World of Tanks - The Dot
We’re ready to add an entire Italian tank destroyer branch to the game, Commanders!

This branch will consist of six researchable vehicles, from Tier V through Tier X. Starting from Tier VII, all new TDs will have strong frontal armor, excellent gun depression angles, and an autoloader with unusual implementation as a unique gameplay feature. Read on to find out more!

Italian Tank Destroyers: Well-Armored, Dangerous, and Unusual

Researching the new branch of Italian tank destroyers starts from the Tier IV P26/40 medium tank. You will need approximately 12,650 XP to unlock the branch-opening vehicle, the Semovente M41. Almost all of these Italian TDs existed as design projects, and some of them even had physical prototypes. Thanks to surviving blueprints and archive materials, we've taken these forgotten concepts to the next level and recreated six historical in-game machines as they might have existed in real life.













This new branch features decent frontal armor and excellent gun depression angles. You would probably expect these vehicles to be equipped with an autoreloading system, as well, like Italian medium or heavy tanks. But here’s the big surprise: High-tier Italian tank destroyers come with a magazine loading system that offers up a completely new playstyle! We’ll give you more information about this mechanic using a Tier X vehicle as an example. But let's first take a look at the lineup!

The Semovente M41 and the Semovente M43 Bassotto

The new branch kicks off with the Semovente M41, which is a Tier V transitional vehicle. It is equipped with a non-rotating cabin instead of a turret, as well as a 75 mm gun. With a 350 m view range and great concealment values, this vehicle is a born Tier V master of camouflage and offers exciting stealthy gameplay.



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Sitting at Tier VI, the Semovente M43 Bassotto is somewhat of an improved version of the previous vehicle. It can brag about a more powerful 102 mm gun with good accuracy and penetration values. Alternatively, you can equip the 105 mm Tier VII gun with HE gameplay. The vehicle’s frontal armor is also more solid. Both vehicles are rather slow and rely on a stealthy playstyle using their great concealment values.



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The SMV CC-56

The next Italian newcomer is the SMV CC-56, which is noticeably different from its predecessors. Starting with this TD, the branch begins to take on its main features, offering you an idea of what the gameplay of the high-tier vehicles will be.

The SMV CC-56 is equipped with a rotating turret but limited turret traverse angles (30 degrees to either side, 60 degrees in total). The turret and frontal armor are quite solid, so you can rely on them in close-range combat. However, what makes this vehicle so dangerous is its 105 mm gun that features an autoloader with a non-standard configuration (more on that below), as well as good depression and elevation angles (–10/+20 degrees).



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The SMV CC-67

Now for the high-tier tanks! Let’s start with the menacing SMV CC-67, which embodies all the finest qualities of Italian tank destroyers. This vehicle also has a rotating turret, but its turret traverse angles is an impressive 70 degrees (35 degrees to either side).

The vehicle’s other characteristics are also evolving. The frontal hull and turret armor is even stronger, and the vehicle’s mobility is increasing, as well. The Tier VIII vehicle has a higher top speed, reverse speed, engine power, power-to-weight, and even traverse values. Although the SMV CC-67 can move from one flank to another, it will take you some time, so you’ll need to choose the right direction in battle. Its 120 mm gun with an autoloader and –10 degrees of gun depression make it easier to go hull-down, take a shot, and withdraw into cover for a few seconds so that enemies can’t hit your weak spots.



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The Controcarro 1 Mk. 2

All of the above-mentioned gameplay features continue to evolve, making the Controcarro 1 Mk. 2 an incredibly dangerous opponent in close- and mid-range combat. The vehicle’s partial turret traverse and average mobility are counterbalanced by its excellent frontal armor and good gun handling. Its menacing and high-DPM 127 mm gun boasts 80 degrees of turret traverse angles (40 degrees to either side) and an autoloader that causes 490 HP of alpha damage.



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The Controcarro 3 Minotauro

As the crown jewel of the new line, this Italian minotaur has key battle parameters similar to those of other high-tier TDs, but this is where they reach their maximum. Like its brothers-in-arms, this vehicle has excellent frontal hull armor and few weak spots, meaning that it can easily repel enemy shells and save your precious HP in a one-on-one duel.



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The rotating turret tops out at 90 degrees of total turret traverse angles, with 45 degrees to either side! The gun depression angles of –10 degrees are also good. The accuracy of the 130 mm gun is not too impressive, but its aiming time is very decent for this caliber, especially compared to other heavy tanks and tank destroyers with comparable guns. The penetration values are also more similar to those of heavy tanks rather than tank destroyers. This does not make firing from a long distance very comfortable, so the Minotauro will feel right at home on the front line as a powerful breakthrough vehicle. With its respectable 530 HP of alpha damage, it will perform brilliantly in both frontal assaults and positional hull-down duels, assisting heavies and putting pressure on the enemy in close combat.

