《蜀山:初章》买断版 - Inmotiongame
各位道友好:
蜀山初章是一款支持开放生态、自由贸易的游戏,我们支持玩家合理合法利用游戏正常所得赚取应得收益。但对于恶意利用BUG、外挂等手段谋取私利的行为我们将严厉禁止,包括但不限于法律及相关措施。为您提供良好公平的游戏环境,一直是我们致力的目标,非常感谢您继续支持重楼工作室!
同时,也请广大玩家不要轻易相信第三方外挂信息,避免造成游戏账号及个人财产损失。
当玩家在游戏内遇到不良游戏行为时,也欢迎通过游戏内的举报功能向我们反馈,我们会认真进行处理,也将持续优化游戏内举报的反馈机制,具有证据性截图或者视频投诉使用外挂的,官方将按照轻重程度封禁使用者游戏内部分功能或者封禁账号,并公示在官网。

外挂处理政策
一、官方核实玩家使用透视、人物加速、自动攻击等外挂行为,封永久交易行、组队、聊天功能。可以申请解封,按照情节严重程度再酌情解封部分功能的禁用时间。
二、官方核实玩家使用外挂或通过游戏BUG进行刷钱牟利,情节严重者直接封永久账号。不可申请解封,这是游戏底线请大家谅解。

写在最后
封号不是目的,为了游戏的生态与公平,官方将严厉打击外挂,也请各位道友拒绝触碰外挂!我们也欢迎玩家和我们一起努力,积极举报外挂/脚本、非法广告等情况,共同参与到对抗外挂的斗争中,共同创造一个公平公正的游戏环境!

官方打击外挂工作室记录(包括但不限于报警等方式):
1、已发送的律师函






2、官方投诉记录






《蜀山:初章》重楼工作室
2022年11月30
Dec 1, 2022
Santhai - Hardworker Studio
SUPER PEOPLE 2 - ghostsong
Greetings, Super Soldiers.

We are excited to announce that SUPER PEOPLE will be updated on December 12th to be reborn.
Experience the upcoming all-new class battle royale SUPER PEOPLE in advance!

[Revolution Update]
1. Fast-Paced Gameplay
2. Class & Skill
3. Crafting System
4. Free Class Change
5. Shop & Cosmetic
6. Tournament

[Revolution Update Webpage]

https://sp.geegee.net/en/revolution

Please refer to the Revolution update schedule below, and we are also preparing a detailed update video, so please look forward to it.

■ Revolution Update Schedule
❗ PST(UTC-8): December 11th 21:00 2022
❗ KST: December 12th 2022
* Detailed schedule will be announced through a maintenance notice later.

Thank you to all the Super Soldiers who are waiting for this update, and we will do our best to prepare it.

All the best, Super People Team
Dec 1, 2022
Gunspell 2 – Match 3 Puzzle RPG - Ino-Co Plus official
• Various bugfixes
Aonatsu Line - HIKARI FIELD
《青夏轨迹》中文版特典活动现已在摩点网上推出!

本次活动包含超过30种豪华周边特典阵容,6种套餐共9种搭配供大家选择(其中套餐2-套餐4各有AB两种方案)。与以往一样,我们在条件允许的情况下尽可能为大家提供了丰富的商品组合方案,请大家注意下单时备注自己选择的各种商品样式。

立刻在摩点网搜索「青夏轨迹」参与吧!


Call of the Wild: The Angler™ - ASGAlbert

As a token of appreciation for your continued support, we hope you'll enjoy this free pack containing new rods, reels, and lures.

Get the Classic Tackle Pack for free now - http://avlche.com/CTP

Wanna learn more about this brand new equipment? Keep reading!


Find the ’Wright’ gear for you
Like its hound namesake, the Lurcher is a quick, tenacious hunting companion. Fresh from the banks of the Tyne, this reel is incredibly fast and flexible. Able to match the moves of any fish, this reel is a steadfast sidekick. Available in three different variants, the Lurcher comes in Red Gold, Gilt, or Silver for a personal experience.

Wright’s rod, the Whippet, is a powerful companion to any angler, and like its quick, lithe canine inspiration, it has the potential to become an angler’s best friend. Proudly displaying Northumbrian tartan, this Geordie gem can deal with everything the waters have to offer. Players can choose between three color variants of the Whippet rod – the Pegswood Pacer, the Ashington Arrow and the Rothbury Racer. There’s something to suit every angler.


