Carrier Commander - ss
Mission 4 was calculating the win or loss to early and has now been fixed.
tModLoader - Mirsario
August's Stable TML release is here with new API features & modernization, polishing, and a wagon of stability improvements.

API Backwards Compatibility

The TML Team has decided to make API changes back-compatible for at least one month following their merge where possible.
Old APIs will be marked with [Obsolete(msg, true)] producing a compile error to discourage their usage. However an effort will be made to make sure that mods which were compiled for the previous version of TML continue to load and run correctly for at least the next month.

Note that this is where possible. Sometimes there may be unavoidable incompatibilities in the new APIs, and some mod functionality may be lost during updates.

New Changes' Highlights

The following is a list of the most noteworthy pull requests and commits that have been pushed to 1.4-preview in July, and are now available on the default/stable branch.



Neat!
• All 'right click to open' items (bags, crates, can of worms, etc.) now have a loot table like NPC drops.
• Use Mod/GlobalItem.ModifyItemLoot just like you'd use ModifyNPCLoot for NPCs.
• Currently, the loot table will be rolled on every right-click of an item (doing nothing if there is no table.)
• Vanilla bags/crates have been translated. There may be bugs in translation.
• A bunch of new ItemDropRule classes have been added for 'bag style' rolling.

Porting Notes: #preview-update-log in Discord
• Allows mods to create custom interface hooks for ModPlayer instances, in line with support on GlobalItem, GlobalNPC, and GlobalProjectile.
PlayerLoader backends modernized and streamlined. You may get whooping 0.01% more performance!
Player.ModPlayers getter property added. Don't go crazy.

Examples: #preview-update-log in Discord
• Introduces ModPylon for adding your own pylons, and GlobalPylon for altering vanilla and modded pylons.
ModPylon extends from ModTile and works in hand with a subclass of TEModdedPylon.
• Definitely check out the ExamplePylon if you're implementing a pylon of your own.
• Provides a range of hooks relating to teleporting conditions, placement restrictions and map drawing.

Porting Notes: #preview-update-log in Discord
• Completes the first major step in the Mod Pack Overhaul development that begun two months ago.
• Adds a new feature: Freezing a copy of all mods inside of a mod pack.
• Adds a new feature: Export all mods from the Mod Pack to a folder for usage on a server OR setting up an older tml instance.

Porting Notes: #preview-update-log in Discord
• Introduces the new ModPlayer.ModifyFishingAttempt hook.
• Allows mod developers to change information about the ongoing fishing attempts before caught items/NPCs are decided, but after all vanilla information has been gathered.

Sample Usages:
• "Enhanced Crate Potion" that quadruples crate chance.
• "Fishing License" accessory that increases the chance to get higher quality fish.
• Catching lava/honey fish in water.
A number of audio issues on Windows have been fixed, for example:
• Audio stuttering -- something we've previously fixed, but had to rollback the fix until now.
• Audio devices sometimes not being detected by the game, requiring dances with a tambourine.
• If two mods call RecipeGroup.RegisterGroup with the same name, they will be merged.
Main.sectionManager.SectionLoaded can be used to determine if a tile section (200x150 tiles) has been sent from the server to the client or if the tiles are all air because the data hasn't yet been synced.
• There is also sectionManager.TileLoaded and TilesLoaded which does the tile -> section conversion for you.

Porting Notes: #preview-update-log in Discord
RecipeCreationContext (passed to Mod/GlobalItem.OnCreate) now has a ConsumedItems field.
Recipe.OnCraftCallback now has List<Item> consumedItems as the last parameter.
• Items taken from multiple stacks will appear multiple times in the list, with the partial amounts that were consumed.

Porting Notes: #preview-update-log in Discord
• Changes Mod.PostSetupContent to run after SetuPContent has been called on all mod content, not just the one mod.
• Makes PostSetupContent more useful for cross mod content. As an example, it should be safe to create item instances and lookup tables. A lot of mods end up using AddRecipes for stuff that should/could really go in PostSetupContent.
ModPlayer PreHurt/Hurt/PostHurt now have an additional cooldownCounter parameter at the end indicating which immunity counter this strike is meant to trigger.
• Can be used to implement accessories that add extra immunity time properly (see ExampleImmunityAccessory)
• Remember to use ImmunityCooldownID.Bosses for damage done to players by your boss enemies! (see Example Minion Boss and the MinionBossEye projectile)

Porting Notes: #preview-update-log in Discord
• Allows mods to change the behavior of the shift-click slot event (e.g. to fast-transfer an item to a custom UI.)
• You can now just write SoundEngine.PlaySound(in item.UseSound, ...) instead of having to wrap calls like that in a null check block.
• That is all.
• Makes the local variables in WorldGen.GenerateWorld public static instead, e.g. WorldGen.dungeonLocation.
• Makes many private static worldgen variables public, so you don't need to use reflection anymore.

