Community Announcements - helga.martinkova
Attention soldiers,

We updated the game today, the 3rd of November. Read on our forums.

Arma Reforger Changelog 0.9.6.64

Fixed: Misaligned and mispositioned zeroing setup for M60 and RPG
Fixed: Player penalty system not registering some of the kills
Fixed: Script leaks cleanup when compilation failed during OnAfterCompileScripts event
Fixed: Missing ocean underwater PP for PIP sights
Fixed: Tutorial - No available spawnpoint after resuming the scenario
Fixed: Tutorial - Blinking map in the deploy screen
Tweaked: Normals on RPG ironsights
Tweaked: Character should no longer be able to prone or roll into the water
Tweaked: Character roll while prone only when input is over 50%
Changed: Analytics - Disabled playerSpawn + playerScore + playerDie events
Added: Grass should be flattened in vehicles for passengers and shouldn't clip the vehicles
Creeper World 4 - Knuckle Cracker
Features:
  • Can now deselect walls/crazonium by clicking anywhere
  • Plyon connection in pre-built state are now a different color from tower connections.
  • Increased download timeouts so slower connections can download larger maps.
  • Added a way to reset a stash in the editor.

Bugs:
  • Spore launcher with 0 spores no longer makes launch sound.
  • Minimap no longer shows warnings/sounds for structure with 0 emitted enemies.
  • Blob lifetime and payload saved properly now.
  • Fixed stacking rotated units bug.
  • 5x5 units no longer overlap when being drag built.
  • Pressing 'L' on a planet in Farsite now refeshes the planet state properly.
  • Added a fix for map 1319
  • Prevent achievements.dat from being written out repeatedly after hold objective was obtained during a mission.
Scripting updates:
  • Added Switch and Case support to 4RPL.
  • Added GetListIndex and GetListIndices to 4RPL.
  • Added GetMCSEntries and DeleteMCSEntry to 4RPL.
  • ApplyToDamage map hang fixed.
  • SetUnitCanMove no longer makes some units deselectable.
  • GetUnitPosition now returns zero vector when called on a non existent unit.
  • SetUnitSelected will now unselect a unit even it is is set to unselectable. SetUnitSelectable will now unselect the unit if the unit is being set to unselectable.
  • Creeper Totals and Coverage are now set immediately after a game load.
  • SignalGenerator Random now works in the console.
  • GetUnitSettings exception fixed when accessing DisableMiniMapWarn.
  • SetUnitSettings bug fixes with some properties.
Tunguska: The Visitation - Enhanced Edition - Rotorist


Dear Ghoul Hunters,

Thank you all for patiently waiting for me to complete the Way of The Hunter DLC! This DLC allows you to customize your character and build skills with a perk-based skill system! It's good for replaying the game with a new perspective, but if you enjoy RPG style game, you'll also have a good time with the first playthrough with this DLC!

Please note that the core experience is unaffected by the DLC. There's no need to buy it unless you are looking to convert a Survival Shooter experience into a Survival RPG.

As usual, I'm always open to suggestions for the game, so if you have any cool ideas about the skill system let me know :)

Also, following issues are fixed in the 1.56-2 patch:

- Fixed the "grab stuff" animation while crouching. It should look less jarring now.

- Reduced the chance of getting serums from breaking crates (makes more sense)

- Added Close button for crafting station UI


Sweet Surrender VR - niklas.wachter
Hello everyone,

We’re excited to release our Melee Mayhem Update, a massive weapon update for Sweet Surrender focused on Melee weapons and abilities.

Sweet Surrender is fundamentally a “shooter” but we’ve always wanted to make the full use of the combat possibilities and the physicality of our systems. Melee was always present (all the OG wrench players can attest) but was never a first class citizen. With our 8th Major Update, this is changing forever!

In our Melee Update we introduce:
  • Three new melee weapons: the Plasma Katana, the Throwing Daggers and the Electrostatic Spear
  • 5 new lines of Upgrade Chips
  • A new dedicated Melee class, the eponymous Reaper
Melee Weapons

Coming with this update are three new, versatile melee weapons. Skewer your enemies from afar, or slice them up in close combat with these new additions to the game:

Plasma Katana



This beautiful reimagination of the classic Katana adds a new dimension to Melee combat. Get up close and personal with the robots. You can charge up the plasma blade field for a short time to deal extra damage and deflect projectiles!

