Aug 6, 2022
VTOL VR - Paolo
This update is focused on bug fixes and performance improvements. Moving forward, I'll rearrange my update workflow so that the bug fixes can be pushed to the public version more regularly without having to wait for new or experimental features and content to be polished on the testing branch.

VTOL VR v1.4.6f32
General
  • Fixed: ground clutter notching effect increased when background clutter was further away, instead of closer to the target
  • Changed "ON" label to "HOT MIC" in comms panel
  • Fixed: UI issue when running workshop training scenario
  • Implemented parallel raycasting where possible
  • Improved performance of terrain collider baking (reduced duration of frame drop after map first loads)
  • Fixed: ground vehicles killed while moving still emitted dust clouds after stopping
  • Fixed: issue causing radar locks to occasionally not send RWR pings
  • Changed radio squelch sound effect
  • Disable equipment colliders until they are jettisoned
  • Various script optimizations
  • Changed TGP to be able to point lock on arbitrary points on units
  • Fixed: issue causing radar to occasionally send signal in wrong direction
  • Automatically try loading Oculus SDK if SteamVR fails to load
  • Remove low speed limiter for airbrake when wheel brakes are bound to hardware
  • Fixed: search radar did not update position for data link after first detection
  • Fixed: missile search radar would datalink detected target info
  • Set waypoint to nearest available rearming point if request rearming but not at valid rearming point
  • Fixed: HUD target did not go away for laser bomb if target is no longer valid
  • Fixed: AI visual target detection did not report/datalink units marked as "non-targets"
  • Fixed issue with origin shift when there's a certain number of transforms to shift
  • Fixed: missiles that have returned to search after pitbull would still have locking ring indicator in RWR
  • Fixed: missile could pass through terrain within the first second after it launches
  • Fixed: finding nearest rearming point for waypoint did not consider helicopters can only fit on helipads
  • Fixed: engine nozzle tilt did not softclose properly below 5 degrees
  • Fixed: equips could be mounted on incorrect hardpoints by editing save file
  • Soldier returns to starting point if attempting to enter a passenger bay that becomes unavailable
  • Fixed: hand gets stuck to button if button becomes disabled while holding it
  • Fixed: tooltip gets stuck to hand if interactable becomes disabled while hovering
  • Fixed: engine noise could still be heard quietly before mach shockwave for exterior audio
  • Fixed: AGM-145 LOAL indicator doesn't appear when outside DLZ
Quicksave
  • Fixed: unspawned air units placed in the air would not spawn correctly after a quickload (for example, affected Desert Cobra mission 4 bombers)
F/A-26B
  • Fixed: in radar UI, when in STT, all TWS contacts appear at STT target's position
  • Fixed: TWS lock was removed when unlocking a boresight lock in scan mode
  • Fixed: boresight/head lock would occasionally stop working
  • Fixed error when unlocking boresight target
  • Fixed: manually unlocking boresight target did not remove TWS track
  • Fixed: unintentionally losing lock of boresight target did not remove TWS track
  • Fixed: TWS targets did not get RWR ping
  • Fixed: wing folded instantly when one wingtip was broken
  • Desert Cobra 8: Changed wing leader to wait for all wingmen to join before starting run
  • Desert Cobra 8: Fixed: sometimes rocket artillery doesn't kill the nearby SAAW
  • Desert Cobra 8: Fixed unintentional enemy air engagement when attacking units in first town
F-45A
  • Fixed TSD reset button localization key
  • Fixed: AIM-120 fired on datalink would be affected by chaff before pitbull
  • Fixed: TSD EOTS slave function would lock target last known position instead of estimated position if target is not in LOS
  • Fixed: first external AIM-120D launch didn't get mid-course corrections
  • Fixed: HUD targeting for GBU-53 did not update position properly
  • Fixed: players MFD page did not show team score
  • Fixed: in singleplayer, shadow where team volume knob would be
  • Fixed: stale TSD contact continued to flash after being updated
  • Changed AIM-120D to no longer receive datalink updates after pitbull
Multiplayer
  • Fixed: briefing voice chat volume didn't save/load properly when respawning
  • Added indicator showing who is curently speaking
  • Show player slot designation in player score list
  • Added "switch team" button in briefing room UI
  • Fuel tanker boom continuously disconnects from port when watching it refuel another client
  • Added option to disallow new players from joining after mission starts
  • Fixed: lobby settings get reset after picking a mission
  • Fixed: briefing room voice volume gets very quiet after a player spawns
  • Fixed: Friendly F-45 locking line in TSD did not disappear when unlocked
  • Replaced Patriot missiles with Backstop missiles in PVP strike missions
  • Added weapon used in kill message in flight log
  • Added label in slot selector for remaining lives on limited respawn slots
  • Fixed: incorrect navmap icons on pre-existing units for late team-B joiner
  • Fixed: teamkill points were applied if player somehow damages themself before dying
  • Added access to members list/management menu in debrief
  • Fixed: going back from members menu would be a blank screen
  • Fixed: screen didn't fade in from black when map loading finishes while in SteamVR dashboard overlay
  • Disable dev camera in multiplayer unless "devcam" is in pilot name (temporary)
  • Added scoreboard in devcam (temporary)
  • Fixed: Could not rearm when a singleplayer mission with forced equips is converted to multiplayer
  • Fixed: error when launching multiplayer mission converted from singleplayer without editing existing PlayerSpawn
  • Fixed: RTB waypoint set to spawn point did not work properly