Porting Notes: #preview-update-log in Discord

Localization Updates

lyc-Lacewing: Localization support for ModConfig

Brazilian Portuguese - Thanks to Pixelnando.
German - Thanks to CriddleZap.
Russian - Thanks to Ved-s.
Spanish - Thanks to Wolf-Igmc4.

Bug Fixes

Sending mods from servers on join works again now. No more evil Bad Header errors.
Tile.BlockType = ... had a bug where it set IsHalfBlock to true for slopes and solid and false for BlockType.HalfBlock
• Guess no-one used it until now?

Porting Notes: #preview-update-log in Discord

starspritechippy: Update steamcmd setup to use full paths
turtletowerz: Fix modpacks not saving for duplicate configs
Antirhinnum: Reset Projectile.ContinuouslyUpdateDamage
jackbondpreston: Fix some UPNP issues
ExterminatorX99: Prevent registering a recipe twice
absoluteAquarian: Fixed color chat tags being ignored by ChatManager methods...
absoluteAquarian: NPC Dialogue Fixes
direwolf420: Various ExampleMod fixes
direwolf420: Exclude missing NoSync mods from ModNetDiagnosticsUI, fixing exception
Solxan: https://github.com/tModLoader/tModLoader/commit/d456e639b24d716bc4d44e8b12d1d40555e1ff5f
Solxan: Fix a missing true in Directory.Delete for 9999 folders
Solxan: Final Fix for #2660
jopojelly: Quick Fix for #2407 until someone works on controller support
jopojelly: Fix an issue with modded chests having tiles corrupted
jopojelly: Protect against bad mod name response from workshop
jopojelly: Log OS version, catch more ControlledFolderAccess errors
jopojelly: Fix orphan or incorrectly assigned recipe groups.
Chicken-Bones: Better fix for docker in non-interactive mode
Chicken-Bones: Fix TileWallWireStateData/Tile.BlockType setter inverted IsHalfBlock
Chicken-Bones: Add error screen when server connection is lost during mod reload
Chicken-Bones: Fix mod syncing on fast connections, poor errors on dropped packets...
Chicken-Bones: Add more graceful handling & logging for corrupt worlds on servers (Fixes #2693)
Chicken-Bones: Fix players/NPCs falling through map in MP
Chicken-Bones: Make ModSystem.SetupContent call SetStaticDefaults by default
Chicken-Bones: Use IAudio backend again, this time with speakermask fix
Chicken-Bones: Fix crash on some clients due to broken output stream
Chicken-Bones: Fix ExampleFoodItem using ConsumeItem rather than OnConsumeItem

Removed Hooks/Features

Note: Obsolete hooks have been left in for compatibility where possible, but they will be removed in following months, so please move away from these.
As always, tModPorter is available to help providing hints and refactors.

• Use ModSystem.AddRecipes/AddRecipeGroups/PostAddRecipes instead.
• See the PR discussion for alternatives. The standard approach is to add callbacks to or modify recipes directly (e.g. like in PostAddRecipes.)
• No backwards compatibility for this feature.
• Replaced with a drop rule system similar to NPC drops. See ModifyItemLoot hooks.

Known Issues

My game doesn't launch, and I'm on Windows!
  • If you're on Windows 7 or 8.X, or an older Windows OS, installing .NET pre-requisites listed in Microsoft's website might very much help. Especially the KB3063858 update.
  • If the above doesn't apply or didn't help, try deleting the dotnet folder in the install directory, and try running TML again. There seems to be a bug with extracting needed libraries on some Windows devices, where it may take two attempts. We are actively investigating improvements to remedy this.