Enjoy the Perks of ’Perk n Kins’ gear
Steeped in history, the Perk n Kins Nebuchadnezzar reel is a work of art. Deliciously mysterious, the origins of this reel have been lost to time. Perfect for those who appreciate quality and made-to-last craftsmanship, the Nebuchadnezzar is available in three solid, classic variants – Iron, Worn Nickel, and Gilt. Ideal for making a stylish splash about how serious an angler you are.

Perk n Kins Gilgamesh rod is the ideal accompaniment to the Nebuchadnezzar. Another legendary item, this exclusive rod is the stuff that legends are made of. Passed up by Johan ’Big Cheese’ Jarlsberg because ’there’s no point in a special rod that nobody knows about’, this beauty has found its way back into the world and is ready to go. Available in Walnut, Bocote, and Rosewood variants, the Gilgamesh’s strong and sturdy rod is one that is guaranteed to stand the test of time.

This tackle pack also includes two lures, each available in three hook sizes with different colors.

Having difficulties accessing your new gear? Follow these steps!
  1. Get the Classic Tackle Pack DLC on the platform storefront of your choice.
  2. Launch or restart the game and head to your storage, which you’ll find by visiting the shopkeeper.
  3. You’ll find your new equipment stored there, ready to put in your backpack.

Get the Classic Tackle Pack for free now!

https://store.steampowered.com/app/2125860/Call_of_the_Wild_The_Angler__Classic_Tackle_Pack/

Happy fishing, anglers!
Dec 1, 2022
Arma Reforger - helga.martinkova
Attention soldiers,

Ground Support is on! We're going to update the game today, December 1st. There will be server downtime between 12:00 - 15:00 CEST.
Read about the milestone update and features on our website.


0.9.7.41 Changelog


Assets
  • Added: Arland terrain
  • Added: Arland specific buildings
  • Added: 4×20 Carry Handle Scope for M16 rifles
  • Added: Combat Ops scenario
  • Added: Sa-58P and Sa-58V 7.62x39 assault rifles
  • Added: Airport signs & lights
  • Added: Color variants to structures & buildings
  • Added: Everon Airport sign on top of its hangar
  • Tweaked: UAZ469 now uses split wheels, doors, roof frame, and roof canvas
  • Fixed: Transmitter station fixed

