Goat's Tale - FoxSox Games
Help us and join the Goat's Tale 2 playtest and share your opinion about the game!

Goat's Tale 2 - FoxSox Games
Help us and join the Goat's Tale 2 playtest and share your opinion about the game!

Community Announcements - d.weithoener
- German language only –
Now you can expect less destructive seagulls on the balloon ride and the octopus is easier to deal with. In addition, you can now skip these two games and the flummy catch. After a few small fixes and even more helpful tips in Bob's archive, nothing will stand in the way of your investigations.
Football Manager 2022 - Jimmy Wong

When a Football Manager career isn’t going well, it’s natural to want something or someone to blame. From suggestions that the game is scripted to theories that the AI always gets better cup draws, we’ve seen pretty much everything over the years on our forums and social media.

While we appreciate your feelings, these beliefs are invariably just misconceptions about the way the game works. Football Manager is, and has always been, a complex game where thousands of decisions take place in every game and individual results, or a run of bad injuries, are almost never caused by a single factor.

Visit The Byline on The Football Manager Website to see how we dispel 10 of the most common Football Manager misconceptions.

For the latest news and announcements, don't forget to visit our official channels. SI Community Forum FMFC Twitter Facebook Instagram
Aug 10, 2022
Beat Hazard 2 - Starg
The debug log seems to be causing more trouble than helping, so it's now disabled by default.

To enable debug logging, add -Log to the launch options.
Aug 10, 2022
Ricky Recharge - John Buise
Fixed Issues:
• Fixed a bug that prevented the right button prompts when using keyboard.

Changes:
• Raised the Threshold to show multiplier lost popup and voiceover reaction from 5 to 10.
• When losing a high Multiplier the text popup will now represent the current lost multiplier.
Stationeers - Rocket
It's been a hectic few months for us since our major refactor as we feel like we have finally been able to hit our old stride in the project. If you look back through our weekly updates you can see how spending that period to time to redo the project has paid huge dividends. We are now able to more robustly focus on the future of the game as well as add new content.

We've been a little slow at getting new content in over the last weeks, as we have been laser focused on fixing bugs - especially some very serious ones introduced (or highlighted) by our refactoring work. What really spurs us on is seeing all those amazing youtube videos of your content, the twitch streams, and the thoughts you share here and on discord.

Important fix for multiplayer
Fixed not being able to join servers unless they were being advertised. We don't normally highlight bug fixes but this was affecting a significant number of people over the last few days. Thanks to the community and game server providers for alerting this to us, and helping us work towards a solution quickly.
Balance: Tool Speed Buffs

The welding torch now is 20% faster than the arc welder. Increasing the welder's burn atmosphere to be above 3000C (by using a N2O combustion mix) will increase this speed bonus to 50%.
Players now get additive tool speed increases of 20%, and a structure placement speed increase of 20% when not wearing a spacesuit. A friendly reminder that gas welding without a suit has been known to cause respiratory issues. Lastly, all MkII tools now have a 10% speed bonus over the regular tools.

New Content: Mining Backpacks





We've added a new type of backpack to help with some of the awkwardness of long mining trips. There are two variants, the Mining Backpack and the Hard Mining Backpack. These have a large number of ore slots (24 and 28, respectively), and are available in the tools manufacturing machine alongside the existing mining belts.

Atmospherics Changes

Balanced atmospheric mixing rates no longer depend on room state, with room mixing being raised slightly, and roomless mixing being lowered more significantly. Atmospheric movement now has a greater effect on player movement.

Future Price Change

As noted when we started the project we would slowly increase the price as the project matured, but in doing so would be as transparent as possible with the community. We will be adjusting the price slightly in the coming weeks. Obviously this will only be affecting new players, not those who already purchased the game. The exact amount will vary depending on the currency, and it is possible the game may become cheaper in some territories as it has been some time since we revisited the price to ensure it was fair in different currencies.