The vehicle’s top speed of 30 km/h and its acceleration remain competitive compared to heavy tanks. It can confidently follow other allies to support them on the flanks.

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and skills, as well as special in-game items.


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And now, meet the branch’s real superpower: its unique autoloader!

Not Your Classic Autoloader: How It Works

Unlike high-tier medium and heavy Italian tanks, Tier VII–X tank destroyers are equipped with a drum-type autoloader. However, this is not the classic autoloader that you might play on some popular French vehicles. Let's see how it works using the Controcarro 3 Minotauro as an example.

The autoloader has five shells with 530 HP of alpha damage. The full reload time is 24 seconds, and between shots—surprise! — a whopping eight seconds! This may seem strange on paper, but in practice, an autoloader with these unique parameters is perfect for trying out new tactics and keeping your opponents on their toes.

Always remember that you should treat this vehicle like a standard tank with a normal cyclic gun. Its alpha damage is equal to that of alpha heavies, but with a reload time of eight seconds, it’s faster than many brawlers, such as the IS-7 or the 60TP Lewandowskiego. This means that you can jump into a 1v1 duel and come out victorious, thanks to your huge in-clip DPM—up to 2650 HP!—and excellent frontal armor. One drum is enough to outshoot most of your opponents, even those with large HP pools.

Of course, you will have to pay for all of those shots with a reload that takes 24 seconds. Consider it a kind of delayed penalty for unleashing your devastating in-clip DPM. On the other hand, 24 seconds isn’t that bad. After all, the cooldown won’t take you out of the game for a very long time. Also, don’t forget that you have excellent frontal armor. While reloading, try to face your opponents frontally while hiding your lower plate so they have a harder time punishing you.

If you have a few shells left and the combat situation is favorable (meaning you can potentially do more damage), simply skip your drum to fully reload it. In just 24 seconds, you will have five shells with nice alpha at your disposal. Your rate of fire will probably be higher than that of your opponents, and they won't even know how many shots you have left! Whether or not to reload your full clip will be an easier decision in this vehicle than it would be in other autoloaders, so you will be perfectly capable of quickly adapting as the battle progresses.

This autoloader concept makes the Controcarro 3 Minotauro a unique and versatile vehicle that is sure to challenge its commander. You’ll need to get used to the Minotauro’s temper, but if you succeed, you will have a real king of the hill on any map.

If you are ready to take on this challenge, go ahead! It all depends on you!
Cursed to Golf - Mamas_Johnny


Greetings cursed Golfers,

It's been a week since Cursed to Golf opened its gates to Golf Purgatory and the first thing we want to do is to thank you all. So: THANK YOU! ❤️ It's so great to see you all playing our little Golflike. And thanks a ton for providing a massive bunch of feedback since the release. That's really appreciated! ːsteamhappyː

And of course we want you to have as much fun as possible with Cursed to Golf! That's why the update 1.0.3 is available from now on, featuring a bunch of fixes and changes including zoom toggle, mystery pack card changes and upped cash.

But there is way more - this is the complete change log including all fixes and changes:

Design Changes:

Zoom Toggle
  • New feature - The ability to zoom out has been added.
  • Players can toggle between the default camera and a new zoomed out frame.
  • Birdie Eye camera options unchanged.
Cash Rewards
  • Upped; players will now receive more cash per hole completion.
Mystery Booster Packs
  • Mystery Boosters now have the ability to unlock late game cards earlier.
  • Cost upped - $1250
Blessing Meter
  • Ace Card reward rate upped.
  • “Practice Shot” added to the card reward pool.
Power Meter
  • Animation speed slowed across all clubs.
Angle Meter
  • Animation speed slowed across all clubs.
Curse Trigger UI
  • Opacity changed; when players change clubs or start a shot the Curse Trigger UI in the top-right corner of the screen will lower in opacity.