Game
  • Added: Grouping of hitzones in damage and healing logic, an overhaul of bleeding, rework of the structure of consumable items, fixing of healing and bleeding characters from GM, and removing of redundant hitzones
  • Added: Switching between first-person and third-person cameras now cancels ADS
  • Added: It is now possible to use healing items in a vehicle
  • Added: Weapon inspection X raise weapon X ADS actions now interact with each other correctly
  • Added: Manual gearbox - Gameplay option for Driving Assistance
  • Added: Inspected gadgets now support user actions as intended
  • Added: When one vote is ongoing (not more, not less), holding 'P' will instantly cast a vote for it. Pressing 'P' can still be used to open the player list and vote there
  • Added: New animations and animation graph for the Russian radio_R148 with inspection
  • Added: Flattening of grass under weapon at lower stances
  • Added: Rebindable action for putting away currently selected item, also available while driving a vehicle - by default bound to DPad Right
  • Added: Radial menu for quick slots 5-10 on the gamepad, controlled with Right Thumb Stick
  • Added: RGD-5 fuze pop sounds
  • Added: Magazine weights are now calculated dynamically, based on the weight and quantity of individual cartridges
  • Added: Direction indicator is now shown when rotating an entity in Game Master
  • Added: Antenna now has cost of building now
  • Added: Separated combobox (selection drop-down list) for players' management menus
  • Added: Hover over hitzone hint in the inventory
  • Added: Medical crates are back in HQ tents
  • Added: The voting countdown is now broadcasted to clients, so it can later be shown in notifications
  • Added: Additional variants of M151A2, M998, M1025 added to US vehicle configs
  • Added: Instant vote keyhint on sticky notification
  • Added: Radial menu for quick slots 5-10 on a gamepad, controlled with Right Thumb Stick
  • Added: Previous/Next page keybinds to the controls menu
  • Added: Weapon scopes to arsenals
  • Changed: Character will play sit-down/stand-up animations when entering compartments without animations
  • Changed: Character magazine reload restricted during item inspection
  • Changed: Improved flashlight control hints
  • Changed: Action CharacterDropItem available while in the quick bar
  • Changed: Slightly enlarged capacity of all trousers. US and Soviet soldiers now have two bandages
  • Changed: Updated UI sounds in Inventory
  • Changed: Right Thumb Stick Single Click toggles freelook, Right Thumb Stick Hold triggers Focus instead of Freelook while not driving
  • Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumb stick
  • Changed: Players can now vote to kick only a player of the same faction. This should prevent enemies from exploiting this to kick the enemy team, and also lowers the limit for a successful vote, as the number of votes is now evaluated only based on the number of players in the faction
  • Changed: Factions in Game Master are now in order US - USSR - FIA instead of US - FIA - USSR
  • Changed: FIA soldiers rearmed from AK-74 assault rifles to VZ-58 assault rifles
  • Changed: Level of details selection algorithm was tweaked for transitions to be less visible
  • Changed: Perception settings for AI so they see better during the night
  • Changed: Persistent braking behavior
  • Changed: Disabled AO on vegetation billboards, tweaked wetness on forest surface and wheat clutter
  • Changed: Set post-process anti-aliasing OFF on ULTRA PC graphics preset. It was blurring otherwise already anti-aliased image by MSAA 4x
  • Changed: Content of PlayMenu updated for 0.97 to feature Combat Ops and 3 recommended missions
  • Changed: Stationary character now does no checks if nearby collision objects are static and only a few needed ones when there is a non-static collision object
  • Changed: CharacterLiftWeapon action changed from LMB to C and can now be rebound in the keybinding menu under Weapon
  • Changed: Invalidation of render target shadow context
  • Changed: To/from GP25 plays foley sounds now
  • Tweaked: Entering ADS now cancels freelook
  • Tweaked: Reduced occlusion of smoke grenades, meaning that AIs will see better through smoke
  • Tweaked: Refactored AI behaviors to move from danger (running from a grenade, incoming vehicle, vehicle horn)
  • Tweaked: Audio of weapon inspection
  • Tweaked: Sounds of rolling with different equipment
  • Tweaked: Head bob for sniper rifles when in ADS so the scope doesn't get crazy misalignment values
  • Tweaked: Moved sight switching combo to Ctrl+RMB and RB + Left Thumb Click on a gamepad to prevent collision with firemode switching during ADS
  • Tweaked: The kick threshold changed to 0.3 (the option for selection of only one faction will be added in the future)
  • Tweaked: Weapon "default" radiuses to ensure reliable picking up
  • Tweaked: Set CarShift input filtering to click to prevent gearbox state machine failure during the COUPLING state
  • Tweaked: Mouse aiming vertical sensitivity set to the same as horizontal
  • Tweaked: Slightly increased vehicle steering speed while stationary
  • Tweaked: Tripod rotation speeds
  • Tweaked: Increased spawn point default spawn radius
  • Tweaked: Shortened vehicle burn time by 33%
  • Tweaked: Explosive damage rebalance
  • Tweaked: Control hints for manual gearbox
  • Tweaked: Gamepad aiming speeds for characters and turrets
  • Tweaked: Third-person camera in vehicles
  • Tweaked: Colors of rain
  • Fixed: Manually loaded ammo doesn't appear on weapon storage in the inventory UI
  • Fixed: Hands pose properly refreshed after inspection
  • Fixed: Magazines now go into inventory if the weapon is dropped during reload unexpectedly, instead of staying in the character's hand
  • Fixed: Canceling of item actions by jump and stance change
  • Fixed: Safety doesn't work on weapons that don't have it. Safety now stays engaged if switching to a lowered weapon
  • Fixed: Sonic crack sound might have played when the projectile was subsonic
  • Fixed: Sprint suppressing now doesn't cancel toggle sprint. Should also fix AI not being able to sprint after the reload
  • Fixed: AI wasn't able to operate the hummer turret
  • Fixed: AI BTR turret operator can't see enemies
  • Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered as teamkills for example
  • Fixed: AI soldiers didn't try to escape a vehicle that was driving backward at them
  • Fixed: Running over players with a vehicle now properly sets instigators
  • Fixed: Explosions now consider occlusions of hitzones
  • Fixed: Explosion damage and Fragmentation damage now approximate the area of hitzones
  • Fixed: AI soldiers constantly switching between two rifle magazines if they have different prefabs but the same score
  • Fixed: Trunk can be accessed from the vicinity of destroyed vehicles
  • Fixed: Crash when killing AI
  • Fixed: Weapons and gadgets are properly dropped
  • Fixed: Weapons were firing slowly
  • Fixed: Vehicle horn off input action generated unnecessarily when entering a vehicle
  • Fixed: Disappearing rocket during reloading in MP
  • Fixed: Backpacks and weapons are properly hidden when equipped during switching seats
  • Fixed: Weapon/item inspection won't continue during melee attack(s)
  • Fixed: Grenade can now be switched to another weapon when it is being aimed
