ScrewUp - Intestz
“It may look like just a big cat while sleeping but a sleeping lion is still a lion, please don’t pet them...”


Garden of the Sea (VR) - [NeatCorp] RomanLionz
We've added a TON of new items to the merchants storefronts, so get out there and SPEND SPEND SPEND!



New stuff:
  • Plant stand cactus
  • LeafyBed
  • Sunchair
  • Several New Styles of Wall Stitchart
  • Wall shower
  • Washing machine
  • Bathtub
  • Wall divider
  • TvBench
  • Bamboo Mirror
  • Bamboo Shelf
  • Bamboo Wall Seperator
  • Clothes line
  • BeachUmbrella
  • Rainbow Rug
  • Coffee Maker
  • Cutting board
  • Iron
  • Ironing Board
  • Laundry Machine
  • Microwave
  • Rainbow Rug
  • Toaster
  • Welcome rug
  • Coral Carpet



We can't wait to see your homes all decorated up and cozy.
//The Garden of the Sea team!
iRacing - OverdriveAlex
This Patch contains some updates and fixes for the 2022 Season 4 Release.

You can find the Release Notes for this Patch below, or on the iRacing Forums here:
https://forums.iracing.com/discussion/29283/2022-season-4-patch-1-release-notes-2022-09-14-02#latest



2022 Season 4 Patch 1 Release Notes [2022.09.14.02]
This Patch contains several updates and fixes for the 2022 Season 4 Release.


iRACING UI:
--------------------------------------------------------------
General
Fixed an issue where the UI Scale value was resetting to 100% regardless of what the real value was after reloading the iRacing UI.
The error message a user receives when attempting to launch iRacing using unsupported operating systems has been updated. iRacing requires Windows version 8.1 or newer.

Hosted Racing
An error message now appears when entering the incorrect password for a private Hosted Session.

Results
Fixed an error that could occur when downloading Results.

Paint Shop
Fixed an error that could occur when selecting to use a custom paint pattern.


SIMULATION:
--------------------------------------------------------------
iRacing Forums
Forum moderation tools have been updated.
- - All iRacing Members Forum protests should be handled through the official iRacing Protest System.

Servers
The "Race Farm" field on the Info tab of the Session and Replay screens now include the appropriate "ipv4" or "ipv6" prefix for the race server farm name, based on how the Simulator connected to the race server.

Race Control
For the Tire Compound Change Rule, fixed an issue where the pace car indicated it needed to change its tire compounds, or it would be disqualified.
- - Fear not, it is safe from disqualification for not changing its tires.

Engine
Reverted a change that was disabling the auto-pit-speed-limiter during gridding and parade laps.

New Damage Model
Fixed an issue where damage was being distributed incorrectly to nearby mounts.
Fixed an issue for when a structure yielded to impact forces it was incorrectly calculating the deflection, causing too much damage. In particular, deflection of the other stronger object was taking far too much damage.
- - This was especially noticeable for the front wings of the Mercedes-AMG F1 W12 E Performance.
- - As a result of this change, all vehicles using the New Damage Model have been rebalanced for improved performance and realism.

Audio
For the LFE system, improved the engine RPM effect.
- - A low-pass filter has been added to reduce noise and a graduated RPM scale has been added to help keep the frequencies in the range most shakers can operate at, while still remaining harmonic with the sound of the engine.

Virtual Reality
Fixed an issue where Varjo headsets were not working correctly with OpenXR.
Fixed an issue where the view could flip upside-down when tracking is lost for Varjo VR users.

User Interface
Fixed an issue that prevented text elements from momentarily blinking, such as the Best Lap indicator.


CARS:
--------------------------------------------------------------
<Car Class> NASCAR Classic 1987 Cars
iRacing setups have been updated.

ARCA Menards Chevrolet Impala
Engine sounds have been completely updated, for all camera views.
Cowl tape position has been adjusted on the custom paint template.
Fixed a texture issue with the grills on short tracks.
iRacing setups have been updated.

Audi RS 3 LMS
Rebalanced engine torque for within the Touring Car Class balance.

Dallara IR18
For the New Damage Model, increased break limits for wheels based on Members feedback.

Global Mazda MX-5 Cup
iRacing setups have been updated.

HPD ARX-01c
Fixed a texture issue with the fuel boom.

Hyundai Veloster N TC
Rebalanced engine torque for within the Touring Car Class balance.

iRacing Formula iR-04
Fixed an issue where the display was not working correctly when the New Damage Model was not in use.

Lotus 79
Glass has been added over some cockpit gauges.
Fixed a texture issue with the engine cover.
Fixed an issue where some cockpit switches appeared duplicated from some camera views.

NASCAR Buick LeSabre - 1987
Re-centered the Buick logo on the rear of the car.

