World of Tanks - The Dot
The Outpost is the latest location to appear in the game. Although this map is brand new, it may already be familiar to many curious tankers who took part in Recon Mission 2021, in which Outpost became a fan favorite. Now it's here to stay with improved visuals, fine-tuned gameplay, and a powerful soundtrack. Let’s look, learn, and listen!


Enjoy the Views

During Recon Mission 2021, the focus was mainly on the gameplay of Outpost. However, over this last year, our art team has done their best to scale up the appearance of the map and give it more character. Thanks to all of the new special details, we were able to give Outpost a look that fits more closely with its approximate location in Central Europe (with maybe a slight turn to the East). Check out the map’s vistas below.



[expand type=details]



















[/expand]
Play in Various Ways

Outpost is a summer map with lots of open space. It has multiple gameplay zones, allowing every vehicle type to shine and every tactical approach to be tried out. Each zone has its own unique landscape and special objects so you always know where you are on the map. The main landmark is the castle on a hill, which dominates the entire location.

                                                                     
      
I would suggest you play carefully and avoid doing risky rushes, as your teammates might not be ready to support such ventures on an unfamiliar map. Besides, it has a lot of open space where you can attract some unwanted attention of the enemy TDs. Start out defensive, secure the urban area with your heavies and make sure you are working as a team!

PeacefulSoldier, WoT Steam Community Manager
Hear the Story

The Outpost soundtrack really highlights its location somewhere in “Central-to-Eastern” Europe. The theme is based on a traditional song called “Ederlezi” and it starts with solo vocals—in our vision, those of a young girl who holds an old music box and reminisces about her grandmother. The symphonic orchestra (especially the percussion section) and the folk choir spin this story into a powerful and moving tale.

Go check out everything this new map has to offer, Commanders!
Sweet Transit - Cocoseinius
Limitations

Hello again, everyone!

Last week's focus was mostly on limitations. Sweet Transit has different kinds of challenges which means that some limitations will always be there such as a single warehouse. A single warehouse forces good station designs as most traffic will be directed to that point and that challenge constantly evolves the more you expand. There are plans for difficulty settings that will allow players to customize their experience while disabling specific achievements. But some limitations were not adding much apart from limiting how players can play and I have tackled some of them.


Expansion

Villages had a limited build range. Now it is possible to expand indefinitely while growing your population and it works really well with new station distance calculations. Later I will have to take a second look at the population limitations balance.




Relocation

Many newer players had problems with workers not going to their stations. This usually was caused because a village had reached its growth limit either due to the max population limit or there not being enough work for the current inhabitants to attract new inhabitants. This resulted in players trying to build new houses to fix this problem which did nothing as nobody wanted to move in. Now people will relocate inside a village from residences with no work to residences that need workers in nearby stations. This will make village growth more natural and as a bonus with fewer problems that do not add anything fun to the table.


Roads

The next change is enabling road building under a bridge. This should lead to more interesting village designs having more ways to connect everything. On top of that, I have added a small QoL feature that allows building bridges on top of roads without removing them beforehand.




Production

Build distance limitations are removed and only Warehouse keeps that rule. Placing farms and other production buildings inside of a village will be possible. It was a natural choice after allowing villages to expand their build range. With this change, it will be possible to connect production structures with roads directly allowing to pass workers and manage goods. However, this will have some downsides such as attractiveness and smaller growth due to fewer workers needed. For the next week I will continue working on this adding a pollution system and a new incentive to have trains delivering goods tied to the progression system.

The image below is a valid bricks production setup. Coal is being supplied to the village and brickworks, and bricks are produced while getting clay via roads. A village just makes sure that enough workers are in those workplaces.




Fertility

Now tiles will hold height, resource and fertility information to provide more control over how farms and factories can be placed. This will be more strict to motivate the usage of the train. Map generation will also be iterated.


Rail Remove

Rails and signals can be removed in a box drag mode. Some wanted a universal box remove tool as well and I am looking into that.




Optional Destinations

I have added an option to mark destinations as optional. This works by testing wait conditions beforehand and deciding based on that if the trip is needed.


Zoom

Finally, for mostly widescreen players a better zoom-out option will be available in the settings. I have implemented new systems for culling and distance-based occlusion to keep performance impact minimal.




Until the next week!
Aug 31, 2022
TurboMania Fog Racers - executioner0
Changelog:
- implemented new outline effect over AI vehicles ( work in progress, not final )
- further game stability improvements
- improvement in vehicles behaviour, when vehicles run into a barrier
- other small changes & fixes
Rento Fortune: Online Dice Board Game (大富翁) - Lan Games Ltd
Tournaments have been improved a lot!
You can now see all tournament rooms and you can watch the games and see how long until a table finishes.