Bug Fixes:
  • Fixed issue where controller input is unrecognized upon the main menu.
  • Fixed issue where Explorer Boss Cutscene “Short” would play incorrectly.
  • Fixed issue where Hole 16/17 Ace Card chest rewards were incorrect.
  • Adjust position and appearance of the auto-saving icon.
  • Fixed issue where Ace Cards could be interacted with while the “Curse Survived” banner was playing in Cursed holes, causing input issues.
  • Ace Card Chest icons flip immediately after opening them on the World Map.
  • Fixed issue with Course Map not scrolling enough to show all holes.
  • Disabled the ability to fast-forward through the final textbox of cutscenes.
  • Disabled the ability to fast-forward through the Boss “Boon Unlocked” textbox.
  • Increased scroll speed of Course Map when using mouse wheel input.
  • Fixed issue where Eterni-tee hub objects couldn't immediately be interacted.
  • Fixed issue with fast-forwarding Boss golf shots, causing issues.
  • Golf Ball is now destroyed when colliding with the camera collision boundary.
  • Fixed art issue with lava pits in Hole 18.
  • Fixed missing localization text for the Forgotten “Short” intro cutscene.
  • Fixed issue where cutscenes wouldn't pause on the final dialog before a playable section of a cutscene.
  • Ace Card controls UI tip box issues addressed.
  • Fixed issue where the equivalent of "NEW ROUND" in Italian and Brazilian Portuguese localization was mixed.
  • Fixed issue where the Explorer’s “Gimme” wouldn't trigger when going into a Mimic.
  • Force game app into the nearest supported resolution when on a display with an unsupported aspect ratio or resolution.
  • Fixed issue where Golf Ball would fall out of Pipe Rail entrances when fast-forwarding.
  • Fixed issue with camera when using a radial controlled Ace Card at the starting point of a hole.
  • Fixed issue where the Scotsman would sometimes appear to jump forward in position before taking a shot.
  • Fixed issue where Front 9 and Back 9 trophies would sometimes not trigger.
  • Fixed issue where the wrong rewards would be given in Ace Card chests.
  • Master Audio set to 75% by default.
Thank you so much for the ongoing interest and feedback for Cursed to Golf. You folks are purely awesome, each and everyone of you! ❤️

We’ll see you on the leaderboard!
Liam & the Chuhai Labs Team


https://store.steampowered.com/app/1726120/Cursed_to_Golf/
Artist Life Simulator - Nova Oportunia
A few small but important fixes. Most importantly, the Concert Hall (the new building which gives passion) won't consume your friends any more when you visit.

Version 0.10 summary
  • Fixed: Concert Hall won't eat the character that you visited with any more.
  • Fixed: New game couldn't be started if the Windows used non-Gregorian calendar (this was broken since 0.11)
  • Made game intro texts more readable
  • Minor UI tweaks


Aug 26, 2022
Community Announcements - Dobermann
- New shop item: Extra weapon
- Adds the equipments to some Matchmaking game modes
- Slows down the player when holding the flag/oddball
- Fixes an issue with the commendations
- Bug fixes and other improvements
Aug 26, 2022
Silent Love - 福岛信义
The English version will coming soon.
Swords of Legends Online - [CM] Fossilo


Get 25% more with a purchase of Crimson Coins during the Happy Hour!

Running (EU): from 26/08/2022 at 4:00 PM CEST till 28/08/2022 at 4:00 PM CEST.
Running (NA): from 26/082022 at 10:00 AM EDT/7:00 AM PDT till 28/08/2022 at 10:00 AM EDT/7:00 AM PDT.

See you in Shenzhou!
The SOLO Team
EVE Online - EVE Online
Story-Loving Capsuleers,

The narrative prelude to upcoming Factional Warfare changes is officially underway ushering in a new era in EVE development. Arcs act as the driver for introducing new features in EVE while also allowing you, the capsuleers, to interact with the story and in some cases, even impact it directly.

Narrative arcs have become the framework for planning, designing, and implementing Factional Warfare changes with the goal of using arcs to guide future development of EVE’s living universe overall. You can read more about the upcoming Factional Warfare changes in the EVE – A Living Universe Presentation here and in the State of the Union devblog.

If you want to dive even deeper into narrative arcs in EVE, tune into the CCPTV stream today at 15:00 UTC co-hosted by CCP Convict and Uriel Anteovnuecci with CCP Loki and CCP Delegate Zero as guests.

A key goal of arcs is to reflect a changing, living universe with a background that affects many aspects of EVE; one that you can take part in influencing and shaping. Some of you have already risen to the call from the empires’ military leaders and have helped discover and decipher clues scattered throughout New Eden providing intelligence on how events are progressing.

The empires of New Eden have taken their first steps towards fulfilling their agendas in the militia warzones with further plans and responses to their enemy’s activities already underway.

Empire Agendas



With the Triglavian Collective largely confining its activities to the occupied systems of Pochven, the empires are once again competing against one another for territory, resources, and technology. The four empires are central to EVE’s universe and EVE’s story. They are considered the four core pillars of EVE in terms of the content and narrative. Developing a sense of each individual empire having an agenda of its own is an important focus of the narrative design work.

Renewing the tangibility of each empire’s agency and goals begins with the upcoming Factional Warfare changes. The opposing goals of the Caldari State and Gallente Federation will be apparent to players and able to be acted upon to advance and influence their storylines. Similarly, the imperial agenda of the Amarr Empire is opposed by the specific goals of the Minmatar Republic, with these also open for player responses and influences to drive or guide the narrative.