  • Fixed: player management block button showed on host in aircraft
  • Fixed: briefing room UI did not fill console space
  • Fixed: returned to editor after leaving multiplayer game if the editor had been opened before
  • Reduced frame hang when spawning many units with missiles
  • Fixed client crash caused by AI pilot targeting RPC
  • Fixed: members menu hid mic controls
  • Fixed: player name in score display did not show designation until somehow refreshed
  • Fixed network crash due to flare countermeasure error
  • Fixed: local vehicle canopy doesn't despawn after ejecting and respawning
  • Abort loading multiplayer campaigns with errors in the mission browser
  • Display workshop campaigns as they load instead of waiting for all to load
  • Sort workshop campaign loading by recently used
  • Download workshop changes when missions are loading in mission browser
  • Fixed issue causing existing units on navmap to not update icon properly after switching team
  • Fixed: player unit sometimes appeared to have incorrect velocity in TSD and NAV
  • Fixed: unit properties did not load properly when hosting a game after joining a previous game as a client
  • Fixed issue causing air unit groups to not initialize properly, halting mission start
  • Fixed: carrier catapult broke if player despawns while attached
  • Fixed: for clients, invincible soldier doesn't appear at pickup location when transport is killed until it moves again
  • Fixed potential cause for player stats errors after switching teams
  • Fixed: network routine crashed due to error in player score display
Mission Editor
  • Added option to limit respawns on Multiplayer Spawns
  • Added "Display message for team" event action
  • Added event actions to add or remove lives to a limited respawn slot
  • Added message and prevented launching mission with no spawn points or player slots
  • Set a mission back to Auto Player Count if it was set manually to 0 slots
  • Fixed: Launch button didn't work for standalone mission
  • Fixed: UI issue with "Force Alt Spawn" action for unit groups
  • Fixed: event actions with number parameters with non-zero default values didn't get saved properly unless the value was changed
  • Fixed: forced alt spawns updated position but not unit properties
  • Changed ship hull number to not be affected by alternate spawns
  • Fixed: "Set Invincible" unit group action did not have proper label for parameter
  • Added lives remaining conditionals for multiplayer spawns and teams
  • Changed slot lives to be decremented when the vehicle is killed/ejected instead of when the vehicle is spawned
  • Fixed: unhandled error when referencing a base that no longer exists
  • Fixed: restarting multiplayer mission when testing from editor would make the lobby joinable
Units
  • Added destroyed model for IR APC
  • Fixed: Allied SAM Launcher P (patriot) missile did not have proximity detonation
  • Fixed: Enemy SAAW missile did not have proximity detonation
  • Added "Backstop" SAM launcher and radar system by Benjamin Browning
  • Balanced patriot missile performance
  • Slightly reduced BSM missile drag
  • Improved ESSM performance (allied ship defense missiles)
  • Reduced RIM-67B drag (ship VLS missiles)
  • Fixed Manta UCAV LOD
  • Fixed: sometimes air groups would be empty, causing group event actions to fail
  • Fixed: AI fighter aircraft did not respond to RWR threats properly in multiplayer
  • Fixed: AI air group's target management routine sometimes failed in multiplayer, causing its air units to not engage targets
  • Fixed Allied assault carrier aft colliders
  • Fixed: Allied ground units did not have radar cross section defined
  • Fixed: AI F-45 had too much health
  • Fixed: parked ground unit group formation direction did not get updated properly when leader is on a path
  • Attempted to improve ground unit movement in formation
  • Fixed: Cruisers' anti-ship missiles had proximity detonation instead of direct hit
  • Fixed: VTOL AI could crash into nearby buildings or terrain during vertical takeoff
  • Fixed: AI pilot would not fire guns at hovering aircraft
  • Fixed: AI pilot would not use AAM on hovering aircraft
  • Fixed: AI pilot did not ignore itself as a potential friendly fire risk when attempting to fire AAM
  • Fixed: Enemy drone carrier drones had radar enabled before launch
Localization
  • Updated localization templates
  • Updated zh, ja, and ko translations
  • Fixed: briefing room players menu confirmation dialogue cancel button key
  • Added common "okay" key to VTOLVR_Strings
  • Changed player management menu confirm dialogue ok/cancel buttons to common VTOLVR_Strings ok/cancel keys
  • Changed all player management menu keys to common VTOLVR_Strings keys
AH-94 v1.1.6f3
  • Fixed: radar scan rate would increase after rearming
  • Improved altitude autopilot in cruise
  • Fixed: FlightAP start mode at 0 velocity did not set the hover autopilot in multiplayer
  • Fixed rudder sync when hardware pedals are involved
  • sync trim setting
  • Fixed: When the host is in the gunner seat, then switches to the pilot seat of a different heli, the client sees the host reappear in their own gunner seat instead
  • Fixed: once the pilot gives flight controls to the gunner, both now lose their ability to control the aircraft with hardware rudders until the aircraft is respawned
  • Fixed: With two hardware rudder users, gunner still can't see pilot rudder movement
  • Fixed: copilot could not see stick movement if pilot was holding stick while copilot joins
  • Fixed: copilot could not hear comms if they exit the cockpit and rejoin as copilot
  • Fixed: late join copilot didn't see correct gun ammo
  • Fixed: late join copilot not in correct TGP sensor mode or FOV
  • Fixed: gear status lights not synced for late join copilot
  • Fixed: antitorque input was 50% authority
Heartbound - Pirate Software
Pandora : Wild Origins - Luneria Studio
Pandora : Wild Origins joins the Steam Survival Fest ! ✨