Throwing Daggers



These beautiful daggers are perfect as a hybrid melee/range weapon. Daggers are imbued with the imprint of their owner and will always return automatically after being thrown.

You can deal additional poison damage by either throwing the daggers or performing surprise attacks on unsuspecting enemies.

Electrostatic Spear



This futuristic electrostatic spear is another great tool in the melee arsenal. When dual-wielded, its range is extended, giving you a wider radius of attack.

You can also shoot electromagnetic projectiles that damage and stun enemies, giving you a versatile weapon for both up close combat and ranged fighting.

Chips and Upgrades

We’ve introduced several new lines of chips to complement and reinforce melee builds. These include:
  • Melee Siphon: Heal when doing melee damage to enemies.
  • Gorilla Strength (3 tiers): Deal progressively more melee damage.
  • Killer Machine: Dealing damage with melee weapons increases your damage and makes you faster for 3 seconds.
  • Melee Slow-Motion: Slow Motion on doing melee attacks.
  • Hidden Uppercut: When you're undetected, you deal additional damage in melee combat.
We’re looking forward to seeing how players stack these chips together and with all the existing ones. Can’t wait for your builds!

New Reaper Class



We’re introducing a new class where you can flex your melee muscles. Tuned for intimate brawling, the Reaper class is the most proficient in close combat skills. We don’t want to reveal too much, just go and try it and let us know what you think.

Quality of Life

But that’s not all! We’ve been working closely with the community the last few months to get feedback on all aspects of the game. Off that feedback, we’ve made a ton of smaller changes and improvements since Update 7. We closed dozens of reported bugs. We’ve added and improved sound effects. We’ve improved the room generation and variety. We’ve tweaked enemy behavior, weapon effects and balancing.

Thank you for all your feedback and helping us make this the best VR shooter possible.

Roadmap and Next Steps

We’ll be back soon with more details on our roadmap and plans for the future but for now, we are focusing on a revamp of the boss system for our next update.

As we mentioned last time, we regularly run community polls and dev discussions with our Discord community. If you want to participate in future polls (and have a say in Sweet Surrender’s direction), get access to beta builds or just want to talk to us about the game, you can do so by joining our Discord.

We are always happy about everyone who joins and are very thankful for your feedback and support.

Make sure to also check out the trailer we made for the melee update:


You can also have a look at our Public Roadmap, where you can get a better look at all the updates we've already released and what we have planned for the future.

As always, thank you for your support!

Cheers,
Salmi Games

Full patch notes

We are currently aware that there is an issue with melee kills not being tracked by the reaper leaderboard. We are working on this issue and will be releasing a hotfix for it.

Improvements
  • Three new weapons
  • New Reaper class with progression and achievements
  • 5 new chip lines with melee-focused upgrades
  • Fixed various issues with the final boss and made it overall more responsive
  • Added a confirmation window when you press the exit button to avoid players accidentally quitting the game
  • Various improvements to room layouts and enemy placement
  • Security turrets will now power down instead of explode when killed by a melee attack
  • Improved the laser mines to be better at hitting the player
  • Improved the pathfinding and aiming of the guardian bot
  • Added a short message from the tunnel robot to the homebase to better explain its functionality
  • Improved the climbing of ladders
  • Various new and improved sound effects
Bug fixes
  • Fixed issues with the leech grenade not working properly
  • Fixed a bug, where enemies were healing without any heal pads nearby
  • Fixed a visual issue when shooting enemies with the health siphon chip
  • Fixed an issue, where chip slots would be unusable if equipping chips in the homebase
  • The effects of the rage kit will no longer stay active indefinitely when using multiple in a row
  • Fixed an issue with the bridges in the sewers becoming unresponsive
  • Fixed various issues with controllers continuously vibrating after using a two handed weapon
  • Body parts and weapons of enemies destroyed in the homebase are no longer intractable
  • Fixed an issue where enemies killed by explosive barrels would not count as “killed by an explosion”
  • Fixed various issues with items in the inventory disappearing when pausing the game
  • Fixed an issue with the target in the homebase showing damage numbers twice
  • Fixed an issue where ziplines would not play their respective sound effect
  • Class progression for healing hp no longer increases when using health siphon while at full hp
  • Fixed an issue with the UI in the victory screen after defeating the end boss as lunatic
  • Enemies no longer play their sound effects after dying
Mad Experiments 2: Escape Room - Clem
1.10 - Greenhouse bug fixes and various improvements
Power Chord - BBB_Jenn
Oh $@!#...The band is back together. They're fierce, ruthless, and more brutal than ever😈

