiny if equipped during hulk mode
  • Removed collider from bubbly shield
  • Text notification that explains why you can't loot superpowerups if there is a mini-boss active
  • Mini-bosses now have a hp bar
  • Forklift can no longer drive through buildings (lol)
Jash - Chokdeegame
Hi all,
I'm in the final stage of creating the game.
Optimize and test, to be able to offer the best gaming experience possible.
I'm sorry for the delay, I should finish soon.
Thank you for your understanding and support!


Sebastien, Jash game developer.
BallisticNG - Vonsnake
It's been a busy month and we have three tracks to showcase today!

Maceno Islands track roster is now complete and we can now move onto the ship liveries and campaign. We also have one more small vehicles track to finish. Once done those tracks will also be getting their own campaign!

After that the bulk of 1.3s work is done. We still have three additional tracks that are coming on top of all of this and we have a major optimization for Basin and some readability improvements for Kuiper Overturn coming too.

Once all of this content is wrapped up it'll be time for us to finish up feature implementations, get the Unity Tools updated with the new engine features, run one final beta and then we'll be good to set a release date and get this monster update out onto the public branch!

Don't forget you can also track progress on our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap

Smooth Gliding
A new song has been added to the soundtrack! If you own the soundtrack DLC you'll find Smooth Gliding already in there. You can also stream it here:

https://soundcloud.com/vonsnake/ballisticng-smooth-gliding

Tracks
Maceno Peak
The sixth and final Maceno Island track! This one sits at the very top of the island and features tight corner series and lots of verticality to test your skills. This is a track you're going to want to pitch down over the hills on.

https://www.youtube.com/watch?v=KgINhyfTcHs







Skylight Gardens
Running through glass pyramid gardens and a mall complementing them, Skylight Gardens is a tightly packed urban track set in Stockholm that demands a solid racing line.

https://www.youtube.com/watch?v=9OVGmhyhno4







Atacama
Brobama's back with another track. Atacama is a completely offroad circuit small vehicles track running through Chilean sand dunes.

https://www.youtube.com/watch?v=Q0wW3MBSMgA







Other Changes

Removed tournament track limit
BallisticNG has an artificial limit of 12 tracks for tournaments, with exception to campaigns where you can add as many track as you like.

We've now removed this limit for custom races so you can easily go wild with extremely long tournaments! Multiplayer still has the 12 track limit however as we transfer the tracks display name to tell everybody which tracks to load and it can very quickly pile up into an unreasonable amount of data to send.

More granular audio mixing options
We've updated the audio mixing sliders so they jump in increments of 0.05 instead of 0.1, giving you more fine control over the game's audio balance.

Game state exposed for speedruns
After recieving a feature request, we've implemented an enumation that speed runners can hook into to check the players state to automate LiveSplit with auto splitters.

Once 1.3 is out, NgData.Player.State will provide the following states:
  • Menu (player is on the main menu)
  • Pre Race (player is watching the race overview or the countdown hasn't finished yet)
  • Racing (player is currently racing)
  • Post Race (the race is finished, the player is looking at the results screen)





Jul 30, 2022
Death Trash - talecrafter
Hey, everyone.

Welcome to our sixth regular monthly update.

This update is another push forward in quality, including many tower location fixes, small content improvements, adding a few ranged weapon mods, an update to lockpicking, and lots of bug fixes and other improvements.

Update Notes

Content

- added a few ranged weapon mods throughout the game
- tower location: added another possibility to remove permanent weapon
- tower location: fixed an issue with NPCs getting hostile
- tower location: made malfunctioning doors clearer
- tower location: prevent some soft-locks
- tower location: fixed a quest bug
- added dialogue for returning to Aksa
- some level design improvements
- added more audio to Tauris, some skill usage and merchant and container browsing

Gameplay Improvements

- lockpicking: added timing challenge
- lockpicking: failing raises attention on NPCs and makes target object unusable for a short duration
- stealth: fixed a few issues with stealth and NPCs not stopping following player
- stealth: when bumping into a character while in stealth, said character now turns around and increases suspicion
- stealth: updated suspicion decay
- stealth: fixed issues with Vanish ability
- pickpocketing: fixed not working with point and click commands
- pickpocketing: fixed warning icon of nearby NPCs not shown before pickpocketing
- pickpocketing: made failure by nearby NPCs watching more obvious through UI feedback
- pickpocketing: make pickpocket failure through nearby NPCs depend on target position and not player position
- make characters investigate attacks against doors
- updated some NPC behaviours regarding grenades and other explosions
- increased experience points for spider enemy