Are you ready for the Steam Survival Fest ? Get a -25% discount on Pandora : Wild Origins for a week ! 🌿

Event start : 01 aug 2022 19 h 00 (UTC + 2)
Event end : 08 aug 2022 19 h 00 (UTC + 2)

Get your chance to play as a feline in Pandora's lands. Survive and evolve to become a fierce predator !
SCHiM - Extra Nice Nils
Stream the first 5 SCHiM soundtracks on the following platforms:

Bandcamp
Spotify
Apple Music
Itunes
Tidal
Deezer
Pandora
Amazon music
Youtube music
Line music
KKBOX
Qobuz



https://ffm.to/schimep
Karagon: Prelude - tbjbu2steamworks
- Fixed some robots were able to attack through buildings.
- Crouching is now smooth instead of instant.
- Buildings now cost -50% less resourecs.
- Made easy difficulty have -50% less higher level robots appear (so -50% less robots that are above level 20)

Just a reminder to leave a Steam review to help us out, thanks!
PSI Masquerade - mururunsoft.net
ver0.00.018 Reduced traffic
Soul Wargame - pq
please check the list:

1. BUG Fixed: A Bug may be triggered when Death Knight kill a Boss.
You Will (Not) Remain - jordancookirwin
Version 1.3 Bug Fixes:

Fixed:
1. Added a player wake up animation
2. Added a player going to sleep animation
3. Added a player watering animation
4. Small dialogue changes to make references to ex more gender neutral
5. Fixed some small sprite render order bugs

Thank you all for the incredible support you have shown us so far. If you notice any bugs, you will find a bug reporting discussion pinned in the discussions page.
Stoneshard - Wayfinder
- Added sounds to Electromancy and Magic Mastery spells.
- Ghouls’ level is now taken into account when spawning them in Crypts.
- Increased the damage of “Jolt” by 10%.
- Slightly nerfed low level Wraiths.
- Removed the possibility of finding usual Shackles on tool racks instead of Rusted ones.
- Fixed the bug with Brewery NPCs cloning themselves.
- Fixed the bug that generated Shrines instead of Abandoned Carts.
- Fixed glass bottles not shattering when thrown.
- Fixed overly powerful minibosses spawning in Mannshire Bastions and Crypts (this change will come into effect after completing or failing already generated contracts).
- Fixed loot in the Watermill.
- Fixed the Cart Driver’s description.
- Fixed the Fence’s name.
- Fixed elven traders’ descriptions.
- Fixed harbor merchants’ descriptions.
- Fixed the missing price of Bronze Isles and Barcia folios.
- Fixed Beets adding to Fatigue when eaten.
- Fixed Bandages and Lockpicks missing the "Merge" option.
- Fixed the bug with the cell door’s context menu that occurred during contracts with kidnapped NPCs.
- Fixed the incorrect cooldown of “Step Aside!” when this skill was used by enemies.
- Fixed the bug allowing to fill non-vessel items with water.
- Fixed shop signs attracting thrown items when aiming at tiles close to them.
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

It's the 6th of the month! It's Chronicle time!
So, if you need a quick reminder of what we're currently working on, I suggest you read Slormite Chronicle #14 and Slormite Chronicle #15 because I might talk about things you're not familiar with. But basically, we're working on The Great Forge, an endgame mode, and it's looking good.