Are you ready to slay BRAND NEW demons on an ALL NEW stage? Sign up for the upcoming Power Chord Beta RIGHT NOW!

Beta opens November 18. Show those demons know who's boss👊



Sign up for the Beta here: https://www.powerchordbeta.com/




Features in the Beta:
  • NEW Second Stage unlocked - Battle your way through the Grand Hall of the Thunderfist and discover what secrets lie in your path! You never know who…or what…you may encounter.
  • NEW Demons unlocked - You’ll face off against never-before-seen enemies as you fight your way through the Grand Hall of the Thunderfist!
  • NEW Cards unlocked - Add brand new cards to your arsenal and kick some demon @$$!
  • NEW Mysterious Events - You may happen upon some previously-unseen strange and unfamiliar events during your run through Helmoth!
  • …and a whole lotta carnage!🎸



Wanna get in on the action? Join the Discord Community!
FOREWARNED - Dreambyte Games


Changes
• Extended the in-game Seasonal Halloween Event until Sunday, 11/6/22 11:59PM (local time) to allow players additional time to unlock the seasonal cosmetic
• When a microphone device becomes unplugged, the available input device options will now update when seeking for a new device instead of retaining the unplugged device as an option

Fixes
• Fixed an issue in which AI could become stuck at the top of stairs/ramps
• Fixed an issue that prevented players from changing their microphone device after starting a game
• Fixed a case in which players could get stuck in a reconnect loop when leaving a game
• Fixed a case that could result in a race condition when the round ends while in the death room after being burned as a mummy
Naval Hurricane - Efril
The Steam Early Access launch date has been selected. It's November 16th.


Although there is a ton of work to bring the game to its final state as I see it, it already feels playable and not too full of bugs. The people on my Patreon have given a lot of great tips to improve the game. And it is time to get even more feedback from the players to fine-tune my vision of the end result.
Wishlist Naval Hurricane on Steam.


https://store.steampowered.com/app/1738890/Naval_Hurricane/

All the best.
Beetle Elf - chaoye999
Only here, I apologize to players who have been following Beetle Elf over the years.

I am a game developer, producer - ChaoYe
www.grx.tw

Since Beetle Elf was released on Steam,
The ups and downs along the way have led to the continuous delay of the listing date.

Although the main reason is the lack of advertising resources as independent developers,


[But what really keeps the game from being delayed - is my heart for Beetle Elf]

I don't want to put Beetle Elf on the shelf without any advertising resources...


I'm very sorry...
I just, really hope to see the ad crowd and bring back those beautiful memories...





Now, after I have personally completed the following two games,

https://store.steampowered.com/app/1490680/God_Sword/
https://store.steampowered.com/app/922870/Final_Hope/

I decided to add - Steam Support and Features item. to Beetle Elf.


Looking forward to bringing new opportunities to Beetle Elf through the rich community resources of the Steam platform.


The following is the description of what I expect to add to the game in half a year:






[Beetle Elf's new listing changes]

*Addition/extension of beetle trading cards

Turn all the beetle cards in the game into STEAM cards,
Let players have the opportunity to get various beetle cards as long as they go online and play in the game.
After collecting beetle cards, they can be auctioned and sold through the auction mechanism of STEAM cards.

And all of this can be done instantly in-game through STEAM's complete, secure card trading mechanism.