Experiments Under way for Future Updates



We are still experimenting with some pretty big changes, some of which could have some really profoundly positive impacts on the project. These areas cover everything from new content (such as the much requested Nuclear Reactors), changes to how multiplayer connections are made (to improve connectivity with those with network troubles), new approaches to terrain (to make the game feel more visually appealing like Space Engineers or Astroneer), and more.

Your support makes this possible

The major refactor has been a huge milestone for us and we think you can already see the tremendous success. Your support through bug reporting, suggestions, and direct involvement with our team on discord makes a tremendous difference.
If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a great deal of difference to the project. We have worked hard on this project now for five years, and we feel confident the game is substantially improved from when we started. Many projects steer clear of the hard tasks, and we are proud to have taken them on.
Additionally, you can support us by purchasing the DLC we made to allow those who like the game to support us, and in return get something a little fun to continue to use in the game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

Changelog v0.2.3545.17252
  • Tool speed multipliers are now correctly used during deconstruction.
  • Changed mining backpacks column count to 4
  • MKII tools now have 10% speed bonuses
  • Fixed storms appearing inside
  • Changed the number of slots on the mining backpacks. Basic is now 24 and hard is now 28
  • Changed the recipes for the mining backpacks to reflect the difference in slot numbers
  • Added mining backpack recipes
  • Changed number of slots for mining backpack
  • removed tool slots on mining backpack
  • Fixed checking game version throwing exception on join when not advertising server
  • Fixed Error spam on server when using FireExtinguisher.
  • Fix for fire effects spawning an world origin.
  • Fixed not being able to join hosted games unless they were advertised due to a game session(only created when advertised) being required to do the password check
  • Updated prefabs with missing serialized property
  • Fixed inventory windows don't remember their positions when reloading world
  • Fixed inventory windows can sometimes be positioned half or fully off the screen when loading world
  • Fixed a few issues around starting tutorials with a non-human character selected. Disallowed character customisation in tutorials
  • Fixed main menu stack items not being cleared after exiting world
  • Fixed emote command throwing exception in single player
  • Added windowheight command to set the console window height
  • Fixed An edge case that could cause fires to spawn at world origin.
  • Fixed Hotspots or cold spots building up on Venus around devices. This could happen on other planets but the effect was less noticeable.
  • Fixed Items in slots of structures sometimes interacting with the incorrect atmosphere.
  • Fixed WorldAtmospheres Close to global pressure not mixing with neighbours.
  • Fixed exception being thrown when using 'help' command if command not found
  • Added first pass of mining backpack and hard mining backpack
  • Fixed scenarios button was throwing an error so have disabled it for the time being
  • Fixed issue where changing save folder name would cause autosaves to save to the old folder. New saves will now update the world_meta with the correct WorldFileName. Old saves which already have the old WorldFileName will not be changed
  • Balanced IsCloseToGlobal atmospheric checks in large and small air leaks on multiple planets. This allows for small air leaks, like an open door or burst pipe, to still be noticeable in world, while preventing large pressure bursts from spreading too far.
  • Tied atmosphere IsAlive to depend on a constant ratio of the new atmosphere creation threshold.
  • With a unified IsCloseToGlobal standard, made atmospheric mixing rates to no longer depend on room state, with room mixing being raised slightly, and roomless mixing being lowered more significantly.
  • Increased lower pressure clamp on IsCloseToGlobal, to give very low pressure environments a higher pressure to consider irrelevant.
  • Fixed dynamic scrubber throwing invalid grid exception
  • Fixed bug where navigating back with esc on main menu would lock up certain buttons
  • Removed Thing.CurrentGrid. (old and deprecated way of keeping track of grid-position)
  • Refactored a number of Grid3 localGrids to use WorldGrid.
  • Changed Pipe.CurrentGrids to use WorldGrids rather than vector3.
  • Refactored UpdateAirState() to take in a worldGrid instead of a Vector3.
  • Fixed exception when cleaning up chunks on exiting world
  • Added Atmosphere logic types for input and output pipe atmospheres. Devices that have an IC slot will be able to read atmosphere values from their input and/or output networks.
  • Added "debugthreads terrain" command. This will display the number of currently queued Terrain Tasks and the total number of tasks created in the current play session.
  • Added ability for tools to decrease structure build times.
  • The welding torch now is 20% faster than the arc welder. Increasing the welder's burn atmosphere to be above 3000C (by using a N2O combustion mix) will increase this speed bonus to 50%.
  • Players now get additive tool speed increases of 20%, and a structure placement speed increase of 20% when not wearing a spacesuit. A friendly reminder that gas welding without a suit has been known to cause respiratory issues.
Combat Arms: Reloaded - Mogs