You can also see who is waiting for the next match table.

Cheers
The Pegasus Expedition - FQ_Dominik
Greetings, Directors!

It's Dev Diary time! Allow us to guide you through The Pegasus Expedition's combat system!

Previous installments:

A woeful reality of our expedition to the Pegasus galaxy is the inevitable need to attain the resources of new star systems to secure humanity’s future against the Colossals. Through the effort of countless fleets and thousands of military personnel, players will be able to wage war for both new star systems and to defend their own.

In the Pegasus Expedition, we wanted to have the game’s battles fit the game’s theme of overarching galactic leadership. Players won’t be micromanaging each ship individually, but giving preliminary orders safely from afar, as any high ranking personnel would.

As long standing fans of the grand strategy genre, we wanted to avoid the tedium and “stack of doom”-meta so many fans are familiar with in many similar games, so we took a fresh approach by taking inspiration from modern, more automatized strategy games, and combined that with various strategic and tactical elements, tuned to the right amount through testing and a large amount of iteration.



Battles don’t begin immediately after moving fleets, but players can complete their maneuvers on the Galaxy Map before initiating combat, as long as it’s initiated before ending the turn.

When doing so, conflict can be either resolved manually, or autoresolved. Players will also have to choose which fleet will engage the enemy first. If the attacker is repelled, combat will continue until all attacking fleets have been repelled.



When combat begins, the fleet admiral will be waiting for commands. A set of strategies, varying based on whether the player is attacking or defending, are presented to choose from. Each strategy can affect a fleet in various ways, including their combat capabilities, the number of units they separate into as well as their angles of attack, which players can also rotate as well. After a strategy has been chosen and combat begins, the fleet will separate into units and try to execute the given strategy as best they can.



After this, the player will be able to order the fleet's flagship to fire various ordnance, as well as give overarching tactical commands such as telling the fleets to run the enemy down or stand their ground. As said, single fleets aren’t micromanaged, and the player is only giving orders from afar.



That's all from us today! Please, feel free to join our Discord server and let's chat more about anything that comes to you minds!
SUPREMACY: WORLD WAR 3 - Maxim
+ + + + UPDATE + + + +

Introducing: World War 3: Squadron Cycle! This new scenario puts a big twist on your regular World War 3 map, where the starting unit setup gets changed every couple of weeks, providing you with new experiences every time you play. Our first variation on the starting setup will include a spec ops and UAV in every capital city. This covert setup is perfect for some stealthy invasion early on, with the Air Superiority Fighter being removed to let the UAV fly unimpeded in the early game.

 

But that’s not all. Check out our other changes and fixes coming with this update!

 

Changes:

  • Air Assault can now be cancelled before it actually lands

  • Coalition names must contain at least 3 characters and are limited to only letters, numbers and whitespaces

  • The Amphibious Vehicle now has its own independent tech tree for all 3 doctrines

     
Fixes:

  • Fixed an issue where planes could patrol outside the boundaries of a map

  • Fixed a bug allowing units to be mobilised with only partially constructed buildings available

  • Fixed missing coalition names in forwarded diplomacy messages

  • Miscellaneous sound fixes for buildings
Aug 31, 2022
Cybermere - Player 1


Hello everyone!

We are glad to announce version 1.4 of Cybermere.
This build includes all the features, mechanics, graphical and sound improvements that were intended for the game since the launch in late October last year. Many bugs and oversights in the game were fixed and implemented during the last 10 months. To be more precise, we fixed 16 critical, 41 major and 77 normal/minor bugs, not including all new features.

This concludes changing the game in any major way in the future. If we find an edge case bug or a reported bug that we can fix, it will be in a potential next patch.

Thank you for your patience and we hope you enjoy the game.
Its really good now.

Cybermere 1.4 changelog :
  • New soundscape system and improvements
  • Tutorial UI improvements
  • Probe mechanic upgraded(recall mechanic)
  • ICE UI improvements
  • Server connect UI improvements
  • Ghost driver UI improvements
  • Textures improvements

https://store.steampowered.com/app/1697790/Cybermere/
눈 떠보니 임진왜란이었다 - Back To the Joseon - [Kor] caprices
Back To The Joseon will be launching at 7 Sep.
I apologize about that it is delayed.

I'm trying to check again before the launching day.
Thanks a lot.
Builders of Greece - Julian_Hype
🏛️ Greetings, mighty Builders! 🏛️


Any ruler who wants to go down in history 📚 should get acquainted with the "Ruler's Manual" series! Why - you ask? Well, in the following entries we tell you about how to make your Polis wealthy, safe, and as prosperous as possible. And believe us, it's not as easy as it may seem!