*MOD support/enrichment

Added various MOD upload functions to the game,

As a game of elf worldview,
The player elf can pick up various items and props of human society in the game, and these props can be uploaded through MOD.

Let players enter the game every day, there are new MOD dolls, MOD comics, MOD music to collect,


*More language implementation / vision

More extensions will be added to the language system in the game,
All displayed messages, including the player's name, more facial expressions, etc., will be translated in real time and presented in the language set by the player.

We hope that the world of Beetle Elf will no longer have nationality and language barriers.
In the game, every player can freely play the role he wants to play, and everyone he encounters may become friends.



*Extension/enhancement of game content

Added triple the number of beetles and beetle cards,
The map adds day and night changes to generate locations in the same place but at different times, greatly enriching the number of maps.
Enhancement of the beetle competition system and more tiered competition.
Perfect riding system.
Added character CG appearance cards.
Added MOD to modify the interface, effects, headgear, clothes, weapon appearance system.





Finally, we give ourselves and Beetle Elf a final release date. We will do our best.

However, we are still keeping an open mind.
Welcome any manufacturer's promotion and cooperation proposals.

We also welcome live broadcasters who assist in promotion, various MOD producers, and translation assistance in various languages.
As long as you have any ideas about Beetle Elf, you are welcome to write to discuss.

Thank you again for your interest in Beetle Elf along the way,

thanks

ChaoYe
Community Announcements - KM0X4
We have updated the full game changelog on our website
http://www.aoforver.org/changelog

Last changes:
AOForever European Server official version launched on 10/30/2022, it can be accessed through the launcher
Connect now works much faster than before
Working class nicknames will no longer be visible when using the /ONLINE command
Dragon slayer sword now requires (350) energy per hit
Increased the interval of work (Fishing, Logging, Mining) until we activate the sentinel
Inventory items on death will no longer drop in cities
The AO market has been enabled, it is accessed through the game options
Invisibility will now appear at an interval of every 7 seconds for approx 1 second
Nicks on boats are no longer visible
TEMPORARY: The /GM command is now like /REPORT
TEMPORARY: International Server: Added boats for sale at Ullathorpe NPC until 12/02/2022
TEMPORARY: Added a temporary fix with teleports in areas where some characters would get stuck
TEMPORARY: A temporary solution was added, in case of run time when entering Dark City the pj will be transported to Ghostly Forest
Balance fix: Dagger +2, Dagger +3 and Dagger +4 now require skills in "Stab" and not in "Armed Combat"
Blacksmiths can now create "Magic Ring"
New page to apply and collaborate with the project (https://aoforever.org/solicitud)
Pets now follow you and walk faster
The zombies when summoning them already hit as in TDS and give EXP x40
Yew can now be felled on map 110 (Morgolock Island)
The Invisibility spell can no longer be used in cities and on the tournament map (49)

For now we just want you to have the fun of a classic Argentum Online server. We are already working on all the bugs that were reported and the ideas that were shared. We are 100% committed to this project, there are still many things to fix in the game and we read everything that the community asks us both on our discord server and in the forum and the only thing we want to ask is that you be patient, maybe don't be quick but sooner or later everything will be fixed and the game will continue to improve over time.

Here is everything that awaits us this weekend.

Telegram:​
https://telegram.nosetu.com/

Discord:
https://discord.com/invite/9bH9adPBxf

[DOUBLE EXP BONUS]
Starting today Thursday 11/03/2022:
DOUBLE EXP BONUS ACTIVATED ON ARGENTINE SERVER #1 AND EUROPEAN SERVER #2

It will end on Monday 11/7/2022 – 10:00 AM [ARGENTINE TIME]

[RUSSIAN DAGGER EVENT]
Date of the event: SATURDAY 05/11/2022
ARGENTINA: 16:00 PM
USA: 17:00 PM
MEXICO: 15:00 PM
SPAIN: 22:00 PM

[EVENT 1VS1]
Date of the event: SUNDAY 06/11/2022
ARGENTINA: 16:00 PM
USA: 17:00 PM
MEXICO: 15:00 PM
SPAIN: 22:00 PM


To see all the information of the events you must have an account in our forum:
http://www.nosetu.org
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