Frequently Asked Questions

How do I switch to the 1.4-preview or 1.3-legacy branches of TML?
To switch to anoter branch in steam, just do the following:
1. Right click on tModLoader in Steam and select 'Properties...', then 'BETAS';
2. Select the branch you want in the drop-down menu on top;
3. Close the window. You don't need to enter any passwords.
Please note: 1.4-preview versions of TML are intended to only be used by mod developers and testers who know what they're doing. Some popular mods' authors do not intend for their mods to always work with it.

When will tModLoader be 64-bit???
It's already 64-bit!
TML runs in AnyCPU mode with x86_64 natives on .NET 6.0+, using the FNA framework under a singular universal cross-platform release.

I have a 32-bit OS, will it be supported?
Plenty of work has now been done towards improving our handling of native libraries, to then add 32-bit Windows support after that. If everything goes well in testing, this will be pushed to the stable branch mid-month, with an announcement in our Discord.

Our Lovely Supporters

Special thanks to the following people who have supported us on Patreon in the last month:
Andrew Spinks, Marco, John Gabriel Wilson, Andrew Nelson, orian34, dinidini, Peter Doucette, Neuron, SheepishShepherd, Chris Cheeseman, Chris Book, absoluteZero, Steptimus Heap, Hao Wu, Toni Stache, Patcheresu, Hunter Amelink, Jeremy Weeks



See you in Autumn, tomorrow!
Star Trek Timelines - WRG_Shan
Greetings, Captains!

With today’s server release the following changes have been made to the game:

- Fleet Boss Battles: a change has been implemented to ensure that the traits requirements to unlock nodes only pull from traits from crew available in Crew Retrieval/Time Portal
Please note that this will NOT affect battles that have been started prior to this change going live.

- Fleet Boss Battles: Kemocite (Boss destruction rewards for normal difficulty and above) has been renamed to Kemocite Fragment.

- Collection: a new tier has been added to the Pet People collection, with a brand new crew as reward: ‘Data and Spot’.

- Double Your Crew offer: the cooldown timer has been reverted to the usual 24h.

- Webstore: making a purchase will no longer require restarting the game to see the contents + PayPal has been added as a payment option.


Regarding the passing of Nichelle Nichols, we’ll have a free special pack commemorating her next week.


Thank you for playing,

The STAR TREK TIMELINES Team
Aug 2, 2022
Soulstone Survivors - Game Smithing
Hey everyone!

As some of you may know, we have been updating the demo for Soulstone Survivors quite often! We decided it would be a good idea to start posting the patch notes for those changes over here so you can all refer to it in a more convenient manner =)

We are very active in discord and love discussing about the game, there are a ton of great folks over there and it has been a big source for the improvements and fixes we've been working on, so do consider joining us! =) Without further ado:

Patch v0.5.018i - August 2, 2022
General changes and fixes:
- New Skill: Frozen Warhammer
- New Power-up: Leviathan
- Banish now banishes all powerups of a power up group if there is one;
- You will no longer get two rarities of the same power up in a single level up;
- Fixed Snake attack that did not have an area reticule and could cause extreme damage which was not intended;
- Fixed sounds that should be SFXs, not being categorised as such;
- Added new stat: Base Skill Cooldown;
- Fixed issue with NaN and 0 damage numbers;
- Fixed issue where the Sentinel's Executioner of Souls Damage Reduction bonus was incorrect;
- Fixed issue where Skeletons would become invisible or disappear through the ground;
- Changed Alexi's Poison Volley reticule to be more representative of the potential area of attack;