Technical Improvements

- Unity Input Controller Manager: supporting more controller scenarios and improving check for active device when multiple devices connected
- Unity Input Controller Manager: implemented controller vibration
- updated list of screen resolutions to include those with lower refresh rate than screen max
- Steam Deck: enabled co-op menu
- Cyborg Vision: apply low performance mode when framerate drops too low
- internal framework and tools updates

Usability Bug Fixes

- fixed throwable item selected instead of ability on respawning
- fixed a delay on switching to ranged weapon with right mouse button
- fixed some rare occasions when point and click commands would be used despite right mouse targeting or shift key attack mode
- fixed player character not switching to melee weapon when hovering with mouse cursor over enemy (regression)
- fixed point and click attack commands on destructible doors (regression)
- fixed player character flickering between ranged and melee weapon in some circumstances when hovering enemy
- fixed being able to unequip locked items through rightclick in loot and storage container
- fixed issues with area map tutorial hint
- added max display duration for throwing item tutorial

General Bug Fixes

- fixed dead Fleshworms getting revived on reloading area
- fixed rare case of not being able to spawn in a generated area if reloading savegame
- fixed cancelling skill usage not stopping audio
- fixed knowledge groups shown as hidden when loading from save game
- fixed unarmed NPCs not fleeing in combat (regression)
- fixed turrets etc. reacting to raising attention events
- fixed a few cases of characters getting pushed back through combat actions when they should not
- fixed machines uttering warnings on entering combat even if they have no enemy
- fixed some visual glitches with throwing grenades
- fixed rare occurance of some scene text placed at wrong vertical offset
- updated checking location handling on world map (e.g. fixes when spawning on world map from location traveled to via debug console)
- co-op: don't flip health and stamina bars for second player UI
- fixed some typos
- additional small bug fixes

Thoughts

The lockpicking update is intended to make the lockpicking process a bit more involved than a simple stat check. It's intentionally low on complexity and not a full mini-game, as we still want to maintain a full view of the scene. We would love to hear any feedback about it.
Same goes for the ranged weapon mods, of which we placed a few throughout the game. They should allow a bit more variation and experimentation, and we would like to hear if we're going in the right direction with them, if they're interesting, useful, transparent in their usefulness, or even overpowered.

Internally we have also been improving our tools. It's mostly an invisible part of the game development process, but over here it feels really good and efficient if all those dialogue editor nuisances get patched away, for example. Or when we're getting a better overview of the data in our game.

There are a few bug fixes included for issues that were caused by changes in the last months. The game keeps growing and getting more complex under the hood, so I think this is a natural part of going forward, that existing systems break now and then. These are annoying though and we will try our best to keep the technical and gameplay quality at a high level.

Teaser

Something we're working on: An overview screenshot from one of the areas of the Perished City, a location from the upcoming parts of the game.



Feedback

As always, we appreciate any feedback on the changes we made to the game. Best way to give feedback is through the F1 in-game tool as it adds a bit of game context to every feedback item sent.
We recently added a convenient shortcut if you just want to take a quick look at different things: Open the in-game console with Shift+F10 and enter Playtest to get a list of jump points to the existing content. This won't interfere with your existing save games.

Thank you for your continued interest in Death Trash.

Have a nice week!

- Stephan
Jul 30, 2022
Midnight Protocol - Sam
Quickfix: removed some unwanted line breaks from the Japanese Localization.
Community Announcements - KTG_DEV_MESSENGER
Thanks for playing “DEAD OR ALIVE Xtreme Venus Vacation!”

The following will be held from 2022/07/30 (Sat) 16:00 UTC. Click the links above to jump to their corresponding notification.


Thanks for your support, and please continue to enjoy “DEAD OR ALIVE Xtreme Venus Vacation!”
Jul 30, 2022
Coronation - Mbdot00
Changes:
- Added 'Apply to All' button in the Outfit section that will update your settlements' flags, horses' cloths and villagers' outfits and headwear to your current colors.

Fixes:
- Existing kingdoms not showing up after logging in.
Jul 30, 2022
Pixel Palette Creator 🎨🖌️ - jofer
Some tinkering with window views

Escape doesnt immediately quit anymore, theres a pop up to confirm

In the settings theres an option to delete the current loaded model
Wicked Games - woodenhelicopterstudio
Bugfix: Voice acting fix (while disabled it remained in the cutscenes).
Bugfix: Disabling voice acting disables all audio.
Changes: Added names of our Boosty subscribers to the credits.
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