Retro Pop Weapons (Sale Period: August 10 ~ September 28)

A. Retro Pop Weapon Mystery Box
ITEM NAME
REGULAR PRICE
RetroPop Mystery Box
600
RetroPop Mystery Box x5
2,400
RetroPop Mystery Box x10
5,400
•NOTE: If you buy the x10, 1 permanent item is guaranteed.
You can get 1, 7, 30, 90 Days, or Permanent versions of the following weapons:
  • RetroPop Uzi
  • RetroPop Tango 51
  • RetroPop FMG - 9
  • Twin Pew 2x Hydro Blasters

B. Retro Pop Weapon Package
ITEM NAME
REGULAR PRICE
Retropop Weapon Package
8,000
Get a Permanent version of the following weapons when you buy this package.

*You can only purchase this package once
  • RetroPop Uzi
  • RetroPop Tango 51
  • RetroPop FMG - 9
  • Twin Pew 2x Hydro Blasters
Note 2: Equip the new items. Play game. You can acquire weapon metals. (Sale Period: August 10 ~ September 28)
Aug 10, 2022
PsiloSybil - cancrizans.canon


Huge new level Wizard Giza has you climb up and then rush down a golden pyramid! The rise is a tricky puzzle-platformer gauntlet full of new boar wizard (boarcerer? boarlock?) enemies with some brainy attack patterns. And in the latter half you must escape a giant pig-snake, the Nid-Hog! It's tricky, it's fun, looks good. I like it.

The mushroom NPC to free in this new level is Darius, an aspiring wizard himself.

You can find this new level right after Dessert Outpost.


Patch notes for last two versions:

0.6.2
New level Wizard Giza released
- Fun new level on a pyramid. Climbing puzzley section followed by a chase sequence! Pretty tough, but that's how we like em. The mushroom to free is Darius.

0.6.2-b
Wizard Giza
- The animation for the magical hands from the blue boarcerers has been changed. No gameplay changes
- Minor adjustments to the camera in the chase sequence. No gameplay changes
- One specific yellow boarlock is forced to be always partially visible to make a section clearer
- Tiny tweaks on decoration positioning
Overworld Map
- New graphics for Crystal Hollow and Gruesome Grotto
Old School RuneScape - Mod Whymsy
This week we're introducing new Last Man Standing game modes!



New Last Man Standing Game Modes

Last Man Standing just got a lot more variety with two new game modes! Head to the heart of Ferox Enclave to try them out:

  • Zerker: level 75 Attack and level 45 Defence
  • 1 Def Pure: level 75 attack and level 1 Defence


You’ll be able to choose your preferred game mode from the Settings button on the lobby HUD – after Lisa’s walked you through the game, of course!



When it’s time for a game to begin, the system will look at the preferences of the waiting players, and choose which game mode enters play. For example, if most of the waiting players had Zerker as their preferred mode, a few preferred Max/Med, and only one player chose 1 Def Pure, the game will have a high chance of picking Zerker, a medium chance to choose Max/Med, and a very low chance to choose 1 Def Pure.

However, the system can still choose a random game mode, no matter how many people in the lobby prefer a certain game mode. This ensures variety and prevents big groups (or bots!) from skewing the results too heavily.

The chosen game mode will be announced as you arrive in the battle arena. We’ve increased the countdown duration, so you’ll have plenty of time to get ready to fight!



Now that you have three separate modes to prepare for, you’ll want to properly set up your loadouts. You can do so using the Supply Chat in the lobby.