...and talk to the community and developers about the game!


Okay, let's get to the point, shall we? Today's topic is of crucial importance to the well-being and even the very foundation of your city.

Raw resources - as we are going to talk about them - are not only the building blocks of your Polis, but also food for its inhabitants, crafting materials for its artisans, tradable goods for its merchants, and much, much more! Before you start collecting them, however, you must first get to know them... 🔍


Edible resources


Without them, your Polis would be a ghost town. Constant access to food is something that every ruler must take care of 🍗 Edible resources include those coming from your farms, such as Olives, Grapes, and Wheat, which after proper preparation can find their place on the tables of your loyal citizens. However, this is not their only use! Example? Sure! Olives can be turned into medicines, perfumes, and bakery ingredients, Grapes are the basis of wine production, and Wheat, apart from the bread and tiganites bakery, is used in the brewery, stable, or goat and cattle farms. Quite useful, aren't they?

Other resources in this category are materials of animal origin. These include Poseidon's gift in the form of fish and milk that can be later processed into tasty, coveted cheese 🥛 This is a good moment to mention, that the varied diet (and that means providing yourself with several different sources of raw edible resources) makes your subjects happier and more cooperative - keep that in mind while planning your production network! 🤔





Building resources


When your subjects' bellies are full, you can take care of giving them a roof over their heads. To do this, you will need... (surprise, surprise) raw resources! Among the most important of them, we can name Wood and Stone. 🌳 On the one hand, you will need a lot of them - and we mean - a lot. On the other, they are quite easy to collect and process. All around your city, you will find lush green forests as well as stone fields full of materials just waiting to gather them. To do that, you will need the Quarry, Woodcutter’s house ⛏️ and a bunch of strong workers!

With access to these building materials, your builders will be able to start their work. Ensure you have sufficient supply of Wood, Stone, and (later on) Marble, because they can be used in the production of many, many other goods. When the axes and pickaxes finally go into motion, your city will have everything it needs to grow and flourish! 🏛️


Mineral resources


It's time for a bit more sophisticated materials that can be used to make luxury goods such as jewelry, weapons, tools, and many others ⚒️ In order to get them, you'll have to dig them out of the ground! Clay, Tin, Copper, Silver, and Gold are valuable resources that can be used in dozens of different ways... A wise ruler will see them as a valuable commodity for trade or a way to please the richer part of city dwellers. We believe you will find several other uses for them as well!





Without raw mineral resources, your Polis will not reach a higher level of development and will remain just a small, provincial city. And this is not our goal, is it? Be sure, to carefully browse your territory and find suitable places to build your mines and other gathering stations 🗺️ Sometimes different kinds of resources emerge from the ground, and you can always read it as a sign, that there is something valuable down there! These could be silver, copper, tin, or even gold deposits, and clay or marble fields. Try to get your hands on them as early as possible because they always come in handy at some point in your reign - and as we know, it's better to be prepared than sorry!


In the following parts of the series, we will return to you with descriptions of many other important mechanics and tips that will help you become the greatest ruler of all time! As always - stay tuned.

Add Builders of Greece to your Wishlist
https://store.steampowered.com/app/1273100/Builders_of_Greece/





Have you heard about our other game - Gimle: The Broken Prophecy?
https://store.steampowered.com/news/app/1765920/view/3094530081460580414

Vampire Clans - Ragnacode
Hello Vampires! In this devlog, I want to show you how you can upgrade Vampires' base, craft items, and resources.

First, we improved the inventory and chests system to allow players to manage their resources in the base better. Also, now there is a warehouse on the base, where vampires can store and share all their resources.




We also added a crafting system that allows players to craft new items in various crafting stations. Now, to upgrade or build a room you need special resources which you can get in Paris streets or you can craft them in your base. To do so, you need to place a crafting station in one of your special crafting rooms (smithy, workshop, etc.), grab the required resources, and then send one of your servants to craft whatever you need. It takes time, but once you order the servant to work, he will be doing this as long as he runs out of resources. During this time you can do whatever you want, e.g. send your vampires to hunt some fresh blood. Everyone in your base can work on their own.





I mentioned crafting stations before - those are upgrades that you can build within the rooms. Every room has its own set of available upgrades and there could be more of them than space in the room (so you may need more rooms of the same type, or expand the existing one). Every crafting station unlocks new items to craft, they are necessary to expand your clan!





Tell us what you think about this update on our Discord channel. Feel free to share your ideas and suggestions.
discord.com/invite/Q7gQde9wR8


...