We'll always have Paris - cowleyforniastudios
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
Inkbound - shinycami


This Friday, we're joined by Inkbound's playtesters for more fun and Inkbound updates. Come ask our creative director, Andrew, all the hard questions about our upcoming game! Whoever stumps him gets a gold star!

Tune in November 4th at 12:00 PM PT here ➡️ https://www.twitch.tv/playinkbound
Nov 3, 2022
Rust - Errn



Arms manufacturers contracted by Cobalt were tasked with producing a new side arm to meet the personal defense requirements of the organization. After an exhaustive review of potential candidates, the Prototype 17 was selected. This new weapon has a magazine capacity of 18 and fires in deadly 3 round bursts with the single pull of the trigger.



In addition, it features tritium sights for rapid target acquisition and engagement under low light conditions. It has been noted that some survivors have scavenged and reverse engineered the weapon, extracting some of its components and allowing them to augment their own weapons with the 3 round burst ability.






We've added a new train carriage that you might find on sidings.



Inside you'll find a poker table with four seats, two slot machines, and a brand new blackjack computer that can handle 1-3 players.



All the features of blackjack are here, and blackjack pays out 3:2. The computer hates to lose, but he plays fair. You can make an initial bet of between 5 and 500 scrap. Just keep an ear out for what's going on nearby - this isn't a safe zone!





Swap Attachments
Swap Attachments more easily by right clicking or click and dragging to attachment slots

Get new bags while dead
Death screen will now update if you are assigned a new bag while already dead

Cap Menu FPS to 60
New setting in Options menu, prevents high framerates



For the past few months I've been working on a new system to improve how we render monuments at a distance while maintaining or improving the current performance. It uses a technique called HLOD (Hierarchical Level of Detail) and involves baking the monument as it should be seen at a distance down into a single mesh. A key requirement was to make sure this didn't add any extra work for our environment artists, this process is almost entirely automated.





The final performance improvements were minimal, but the increased visual fidelity at a distance still seemed worthwhile to ship. You should notice more geometry and detail, as well as entire monuments that will now be visible when they weren't before.



We have plans in place to switch the default networking layer of Rust servers from RakNet to Steam Networking in late November or early December, further communication will follow.

This change requires servers to have a separate Steam query port set via the -queryport server startup parameter. When no query port is set, the server will default to either game port + 1 or rcon port + 1, depending on which number is larger.

Hosts of shared servers will need to ensure the query port is forwarded correctly, which is why we are making this announcement ahead of time. Servers can be switched over to Steam Networking for testing via the -swnet startup parameter, which we recommend doing ahead of time in order to ensure a smooth transition.



Halloween events have come to an end, good job survivors at closing all of Cobalt's project R.U.I.N portals! Hopefully, that's the last of them we see...



Every year Rustafied hosts a giant charity event. They have servers dedicated to mini games, live streams, Twitch drops, giveaways, and more!

We will also be listing some exclusive skins on the Rust Item Store where the proceeds of these items will go to World Central Kitchen.



There will be some exclusive Twitch drops for 2 days starting November 19th and some generic drops for the whole week.

Make sure you get synced up at https://twitch.facepunch.com/connect#account to get and claim your drops when the event starts!
We'll always have Paris - cowleyforniastudios
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
Nov 3, 2022
Ladderhead - karolisd
I will be streaming Ladderhead during the AdventureX Steam event.
We'll always have Paris - cowleyforniastudios
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
We'll always have Paris - cowleyforniastudios
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
We'll always have Paris - cowleyforniastudios
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
Virtual Hunter - Ormy
Greetings Hunters!

Ready your gear since it’s time for another update! This time we have a complete rework for our deer species with new animations, new behaviors and much more! This rework focused on bringing more life to the deer species and to give players more cues how aware they are of their surroundings. You can spot them stomping the ground if they know something is wrong, sniff the air when you are badly positioned and a wounded deer slowly walks with its head down, making it easier to spot from the group. They also have a chance to quickly drop down when shot at with a bow, so take this into account in your shot placement and aim lower, so you won’t shoot over the deer!

The update also includes several improvements, especially to animal footsteps and call spatialization. This makes locating animal sounds a lot easier and accurate in game.


Deer Species Animation Rework
  • Reworked all deer species animations to be more realistic
  • Added new animations for animal feeding, resting and idling to give them more variety
  • Added hurt behavior and hurt walk animation when a deer is lethally wounded
  • Added a dodge behavior when shooting a deer within bow’s spook distance. This is random but the chance is higher the more aware of the player the animal is.
  • Added ground stomp animation when deer is aware of the player
  • Added random ear twitching to deer species and european hare

Animal Changes
  • Increased deer species running speed to match new animations
  • Added audio cues when animals spook in the forest
  • Added variation for spook time for all animals
  • Added smoother animation transitions for all animals
  • Lowered footstep sound distance to improve performance
  • Changed pheasants integrity check to pass if animal was shot 2.5m (2.73yd) or higher above the ground with the correct ammo
  • Added a minimum run distance to animals before they start trotting when spooked
Improvements
  • Improved 3D audio spatialization for animal calls and footsteps
  • Improved animal performance when out of view
  • RAM optimization
Changes
  • Increased weapons spook radius from 300m (328yd) to 400m (437yd)
  • Increased bows spook radius from 20m (14,4yd) to 35m (38,2yd)
  • Adjusted small rocks, objects and vegetation in several biomes
  • Added more big rocks to several biomes
Fixes
  • Fixed several issues with sliding animals
  • Fixed an issue where trophy images weren’t displayed in the harvest screen
  • Fixed an issue where mobile tracker could pick up an animal call that you couldn’t hear
  • Fixed an issue where clouds were moving too fast in tutorial and lodge
  • Fixed an issue where small trees were missing in leaf tree forests
  • Fixed an issue where volumetric lights were on even if they were turned off
  • Fixed an issue where volumetric clouds were on even if they were turned off
  • Fixed an issue where falling leaves would render behind the clouds
  • Fixed an issue where trees were missing colliders
  • Fixed an issue where vegetation didn’t react to player
  • Fixed an issue where several objects and vegetation rotation didn’t follow the terrain
  • Fixed an issue where hunting stands roof would disappear from view in the distance
Thank you all for playing and the support, we read and appreciate every comment and feedback we receive. If you run into any issues, please let us know in the Steam forums or join our discord where we can help you out!

Happy hunting!

Found an issue or want to give us feedback? Join our Discord server: https://discord.gg/gGmSAA8Prd

Subscribe to our Youtube channel: https://www.youtube.com/c/VirtualHunterVR
Follow us on Facebook: {LINK REMOVED}
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Website: http://virtualhuntervr.com
Legends of Ellaria - Larkon Studio


Dear Ellarians.

We wanted to share with you our current progress in improvements and remastering of Legends of Ellaria.

One of our main goals is to allow Legends of Ellaria to lower its system requirement. For that, we're in the process of improving and remastering all of our models and textures. This is a monumental task since Legends of Ellaria have thousands of assets. These improvements will lower the memory requirements and improve the frame rate, but we're also aiming to fix and improve some of these textures.



Based on your feedback, we're also working on the character movement to improve the responsiveness and animations . We noted that the jumping is clunky and that some of the movement and fighting is not fluent. We're going to try to improve the character as much as we can.

In future updates we'll work on changing quests, improving some of our graphics, and many other things that we gathered based on your feedback. In the meanwhile, we're available in our discord channel. We thank you for your support and feedback, please continue to give us more feedback and suggestions.
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