As always, we’re up for adding more item options in later updates, based on your suggestions. For now, though, we’ve added a choice of Spellbooks:

If your loadout includes the Rune Pouch, it’ll enable a selection of spells from whichever Spellbook you’ve selected:

  • Standard: Surge spells and Entangle
  • Ancient: Ice and Blood Blitz plus Barrage
  • Lunar: Vengeance and Cure Me
Your choice of Spellbook is specific to each game mode, so make sure to set them before you head out! By default, you’ll have access to the Ancient Spellbook.

It’s also worth noting that Lunar Spells will be available to 1 Def Pures, as is the case in the PvP Arena.

One last note on new game modes - although converting the minigame to accept alternate modes has taken a long time, now that the work is done it’ll be much easier to add new modes in subsequent updates.

We know these aren’t the only game modes you’ve requested for LMS, and we’ve seen some great suggestions from the community – including a mode with no Protect Prayers, which seems mighty interesting! Watch this space…

Last Man Standing Improvements

Over the years, we've seen a huge number of player suggestions for items and mechanics in PvP. Many of these are things whose performance in-game aren't easy for us to gauge. We've used beta worlds in the past to mixed success, since it's often difficult to see large numbers of interactions and give players more time to experiment as we iterate on changes.

With this in mind, we'd like to try and experiment a little more within LMS and give players the opportunity to try out new things and provide us feedback on ways we could keep LMS (and perhaps PvP in other places) fresh. It could be the case that we build on the 'game modes' idea above and implement a mode solely for testing these experimental changes on a regular basis!

This week, the three Protect Prayers have been made more effective. Damage is now reduced to 30%, up from 60%. So, if you got whacked for what should be 100 damage, you’ll take 30 damage instead of 60 with the correct Prayer. This is an experimental change designed to reward players who’ve taken the time to develop their switching skills. We’re open to reverting or rebalancing the buff and will be monitoring feedback closely in the days following the update.

Here are the other improvements we’ve made this week:

  • Yellow notifications on the heads-up display should no longer overlap with the Buff Bar on official clients.
  • The Buff Bar will also no longer show the minigame’s ammo after you’ve left the battle arena.
  • Lastly, although the supplies in Last Man Standing do look pretty tasty, you probably don’t need to be warned that they’re valuable every time you want to drop some on the floor. We’ve supressed those warnings inside the minigame.
Dark Varrock Map Improvements

  • Updated the starting positions for players. This map now uses pairs of spawn points rather than clumps of six, making it more like the spawns on the original Desert Island map.
  • Loot crates are now more likely to spawn closer to the final safe zone. The map is so large that they previously kept spawning in areas that the fog had already reached.
Loot Chest Improvements

  • Loot chests and crates will now check what items you already have when deciding what to give you. No more cussing as you get your third pair of Dragon Claws!
We’ve also added a few bits and bobs to the loot table:

Max/Med
Zerker
1 Def Pure
First roll from a Bloody Key
Dragon Claws
Armadyl Godsword
Armadyl Crossbow
Staff of the Dead
Granite Maul
Dark Bow and Dragon Arrows
Infernal Cape
Mage's Book
Seers' Ring (i)
Elder Maul
Kodai Wand
Ghrazi Rapier
Occult Necklace
Heavy Ballista and Dragon Javelins
Opal Dragon Bolts (e)
Dragon Claws
Armadyl Godsword
Armadyl Crossbow
Staff of the Dead
Granite Maul
Dark Bow and Dragon Arrows
Infernal Cape
Mage's Book
Seers' Ring (i)
Elder Maul
Kodai Wand
Occult Necklace
Heavy Ballista and Dragon Javelins
Dragon Claws
Armadyl Godsword
Armadyl Crossbow
Staff of the Dead
Granite Maul
Dark Bow and Dragon Arrows
Infernal Cape
Mage's Book
Seers' Ring (i)
Elder Maul
Kodai Wand
Dragon knives
Light Ballista and Dragon Javelins
First roll from a Bloodier Key
Also used by loot crates
All of the above, plus:

Vesta's Longsword
Zuriel's Staff
Morrigan's Javelins
Statius' Warhammer
Volatile Staff
Ancient Godsword
Inquisitor's Mace
Zaryte Crossbow
Bow of Faerdhinen
All of the above, plus:

Vesta's Longsword
Zuriel's Staff
Morrigan's Javelins
Volatile Staff
All of the above, plus:

Vesta's Longsword
Zuriel's Staff
Morrigan's Javelins
Volatile Staff
Second roll from a Bloody or Bloodier Key
Ahrim's Robetop
Ahrim's Robeskirt
Karil's Leathertop
Dharok's Full Set
Torag's Platelegs
Torag's Helm
Guthan's Helm
Verac's Full Set
Ancestral Hat
Ancestral Robe Top
Ancestral Robe Bottom
Amulet of Fury
Blessed Spirit Shield
Eternal Boots
Bandos Tassets
Mithril Seeds
3rd Age Robe Top
3rd Age Robe
3rd Age Mage Hat
Inquisitor's Great Helm
Inquisitor's Hauberk
Inquisitor's Plateskirt
3rd Age Range Top
3rd Age Range Legs
3rd Age Range Coif
Infinity Boots
Tormented Bracelet
Necklace of Anguish
Amulet of Torture
Amulet of Fury
Fremennik Kilt
Mithril Seeds
Elder Chaos Set
Fremennik Kilt
Spiked Manacles
Rangers' Tunic
Blessed Dragonhide Chaps
Wizard Boots
Tormented Bracelet
Necklace of Anguish
Amulet of Torture
Halo



Good luck in the updated minigame, and don't forget to visit the Supply Chest in the lobby before embarking on a fight!



Further PvP Changes

NPC PJ Timer

We’ve fixed some unintended behaviour where NPCs could initiate the PJ Timer.

This meant that if an NPC hit a player, that player couldn’t be attacked for 12 seconds, causing frustration in both PvP and PvM scenarios.

Following this week’s update, NPCs will use a five-second timer, in line with their behaviour before the PJ Timer was introduced.

Here’s how that works:

For PvP:

If Player B is in combat with an NPC, but escapes the NPC without killing it, Player A cannot attack Player B for about five seconds, since Player B is still in combat with the NPC. Likewise, Player B cannot attack Player A.

If, however, Player B kills the NPC, Player A is immediately able to attack Player B – this behaviour is unchanged.

Lastly, if Player A is attacking Player B, NPCs will wait 12 seconds before attacking Player B. This behaviour is also unchanged.

For PvM:

If Player A is in combat with NPC A and then moves towards NPC B from a position NPC A can’t reach, NPC B will wait five seconds before attacking Player A.

If Player A kills NPC A, NPC B can attack Player A immediately – this behaviour is unchanged.

While this fix was necessary to repair the unintended behaviours, we hope the examples above give players the information they need to make sure any would-be escapes aren’t cut short by these changes!

Teleport Delay Changes

Players attempting to teleport from the Revenants’ Cave while attacking the NPCs there will now have to wait about two seconds for their teleport spell to begin - no more teleporting to safety as soon as you see a little white dot appear on your minimap! This change is intended to help tackle players using prohibited software to teleport with seemingly inhuman reflexes.

PvP Bug Fixes

  • Fixed a bug where players could not attack the player that just killed Maledictus.
  • Fixed a bug where players could log out immediately after attacking another player with some special attacks.
  • Fixed a bug where players were able to remove the freeze effect for spells like Ice Barrage and Entangle. If you see anybody still able to abuse this bug in-game, please send as much evidence as possible via email to tipoff@jagex.com.
PvP Rota

The PvP rota has moved to Period B:

  • 560 - (UK) - PvP World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.

The PvP Arena is now using 'Max/Med' loadouts in Ranked Tournaments this week.



Poll 76 Cat and Piano Changes

Kick back and relax in an upgraded Clan Hall!