Porsche 911 GT3 Cup (992)
Brake pressure bias adjustment range has been narrowed to between 40% and 60%.

Porsche Mission R
Some of the highest frequency engine sounds have been tuned down slightly.
For the New Damage Model, updated the nose, hood, sides, and mount break limits to prevent explosive collisions when impacting a barrier at maximum speed.
Fixed an issue where the brakes were incorrectly disengaged when no throttle was applied while in Drive gear.
Tire pit service duration has been reduced by about 7 seconds.
The rear wing outer parts have been moved to the “car_decal” layer so they may be edited in custom paint schemes.
Rear swing arm textures have been updated.

Williams FW31
Drivers of this car will now use the appropriate helmet style.

[Legacy] Riley MkXX Daytona Prototype - 2008
Fixed a texture issue with some pit crew gear.


TRACKS:
--------------------------------------------------------------
Hockenheimring Baden-Württemberg
The DRS Zone has been relocated from the pit straight to the straight after Turn 1.

Indianapolis Motor Speedway
(Road Course) - Turn 6 exit curbing has been updated.
Some environment textures have been updated.

Las Vegas Motor Speedway
Smoothed a bump at pit entry.

Lucas Oil Speedway
Barney, Legendary Flagman, has been rotated to face the correct direction.
Catch fences may now catch.
The pace car entry line has been shifted forward slightly.
- - This should alleviate an issue with an early green flag.

Nashville Superspeedway
Some painted lines have been updated.

Rudskogen Motorsenter
Tire walls, tree shadows, and rocks have all been updated for improved graphics performance.
A variety of glass textures have been updated for improved graphics performance.
Fixed an issue with shiny rocks at certain graphics settings.
Updated the draw distance for some tire walls.

Talladega Superspeedway
Fixed an issue with a stretched asphalt texture in the Talladega logo.
Fixed some issues with wall logos.
Fixed some issues with dashed pit road lines.



Satisfactory - Uzu
Hi Pioneers!

Hello again everybody, here’s another small patch inching us closer to EA release, mostly UI fixes and a fix for a really annoying crash with no crash report that seems to be affecting some of you.

If we introduced any new issues or are forgetting anything please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP

See you all again very soon <3

BUG FIXES
  • Potentially fixed the no callstack crash related to the navmesh (This time for real™️)

UI
  • Updated Geyser icon
  • Updated Compass visibility
  • Fixed Equipment icon in HUD flickering when equipping an item for Clients
  • Fixed some visual inconsistencies for the schematic rewards in the HUB
  • Fixed Markers and Stamps placed on the map disappearing when reconnecting to a Dedicated Server
  • Fixed Markers and Stamps not saving properly on Dedicated Server
  • Fixed issue where the shopping list buttons would show up incorrectly in the Build Menu
Crusader Kings III - PDX-Trinexx
Today we have released Update 1.7.1 which includes a lot of changes to issues that you have been reporting and a few that we found on our own!

► Discuss this update on our forums!



1.7.1 CHANGELOG

AI
  • AI can no longer hire and fire court position in the same decision cycle, this should fix the issue where AIs could end up in massive prestige deficits

Balance
  • Slightly relaxed requirements for Reviving Taltoism to make it not entirely impossible in 1066
  • Crusade Targeting - Fixed so that Crusades check for current military strength when excluding target kingdoms instead of max military strength
  • Crusade Targeting - Completely rebalanced Crusade Kingdom Selection; while Jerusalem will still be the most attractive target (for Christians), there will now be much more variation in targets and a faith will tend to defend what is assigned to be their Heartlands to a much greater degree
  • Crusade Targeting - Distance is now a much greater factor when determining a crusade target
  • Crusade Targeting - Catholic Crusades are now much less likely to select a kingdom in the African interior, and slightly less likely to pick a north African kingdom (if the Holy Land is taken, we want the crusades to focus on going deeper into the middle east rather than to die from attrition in the Sahara)