  • Fixed: When selecting a weapon, AI was ignoring the weapon if it had a loaded magazine without any magazines in inventory
  • Fixed: Can't enter into ADS after removing M21 scope
  • Fixed: Changing stance will now cancel bandaging properly, and not cancel inspection if it isn't needed
  • Fixed: ADS being on when entering the turret whose previous operator had ADS enabled when leaving it
  • Fixed: ADS state for turrets wasn't set properly after reloading
  • Fixed: Weapon inspection should suppress gestures as intended
  • Fixed: Turret base movement sounds sometimes got stuck on clients
  • Fixed: Weapon obstruction properties would ignore the aim angles limit set in the aiming component
  • Fixed: Server browser server mod loading
  • Fixed: Player didn't respawn when the deploy button was toggled
  • Fixed: Controls - Gamepad - Player is unable to toggle 3PV camera with Binoculars/Compass/Wristwatch
  • Fixed: Input sensitivity during weapon obstruction with optic sights should no longer be reduced
  • Fixed: Persistent ADS will make the camera persist in 1pv during jumps and other actions in 3pv while ADS is active
  • Fixed: Content of blouse and trousers wasn't saved/loaded for player saved loadouts
  • Fixed: Invalid ADS camera behavior during jump transition(s)
  • Fixed: Magazine loaded in turrets disappears after some time
  • Fixed: Pinged position or entity is now indicated on the edge of the screen when it's outside of the view
  • Fixed: Waypoints and objectives issued using Alt+RMB are now always placed on terrain, never on entities (e.g., trees). That should prevent them from floating in the air when it's not desired
  • Fixed: While transforming an entity in Game Master, hovering over a slot, rotating the entity, and unsnapping it from the slot again reverted its rotation
  • Fixed: It's no longer to Shift+LMB drag rotate an entity directly from the entity list in the bottom right, as it didn't make sense
  • Fixed: Sight switching action didn't work
  • Fixed: When respawning on a radio operator who is in the building, the chosen position was always outside of the building. Now it will try to search for suitable positions inside
  • Fixed: AI was able to complete the "Move" objective
  • Fixed: No more headless clients when dying during third-person weapon ADS
  • Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
  • Fixed: Server crash on player reconnect
  • Fixed: Improved MT safety of physics regarding the character controller
  • Fixed: Blur persisting after unconsciousness is removed. Also, the heartbeat after death is no longer audible
  • Fixed: Displaying of selection button in group and player entries
  • Fixed: Groups and player entries should now have the right visuals
  • Fixed: Player options should display a vote warning when voting for a player was started
  • Fixed: Crash related to delayed execution of a gadget task when streaming a character in
  • Fixed: RPG rocket disappears if detached while no suitable inventory space is available
  • Fixed: Crash when reloading without mag to inventory
  • Fixed: Spamming deployment could spawn a player multiple times when lagging
  • Fixed: Disconnected players will now stop moving (or stop the vehicle if driving)
  • Fixed: WeaponRaised and ADS streaming desync
  • Fixed: Client VoN crash caused by invalid PlayerId at the edge of character lifetime
  • Fixed: Character can press space while swimming which leads to him being stuck in a broken freelook
  • Fixed: Server browser mod details are now loaded even if mods were previously loaded in the Workshop
  • Fixed: Campaign - Request timer triggers even when a vehicle isn't spawned because of obstruction
  • Fixed: Preload placeholder stayed on screen upon reconnecting to a server in some cases
  • Fixed: Vehicle order in Request action at depots
  • Fixed: Controls hints priority sorting
  • Fixed: Possible fix for incorrect player count shown in the faction selection menu
  • Fixed: Make the deactivation threshold works with any input filter
  • Fixed: Bar gates should now perform a slightly more precise check for blocking obstacles (OBB instead of AABB check)
  • Fixed: Further strong references replaced with weak ones when creating JobManager tasks + other related issues fixes
  • Fixed: Replacing a dead gunner that was shooting will no longer result in automatically firing
  • Fixed: Characters sometimes would be "undead" if they got healed after dying
  • Fixed: If "Tab + X" is pressed to drop items from the quick bar, the character also switches stance
  • Fixed: Tripod rotation limits reduced to fix arm stretching on tripods
  • Fixed: Players spawning on the same spot when spawning on the spawn point group
  • Fixed: Gadgets improperly set to the ground mode when unequipped while still in a compartment
  • Fixed: Grenades are now hidden when holstered properly (before they just clipped inside the body but stayed visible)
  • Fixed: Direction and Normal was vector.Zero during melee
  • Fixed: BTR no longer shoots itself on the move
  • Fixed: Signals not updated after a vehicle gets destroyed (e.g. the engine sound keeps playing)
  • Fixed: Couldn't focus on items opened traverse storages via gamepad
  • Fixed: PIP scope input speed scaling
  • Fixed: Removed open and inspect actions from arsenal weapons/backpacks
  • Fixed: Jumping off a ladder from the lowest bar, or from a tilted ladder, causes the character to get stuck in the falling animation
  • Fixed: Removing sights result in undefined behavior and can crash the game at any point
  • Fixed: Can't reload M1025 turret
  • Fixed: 2DMap - Crash when Rasterizing Areas at terrain edges
  • Fixed: Crash possible when performing jobs in JobManager and the entity associated with the job disappears
  • Fixed: Editable entities with occluders have been removed as they can't be properly updated after editing
  • Fixed: Some garage doors wouldn't collide with vehicles
  • Fixed: PKT gunner stance
  • Fixed: Right lean adjustment on the gamepad was too sensitive
  • Fixed: ScenarioFramework - Triggers now properly account for all players that are currently in-game
  • Fixed: FOV sliders not working properly
  • Fixed: Removed callqueue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked
  • Fixed: Incorrect usage of soundComponent. Terminate and audio handles on vehicles
  • Fixed: VoN - Audio signals not set for streamed out characters
  • Fixed: Possible crash on multithread racing condition in physics of characters
  • Fixed: Possible crash when AI is using doors which gets deleted
  • Fixed: Memory leak when a player is kicked mid-joining
  • Fixed: Crash on preloading entities without a model
  • Fixed: Backend - Crash of server when a certain combination of kicked player reconnection happened
  • Fixed: User action aggregation broke sorting order within the user action context
  • Fixed: After getting banned for friendly fire, it was impossible to reconnect even after the #unban command was used
  • Fixed: Admin bans should now persist between reconnects
  • Fixed: Server browser BattlEye and player filters
  • Fixed: Cloud shadows: fixed cloud shadows disappearing near sunset/sunrise
  • Fixed: Clouds: fixed clouds haze not matching with distance fog
  • Fixed: Sun not correctly hidden behind clouds 2D plane at the horizon
  • Removed: CharacterWeaponBipod action as it is currently unused