The Great Forge Gameplay
Gameplay is coming along nicely.
We now have a proper wave sytem in place and everything is playable and fun, which is a good thing.





Right now, enemies spawn in various locations and your goal is to outlast them. Every wave consists of around 75 to 300+ enemies (depending on your Wrath Level, the Challenges you're facing and the actual Wave you're facing, so it gets harder and harder over time).
It's going to be faster paced than the regular Battlefied Expedition, with a higher density of trash enemies and packed compositions.

We've tried various ways to spawn enemies inside The Great Forge and we ended up with a simplified lane system: Enemies can come from 7 different lanes all around the Forge, with usually 2 to 3 different lanes active every wave.

Every 10 waves, there is a special wave, with a much higher number of enemies coming from all 7 lanes. Once, you've dealt with it, you have the opportunity to open the War Chest (which I'll talk about a bit later) or to keep going for another 10 waves.




Cory's Challenges
After you defeat a wave, you'll get to choose among 3 Challenges of with different rewards every time.
Challenges can have numerous effects such as increasing the strength of enemies, spawning a Boss or adding new attack patterns to it, or adding a Cataclysm effect etc... And can last from various amount of time: from 1 wave to the rest of the run.

The harder and longer the Challenge is, the better the reward attached to it is.
Once you complete a Challenge, the reward goes into the War Chest.

The Siege Leader
The Siege Leader is the new boss we're adding in The Great Forge.
In here, you get to choose WHEN you want to face him (using Cory's Challenges). And since it adds various bonus effects once you defeat it to your War Chest (which I'll talk about below), you might want to wait as much as you can. But the longer you wait, the harder he'll be.
Defeating the Siege Leader will also be the only way to get your hands on the new Reaper Runes (see the previous Slormite Chronicles).





The War Chest
As I've mentioned above, rewards from completed Challenges get into the War Chest.
You can see what's inside the War Chest at any point during the game, but it can only be looted once every 10 waves.
Obviously, if you are defeated you will lose what's inside.



This is a very empty War Chest, just to give you an idea of what it looks like.

Among the possible rewards, you'll get to loot Reapersmith Spirits which are the main currency that you can use at Cory's Shop (to upgrade Reaper Affinity, Reaper Runes and purchase Slorm Reapers for your other classes). This will be the most important loot there since they can only be looted with Cory's Challenges.
Also, when the Reapersmith Spirit of the reward is the same as the Slorm Reaper you're currently using, you'll get a massive reward bonus. So you can actually farm much faster the Reapersmith Spirits you're looking for.

On top of that, you will be able to be rewarded with Goldus, Slorm, Fragments, Equipment, Slormites and Slormelines.
For Slormites, Fragments, Equipment and Slormelines, the reward is random in the sense that each reward is a "random roll" and can very well be an Epic or a Legendary item (or high tier Slormites).
Basically, you accumulate "random rolls" that are all "resolved" when you open the War Chest.

But there's a twist: there are two other types of rewards: War Chest Quality & War Chest Quantity.
The War Chest Quantity reward increases the quantity of everything that's inside the War Chest by a set percentage (depending on the difficulty of the associated challenge, works on past and future rewards).
While the War Chest Quality increases the chance to get Equipment, Fragments, Slormites or Slormelines of higher quality.

We're also thinking of rewards such as "Increases War Chest Quantity by 2% for every item type inside your War Chest" and so on.


Now about that release date...
It's a matter of weeks, but since this update is so heavy we have lots of testing to do. So unfortunately, I don't believe we can be ready for August, but only by a few days. Our goal is to get it done before the next Slormite Chronicles (so before September 6).

That being said, I feel like I have to talk about the time it's taking to release this update a bit more. Clearly we didn't anticipate that it would take so long and we should have cut the update in 2 smaller updates, just so you guys get something new to play with every month or so.

Also, we (almost) only get positive vibes when we post Slormite Chronicles and (almost) never feel pressured by our players, besides a couple of negative reviews, which is fair. But we also want you to know that the stress we put on ourselves grows day after day between two updates, just because we're dead serious about finishing this game and because we know that taking 4 to 5 months to release an update is well... not so great.

The positive part is that this update is full of changes, reworks and new mechanics so we have that going on for us which is nice.

Once this update is done, we'll rework the Road Map entirely, and work on smaller chunks of content that can be released much faster. Things that are easy to produce and that brings a lot to the game.

We'll make sure that this kind of delay between two updates never happens again.

Have a nice day everyone!
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