Bugfix
  • Crusade Targeting - Fixed so that Crusades cannot target an area below 5 counties in size
  • AI House members in Feuds will now be much more likely to start schemes against their enemies
  • Characters will now be more reluctant to allow Feud enemies to raise their children
  • Characters will now be more likely to join schemes against Feud house members
  • Added explanation of score tooltip when ending a Feud
  • Feuds can now only be started against Houses with at least 5 adult members and with Heads within one title tier of your own
  • Added 25 year cooldown between Feuds
  • Reduced frequency of Feud start events
  • Added explanation of Feud reward modifiers to encyclopedia entry
  • Fixed Feuds starting from murders where the murderer is still a secret
  • Fixed an issue where Unpredictable Economical AI's didn't build enough new holdings
  • Handle dead/alive for memories more consistently
  • Fixed an issue where Cautious Economical AI's weren't cautious enough in the early stages of the game
  • Fixed yearly.9110 missing an equals sign, also adjusted down dynasty prestige
  • Fixed a missing equals sign in the Loyalty trait definition
  • Fixed bp1_yearly.5704 missing an is_adult check
  • Fixed pilgrimage.6007 so it does not fire for blind characters
  • Fixed issue where Feud scale tip tooltips would be repeated
  • Added additional missing checks for the A Man in Our Bed event
  • Fixed missing adult and other checks in the A Man in Our Bed event
  • Fixed Guanche Vaulter Infantry leaping across the world as mercenaries
  • Fixed rivals not being less likely to accept alliance proposals
  • Fixed Vengeance event firing alongside At My Mercy for Norse characters who captured a rival in battle
  • Fixed incorrectly displayed/repeating Coat of Arms during longer sessions

Localization
  • Fixed MAX_RECURSIVE_DEPTH error in Chinese localization
  • Fixed grammar of Ibn Marwan of Badajoz's bookmark character

With that out of the way, keep up the reports, keep checking out our socials for further info, and we will keep working hard on our next updates and news for the future!

Enderal: Forgotten Stories (Special Edition) - overdev
Walked blessed people of Enderal!

The Hungarian translation was just released for Enderal Forgotten Stories Special Edition.
Thanks to Baroness and her team for the translation.

If you missed it in the last patchnotes, then it's worth mentioning the polish version which was also released. We are thanking Anna Łagowska, Szymon Wrzos, Bartłomiej Jabłoński and the rest of the contributors for this translation.

Have fun exploring Enderal :)
Showgunners - Good Shepherd Entertainment
Hey Community!

Many of you have been asking about gameplay and have questions about Homicidal All-Stars. We got you. Last week we premiered our first weekly live stream HERE where we showed off part of the Demo from Gamescom.

Thursday Sept 15th at 20:00 (CEST) / 19:00 (BST) / 11:00 (PDT) we join in-game announcer Joe Stern (Jonny Loquasto) and Lead Designer Jan Rawski to show you more and talk about level design. Ask your questions here now and/or jump on over to chat

LIVESTREAM HERE

Foretales - wwaza
Hear Ye, Hear Ye,
The trouble for Volepain start today on PC and Switch



After 3 years of development, we are exited to let you play our narrative card-game.

Foretales offers a unique take on the card-game genre, with a multitude of playstyles and story paths through which you can save the world… or bring about its end.

Set in the rich and strange world of the Harde Republic, unravel the mysteries of the Nymphants and discover the macabre plans of a nefarious Cult.

Make allies, assemble your party, fight in turn-based card combat, stealth or talk your way to forge your destiny.
The stakes are high and every choice matters, what path will you take?


We look forward to having your first feedback!

https://store.steampowered.com/app/1170080/Foretales/


Want to join the Foretales community?

Check out our social media on the Linktree!
Imperiums: Greek Wars - Kube Games
This part of our Spotlight series was not originally in the schedule. The Spotlights should focus on mechanics and features that significantly affect the game play and contribute to greater immersion, replayability and player engagement. This Spotlight however is about features that we did not intend to implement in Rome vs Carthage, but were added as a sort of after-thought when we got convinced that without them the game will just not be „perfect“ :)



IT projects in general and indie game development perhaps even more so, are notoriously known for being almost never completed on time. Unforeseen delays must be always planned for and discipline must be exercised by the whole team if we are serious about our roadmap and schedules. But every now and then we get an idea that is just SO great that we have to suspend our strict rules and implement it (just this once! … until the next time, of course :)).

They are rarely game-changing mechanics as they would probably need a lot of time for implementation (considering that we have to make sure that it fits the structure of the game core and will correctly and logically interact with all other mechanics and features). Yes, you could say that these additions are the icing on the cake ... nothing major but it will make the game more fun, interesting and definitely more enjoyable.

So, what ideas kept us awake? Let’s hear from Pavel, the master of self-discipline:


#Discussions_QuoteBlock_Author
Every good game designer should have a clear plan what features and mechanics are to be implemented and how they will interact well before he starts coding. The whole construction should be clearly visible in his mind. Based on this, he can make a good estimate of completion time. But in the spirit of Imperiums games, we have to be prepared for the unexpected :)

It is natural that as the game grows under your hands, you suddenly see improvements that would make the game flow smoother, be more fun, more interesting … But any additional work necessarily requires more time to complete the game. I am not only talking about the development itself, but balancing, testing, tweaking and here, you really have to exercise iron discipline to be able to judge what you can afford to include within the current schedule and budget, and what simply has to wait till the next time. We, too, had to learn to be realistic.