Balance changes:
- Magnetic now also has the benefits of Wise, and wise is no longer available;
- Chaos bomb damage increased from 1-600 to 1-1200;
- Disengage damage increased from 250 to 350;
- Festering Strike poison damage increased from 200 to 400;
- Fire Bolt burn damage increased from 80 to 150;
- Fire Wall burn damage increased from 400 to 600;
- Flame Wave initial damage increased from 100 to 150;
- Frost Bolt cooldown reduced from 3 to 2 seconds;
- Frost Bolt now will fire in the direction you are aiming at;
- Frost Bolt damage increased from 60 to 120;
- Glacier damage increased from 300 to 600;
- Lightning Bolt damage increased from 300 to 500;
- Meteor instant damage increased from 300 to 500;
- Meteor burn damage increased from 100 to 200;
- Meteor Shower now fires half the amount of meteors and visuals are considerably simpler;
- Meteor Shower damage per meteor increased from 60 to 300;
- Meteor Shower burn damage per meteor increased from 30 to 100;
- Poison Bolt damage increased from 300 to 500;
- Poison Bomb initial poison damage increased from 200 to 400;
- Poison Bomb additional poison damage increased from 40 to 100;
- Rain of Arrows damage increased from 160 to 480;
- Smite damage increased from 400 to 700;
- Summon Skeleton Skeleton's damage increased from 15 to 120;
- Summon Skeleton Skeleton's health increased from 100 to 200;
- Thunder Strike damage increased from 280 to 600;
- Void pulling force increased from 1000 to 1500;
- Void now applies Doom, causing a total of 420 damage if the target remains inside Void for the whole duration;
- Fragility duration reduced from 10 to 6 seconds;
- Fragility damage increase reduced from 5% to 4%;
- Spontaneous Combustion chance increased from 15% to 20%;
- Sponteanous Combustion damage increased from 30 to 40;
- Touch of Ice chance increased from 15% to 20%;

We got more changes coming soon so keep an eye out as we continue improving the game. Thank you all very much for the support and feedback, and we hope you enjoy your time in the game!

Best wishes,
The dev team
Small Shop - GattinoLab
-Fix money physics
-Change the time of a shift from 1 min to 3 min
-Add more products
-Update customer spawn algorithm
-Add teleport
Nevergrind Online - Nevergrind Online
254: Early Access 0.12.91 - August 2, 2022 4:00 PM EST
• Players will now receive a message on the title screen when Steam detects a new client version.
• Added code to help protect two items from overlapping in one slot. This still needs more testing. It is pretty rare and hard to duplicate.
• Improved handling when you fail to loot an item. The client will now give you additional chances to loot an item if there is some kind of problem connecting to the server.
• Improved the styling, animation, and appearance of the alert popups. It also supports more than one message at once, now. It has been limited to three messages at once to avoid cluttering the UI.
• Flash Strike (ROG) now indicates its DoT duration.
• Adjusted the message when leaving a party/guild to say leave instead of disbanded which could be confusing.
• Fixed a bug where an extra minor potion appeared at the beginning of the apothecary in some cases.
• Improved town chat presence detection. There was a bug with players timing out in some cases.
• Thunder in town now uses ambient volume settings instead of sound.
• Updated the Portuguese and Japanese localization text.
• Setting a new party leader is no longer possible during combat. I probably fixed a leader promotion bug, too.
• Added target's target icon to the mob target bar.
• Looted items now make a sound effect based on the type of item it is.
• Made the color for fire slightly more orange to create more contrast with blood damage type.
• Resistance indicators are now color coded on the target bar.
• There is a new toggle option to delay skill tooltips in combat.
• Disabled a loading screen tip that isn't relevant anymore.
• Wyvern full set bonus now properly gives a bonus to poison spell damage instead of melee poison damage.
The Last Plague: Blight Playtest - originalstudios
New name
As you may have seen, the game was renamed recently to The Last Plague: Blight to make it more a bit more unique and recognizable.

v0.5.13
A small update to bring in the new name, upgrade to a stable Unity version, and a few small tweaks/fixes. Internally the game is still named "Blight" to keep the old settings and save files present when updating, but this internal name will change when the game releases.

Features:
  • Added a "recent unequipped item" recall feature. Now when you pick up a log and your axe is automatically swapped to the belt, the axe will auto-equip again when you place down the log for further chopping
Fixes:
  • Fixed issue that made the world look wet from the rain if loading or starting a new game while in an active game where it is raining
  • Fixed some rare cases of uncaught exceptions that could cause some inconsistencies
  • Hopefully fixed the crashes seen on the Mac version of the game with the Unity upgrade. Please reach out if you still see any crashes when playing on Mac!
Other changes:
  • Upgraded Unity from 2021.2.18f1 to 2021.3.6f1 LTS
  • New logo and icon added for the renamed game name
Luck be a Landlord - TrampolineTales
The game has been patched to fix a few bugs.