Narrative Objectives



As events move towards changes to Factional Warfare and to the landscape of the militia warzones, there will be narrative objectives that will play a role in shaping the territorial and technological balance of power between the empires. These objectives will be within the framework of the militia warzones and will be affected by the state of play in each warzone, but will have their own gameplay specific to each objective.

Holding space in the militia warzones in and around narrative objective star systems will be important. It will advance the agenda of the relevant empire and the associated gameplay will provide finer scale opportunities for supporters of each empire to advance their goals.

These narrative objectives will provide a key series of events leading up to the changes in Factional Warfare. They will offer a preview of the way that geography and objectives work together to give a more grounded meaning to the actions taken by players in the militia warzones.

The developing Advantage system will in future involve specific content designed to interact with the overall Frontlines and Advantage changes, while providing many opportunities to hook narrative events and objectives naturally into future Factional Warfare gameplay.

Impact and Flow of Narrative Arcs



Narrative arcs in general have a structure that includes events that can be influenced by player activity and events that will unfold as part of the overarching storyline regardless of player actions.

Players have always made the best stories in New Eden, and we want the Universe not only to live up to those stories but also give players more agency to affect the goings-on in New Eden. There is a framework we have to operate within for this to make sense, so players don’t have FULL control of everything.

The narrative structure requires defined starting and ending points for each arc with critical arc-defining events being established to fill out the basic framework. How these events turn out can still be influenced by player action when narrative objectives and gameplays feed into them. An informed player will always know what is at stake, and what they are fighting for.



The present narrative arc and its different threads and objectives will determine certain outcomes, particularly in terms of the technological edge some empires may gain in the context of Factional Warfare.

There will also be opportunities to reshape the map in certain ways in future narrative objectives while the empires themselves may take steps to secure their own grip on key territories. The stakes of each narrative objective and the scope and scale of what will be affected by players will need to be widely communicated.

With all this said, the rollout of the narrative continues and major narrative objectives in the warzones are slowly becoming apparent as the storyline unfolds. Be sure to tune into the CCPTV stream today at 15:00 UTC to discuss more.

If you’d like to keep track of how things are heating up amongst the factions, participate in the storyline, and speculate on how ultimately this will impact Factional Warfare in EVE, you can read in-world news at EVE Universe, follow the #NewEdenNews on Twitter, and keep your eyes peeled for clues.

And as always, fly safe!
Aug 26, 2022
World of Warships - WoWarships Admiral

Commanders! We’re holding a special giveaway with guaranteed prizes!

How to Enter:
  • Leave a comment under this news post before the event ends. 
  • Play the game and get into the top 5 team score five times. Game modes: Co-op Battles, Random Battles, Operations, Ranked Battles.
Prizes:
  • Guaranteed prize: 200 Community Tokens
  • Superprize for 5 random winners: 1x Premium Ship VIII container
Rules:
  • The superprize winners will be picked at random from the pool of all participants.
  • Any comments that break the discussion rules may be deleted or excluded.
  • We will announce the results in this thread on 2022-08-29. The prizes will be awarded within a week.

We wish you good luck and following seas!
Blind Descent - Emrehan


Hey, everyone!

Summer break is over and we are back at work again! Earlier this month, we primarily planned for the future and discussed how this year's development process will take place. This has been very helpful for us as it sheds light on the development of the game. But that's not all that we did.

For a long time, we've been remaking all of our environmental assets to take the game's visual quality to the next level. This is now completed and we have started to import all the assets into the game's project files. In the upcoming months, old assets will be removed from the game and we will switch to higher visual quality assets. We are very happy about the work we've done and looking forward to showing you more in the future!

✏️ COMPLETED PAST MONTH

- Game Design Documentation has been updated dramatically.
- Development plans have been made for the next chapter.
- Two new concept art pieces for new creatures.
- Half of the new environmental assets have been added to the game's project files.

📌 PLANS FOR NEXT MONTH

- All environmental assets will be added to the game.
- All creature concept art will be completed.
- More work on Game Design Document.
- More work on future plans.
- More work on gameplay systems and gameplay experience.

Thank you for being here, have a great day!

Discord: https://discord.com/invite/GeQ926zEyn
Twitter: @theblinddescent
Website: https://blinddescent.net/
Aug 26, 2022
Sky Haven Tycoon - Airport Simulator - mr.gmg
Version 0.7.4.224

Beta version is available in Betas tab(Right-click on Sky Haven in Library -> Properties -> Betas -> beta. In case if version is not shown in the list, restart steam)

* Improvements
- decreased a save file size(saving and loading performance improved)
- improved traffic system simulation performance

* Bug fixes
- fixed stuck luggage loading if an airplane arrives when outbound passengers are already waiting for the gate
- fixed supply bus removing issue
- fixed airplane landing
- fixed only first on demand flight is active after new game
...