The times when we got carried away are gone. We often learnt the hard way that we have to be systematic, otherwise we trap ourselves in a vicious circle of never finishing, constantly fighting the feeling the game is not complete. Saying that though, sometimes you just can’t resist :)
Whenever there is a suggestion for something new to be implemented above the original plan, we weigh carefully how much the implementation will delay our schedule and how big any changes to the game core would be and only when these factors are acceptable, do we start working on it.

This Spotlight is dedicated to those features that we did not include in our plans for Imperiums: Rome vs Carthage, but they did make it in nevertheless.

First came two events that are iconic for the ancient Greek and Roman eras and were already part of the Greek Wars campaign. Again, you will be able to build the famous Colossus that will earn you additional Influence. As before, the construction can only be started by using a dedicated state decision when you meet all the conditions. There can only be one Colossus in the game and the AI factions are capable of building it as well.

The second event is the Olympic Games, by far the most used and liked event in the Imperiums campaigns. Considering that one turn in Rome vs Carthage will last half a year (contrary to Greek Wars where it lasts one quarter), it will be possible to join the Games every 8th turn. In order not to make this mechanic a game-changer but rather an interesting gamble, the fee to join the Games was lowered and so were the potential winnings. You can spin the Wheel of Fortune without jeopardizing the state coffers.

Now the real new additions.

Apart from the Colossus, one more world wonder was added, the Lighthouse of Alexandria that we simply call "the Great Lighthouse" (because it might not be built in Alexandria :)).
The historical lighthouse was not built at the time when our campaign starts which gives room for any faction around the Mediterranean to build this great structure. Similarly to Colossus, the Lighthouse can be built only once in the game, rewarding you with additional Influence and significantly reducing trade loss on all trade routes to 50%. This means that you will save a great deal of resources on overhead costs, the same applies for states trading with you. That naturally increases the interest of other nations in trading with you, giving you a great advantage in international trade.

It would of course be great to have more world wonders in the game, we stuck to these two, simply to stay faithful to history. Only these two were built more or less in the time of our campaign.

Two more historical events are the latest additions to the game. Although we focused on this whole feature in one of the previous Spotlights, these two events have not yet been implemented:)
Both are dedicated to the famous military campaigns of Pyrrhus of Epirus, one to southern Italy and another to Sicily.
Similarly to other historical events, they are semi-scripted, triggered by a set of pre-defined conditions that ensure that the events logically fit the current situation. If the Greek city of Tarento in southern Italy is threatened you can see Pyrrhus aiding them, as well as his landing on Sicily to try to push the Carthaginian oppressors back to Africa.
Our goal was to add to the feeling of historical authenticity, increasing immersion.

Finally, there is a new quest inspired by a historical event to spice up the game. After the death of Alexander the Great, his body was sent to Macedonia, only to be hijacked on the way by Ptolemy and brought to Egypt with great honors.
We have placed the tomb of Alexander with his corpse, in a mausoleum in the city of Memphis in Egypt. Ownership of the sarcophagus generates an extra income of Influence every turn, as it is a matter of great honor to guard the remains of the great strategist. Following Ptolemy’s example, anybody can try to steal the body.
There can be only one Alexander’s Mausoleum on the map and any faction that wants to keep the sarcophagus must send a General to the place where the body currently rests, steal it and bring it to their capital within ten turns. If the mission is successful, a new Mausoleum is built with a significant increase in relations with all the other Diadochi.
The quest can be repeated many times until a General does not manage to get the sarcophagus to the capital in time or is killed on the way, in both cases the body is ruined and lost forever.
What do you think, do you find these additions as great as we do? Do you have any other similarly great suggestions? We won’t be able to implement anything new to Rome vs Carthage anymore but they can inspire future feature(s).

The release date is coming close so wishlist the Imperiums: Rome vs Carthage DLC to get the launch discount and spread the word if you can. We really appreciate your support and are looking forward to hear you comments.

https://store.steampowered.com/app/1839160/Imperiums_Rome_vs_Carthage/
Yours,
Kube Games team.
Warlander - [P] Dave
Greetings Warlander!

We have released a small patch that fixes a few community-identified issues.

Fixes
  • Fixed an issue where the game will not start if the installation path breaks due to specific characters being included. This is related to Sentry Anti Cheat issues and should solve the install and launch problems.

  • Shortened the maximum waiting time to load data when starting a match.

  • Fixed an issue that caused the load-out screen to become inoperable when an error occurred.

Your feedback is greatly appreciated!

To report technical issues please create a ticket with PLAYER SUPPORT

To suggest features or report bugs please head over to our FEATURE UPVOTE SITE

Your Warlander Team
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