Xbox
  • Changed: Added the first iteration of overall performance-oriented graphics presets for Xbox Series S/X
  • Changed: Turn off connection reuse on Xbox
  • Changed: Lockhart has forced static 1440 resolution, Anaconda 2160
  • Changed: MSAA and 1080p target resolution on Xbox Series S
  • Changed: Disabled FSR for 30FPS mode for Xbox Series S
  • Fixed: Possible crash after leaving a modded scenario
  • Fixed: Mouse & keyboard fixes
  • Fixed: Unable to select primary weapon, compass, or watch while the gadget is held
  • Fixed: Keyboard disconnecting problems on Xbox


Multiplayer
  • Added: In-game server hosting on PC allowing generating server config files and hosting listen server
  • Changed: Remote vehicles start with their physics off
  • Changed: Swimming and sliding commands made available for local replay
  • Changed: Further vehicle animation states are simulated locally now (steering, throttle, clutch, etc.)
  • Changed: Use unreliable RPL channel for Voice over Net (VoN)
  • Fixed: Physics velocity not updating on remote proxies
  • Fixed: Final transformation of items now consistent between running instances (replicated)
  • Fixed: Weapon fire desync after reconnecting
  • Fixed: Proper replication of dropping a weapon
  • Fixed: Old values of movement, lean, and stance change not updating properly
  • Fixed: Turrets get desync when a client exits them and another enters
  • Tweaked: Item actions traffic
  • Tweaked: Controller inputs delta compression
  • Tweaked: Character shared variables traffic optimization
  • Tweaked: Delta compression for PhysAgent orientation
  • Tweaked: Animgraph streaming traffic optimization