Note: these Clan Hall changes were included in last week's post in error. We're sharing them again to make sure nobody misses them!

Be careful where you sit, though – the latest member of your Clan, Hannibal the Clan Hall cat, just got a whole lot more personality! Now you and your Clanmates can pet this fluffy fellow to your heart’s content, and even feed him fish and milk to make sure he’s living his best life. Maybe stay away from the liver and chianti, though…

If you’re the proud owner of a Catspeak Amulet, you’ll also be able to chat to Hannibal and receive his wisdom on a number of topics – including the nearby piano, which has also received some love this week!



We've sent an army of piano tuners (Hannibal kept eating the piano salmons) to your Clan Halls to perform some much-needed musical maintenance.

Adventurers who sit down to play a tune should find that the black keys are now working when using either the 'Entertain' option for your clan or the 'Play quietly' option for yourself.

We hope to see some fantastic covers now that you’ve been given a full range of musical options!

Finally, if you want to see who exactly is busting out another Sea Shanty II in the Clan Hall, the Clan Chat now indicates how many members are currently in the channel, as well as how many people are in the Clan. Click or tap on that info to switch it to the number of guests in the channel instead.

Poll 76 Timeline

So, what’s left in Poll 76, and when can we move on to Poll 77?

We’re pleased to announce that there are only a couple of jobs left.

The first is Poison Dynamite, a new item that should help certain restricted accounts access more of the game. The development work is complete, and the testing is nearly done – but there’s a couple more steps to go. We want to conduct an internal playtest among the Old School team before bringing Poison Dynamite to an open beta, where you can all explode stuff to your hearts’ content.

As it stands, we plan to host the beta a few weeks after Raids 3 launches. The aim is to make sure that Poison Dynamite is in-line with expectations and that there are no unexpected consequences for those most likely to use it.

The second job is further Clan Hall upgrades, including the Combat Ring and the Party Chest. The Party Chest in particular requires further work to make sure it delivers the experience we’re hoping for. Once this work is complete, both upgrades will go through testing before being assigned a release date.



Other Changes

  • Fixed a rare issue where some pets weren’t automatically insured. In this instance, if a player had an uninsured pet in the Bank with placeholders disabled, and that pet was also not marked in the Collection Log, the pet would be marked as uninsured. We recommend double-checking with Probita if you think this issue may have affected your pets, or if you believe your pet should have been automatically insured and it wasn’t.
  • The Redemption Prayer no longer drains Prayer Points after it turns itself off. Bit overzealous, that!
  • A few flowers by a house in Ardougne have outgrown their pots and been planted in the ground, allowing safe passage for any passing adventurers.
  • Sister Senga will now reluctantly allow you to fight Phosani’s Nightmare without having defeated the Nightmare first. Just be assertive about it!
  • Worlds 490 (USE) and 507 (UK) have been given the activity 'Guardians of the Rift'.


Mobile Known Issues

Since the Clue Scroll Helper update, there have been a few reports of new bugs on mobile. This typically happens when we are deploying a heavy update on the mobile client and we'll be working on any bugs as they arise, so thank you for all your reports!

The following bug fixes launched last week:

  • Entity highlights are working as desktop highlights on mobile clients.
  • New tooltip UI opens to the right and down, regardless of screen position.
  • Top left text is appearing as expected on mobile devices.
We’re aware of the following issues and working to fix them:

  • Haptic feedback (vibrations) no longer works on 207.2.
  • Skill XP Tooltips are still displayed after switching tabs on mobile.
  • Chat Box can become unusable.
  • External keyboards are having issues on iPads.
  • The trolley in Garden of Tranquillity does not update after placing a certain statue on it.
We’ll be prioritising the most impactful bugs and will keep you updated on the latest fixes as we make them. Thanks for all your patience as we work on enhancing the mobile experience!



Discuss this update on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Arcane, Archie, Argo, Ash, Ayiza, Boko, Brow, Bruno, Curse, Daizong, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, John C, Kandosii, Katies, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nin, Nylu, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Soffan, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.
...