Changes
  • Fixed a bug where the Text in Emails could easily become incorrectly scaled if the player opened the Inventory or used a Removal Token
  • Fixed a bug where the prompt for Comfy Pillow and Comfy Pillow Essence was overlapping the Coin Text
Remnant Records - ERAKLES
New Features & Changes
- Added a new ability to the Musclehead: they can now free their friends from the clutches of the ghosts!
- Added a button in the room browser to quickly switch server regions

Adjustments
- "Custom difficulty" is now enabled by default when you open the window. A warning appears instead if the contract you selected has a special condition you haven't unlocked
- Added an error message when getting abruptly disconnected from the game
- Added subtle visual effects when players are caught by ghosts
- Increased the speed of objects when they're getting moved to prevent them getting out of the player's view
- Increased the running speed of the orphan
- Increased the speed of the orphan's dolls
- Adjusted the shusher's senses during the exorcism to feel more fair
- Made the ghosts hear the piano from Gamara Villa from further away
- Optimized the orphan's exorcism for the host player (still a work-in-progress)
- Added a minimum delay between Steam invites

Bug Fixes
- Fixed a bug where getting disconnected from a game would lead to the subsequent games being very bugged (no items spawning)
- Fixed a bug where the runner would hear non-host players from further away than the host player
- Fixed multiple text displaying issues in German
- Fixed a text that wrongly displayed "leaving the room" instead of "quitting the game" in German
- Fixed the text on the second page of children's diaries not being the correct font
- Fixed a bug where books would appear without text when multiple ghost were trying to read the same one at the same time
- Fixed a bug that caused dead players that fell under the map not to reappear back up
- Fixed a bug where handguns would fly off into space with the special condition "zero gravity"
- Fixed a bug where the teddy bear would not count as a toy for the orphan
- Fixed a bug with a poster that would spawn with a wrong rotation
- Fixed a knife spawn on Eastwood House
- Fixed a bug where the knife would sometimes not spawn on Eastwood House
- Fixed a bug where dead players would "ping" the medium when interacting with the pause menu
- Fixed a bug where the mannequin's exorcism would award twice as much XP as it should
- Fixed a bug where the cartomancer's helper card would not appear when summoned on stairs
- Fixed a bug where the "ready" icons on the bottom right of the room would display inaccurate information
Battle Map Studio - Bradley
Hey everyone,

I hope you’re all doing well! Since the last update I have upgraded the sky editor, expanded the object state system, and added a bunch of new assets!

Skymaker
I recently was playing with the light settings while working on one of my maps and was getting a little annoyed that I couldn’t easily change the color of the sky and some other more granular settings. So, I decided to extend the sky editor to allow you to modify the color gradients of the horizon, sky, ground, and fog.



These gradients are used to determine the color of the skybox and how it changes throughout the day. You can drag the color keys to move their position and add a color key by clicking below the gradient. Delete a color key by hitting Delete with a key selected.



To change the color of a gradient key, select a key followed by the colored button below the gradient. Then, just choose a color and the key is updated.



If you want to just use a built-in gradient, select a gradient button to load that gradient into the selected sky component.

Object State System
Previously, a character or prop could have just one “alternate state”. For example, a door could be opened or closed. For this update I developed a new system for handling object states, which includes the ability to switch between any number of states.



Now, if a character or prop has multiple states, the state button will appear. Clicking the state button will open up a menu listing each state. Only a few objects have multiple states, like doors and the newly added horse, but this more extensible system has opened the doors to more efficient possibilities for changing the style of an asset.



One good example of using a state change would be switching the armor on a character. Instead of replacing a character at a position with basically the same character but with armor, I can instead just add a new state to the character that includes armor. Easy!

New Assets
Inspired by your suggestions, I have curated and optimized new assets themed around a tribal outpost.




Here’s a list of the new assets:
  • 5 horses, each with 3 different variations: no saddle, saddled, and armored.
  • 3 orcs
  • 3 tribal towers
  • 3 tribal huts
  • Wooden paling walls
  • 4 wooden spikes
  • 3 tribal banners
  • 1 well
  • 2 standing torches
  • 6 tribal tusks
  • 7 dark gray rock piles
Polish
  • Updated to the latest Tilt Five SDK (1.2.0)
  • Updated the look of many old models, like the chair and beds.
  • Updated the loading screen screenshots.
  • Fixed several asset paths that were out of sync with the asset's name, resulting in the asset not being able to be loaded correctly at runtime.

-Bradley
...