Game Master
  • Added: Game Master health settings for global scenario properties
  • Added: Game Masters that don't have admin rights can now remove their Game Master right which allows them to become a normal player again
  • Added: Game Master can now choose passengers of vehicles by means of a context action
  • Added: Game Master gained the ability to quickly fill vehicles with Crew and Passengers by means of a context action
  • Changed: Game Master Entity browser trait filters no longer require all filters to match in order for entities to be displayed
  • Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu action shortcuts are no longer available
  • Changed: Game Master health settings for characters' scenario properties
  • Fixed: Double cursor would sometimes appear in the Game Master map
  • Fixed: Missing control hints for the Game Master
  • Fixed: Game Master camera wasn't shown on the map
  • Fixed: "Resupply" context action in Game Master didn't work on other players
  • Fixed: "Save loadout" action on Arsenal boxes is no longer available for AI soldiers that Game Master took control over
  • Fixed: Hiding the Game Master interface made the map disappear as well


Modding
  • Added: New tutorial for the Scenario Framework
  • Added: Compositions for tutorial framework scenario
  • Added: Ability to attach sights on sights (e.g. RMR on top of ACOG)
  • Added: Inventory operations can also be executed on the server now
  • Added: Workbench: ScriptAPI: AnimExporter API added
  • Added: Visualization of animation channel in the preview window
  • Added: Undo/redo system in Behavior Editor
  • Added: ScriptAPI: float.INFINITY
  • Added: World editor - An action to copy entity name to clipboard
  • Added: Rivers/Ponds use as default the global "terrain" probe
  • Added: New ragdoll definition
  • Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
  • Added: World editor - "Expand/Collapse all" functionality in the Hierarchy window
  • Added: Documentation for IntersectionSphereRay + calculation explanation
  • Added: BT editor, runtime trees inheriting breakpoints from editor tree
  • Added: Add moddable intermediate class between BaseInventoryStorageComponent and child classes
  • Added: BaseTarget.GetTimeLastSeen script getter
  • Added: Hitzones can now bypass area computation and provide their own
  • Added: Script API BaseTarget.UpdateLastSeenPosition(). Game.PerceptionManager(). PerceptionManager.GetTime()
  • Added: CharacterControllerComponent::TryEquipRightHandItem can now take new equip type EEQuipTypeSlinged, which puts the weapon on a sling
  • Added: Weapons can now limit in which stance range they can be used and lowered/raised/ADS
  • Added: Possibility to implement custom vicinity visibility behavior
  • Added: Possibility to set a custom lock on InventoryItemComponent
  • Added: OnWeaponDropped and OnItemDroppedFromLeftHand events to game code and script
  • Added: TryUseEquippedItem is now changed to TryUseItem and can be called on a currently equipped gadget, or any weapon (both in the character's ownership as well as outside of it, such as mines already placed on the ground)
  • Added: TryUseItem now accepts additional arguments to allow the caller to specify the int and float arguments passed when calling the command
  • Added: Added a new function to set the ammo count of a magazine
  • Added: GetHandBrake method to script API
  • Added: Expose the function BaseLightSlot::GetLightEntity to the script
  • Added: TryUseEquippedItem can now be used to also call animations on the current weapon
  • Added: "Allow Jumping" property to CharacterModifierAttributes, handled jump request interruption when jumping is suppressed by held item
  • Added: BaseTarget.GetPerceivableComponent script getter (required for new AI aiming based on AimPoints)
  • Added: 2Dmap - New descriptor type MDT_CURPOS/ Current Position
  • Added: WeaponAttachmentAttributes::GetAttachmentType function to script
  • Added: SCR_UniversalInventoryStorageComponent::GetMaxLoad function to be able to know how much weight a storage can carry
  • Added: ShouldShowInInspection property and function to AttachmentSlotComponent
  • Added: Script API for camera field of view scalar
  • Added: Add the ability to adjust the weight and volume of items in the script
  • Added: InventoryItemComponent::OnParentSlotChanged event has been added to know when a slot has been changed on a specific item
  • Added: Terrain tool 2D map for tile locking and ownership
  • Added: Facilities for per-sight zero generator
  • Added: OnWeaponChangeComplete and onWeaponChangeStarted invokers
  • Changed: ScriptAPI: WorldEditorAPI.TraceWorldPos improved, now returns also a pointer to a hit entity
  • Changed: Refactor of AI Movement, Removed: AIBaseSteeringComponent, Added: AITaskSetPathfindingFilters. Removed: AIAnimalMovementComponent, AIBallMovementComponent
  • Changed: Mesh preview colliders page reworked
  • Changed: World Editor - Edit improvements of coordinates/angles properties through a gizmo
  • Changed: WeatherTool: Changed Live Edit behavior, now, manipulating the graph won't change the time of day when disabled, however, the weather will still be updated
  • Changed: Create navmesh on sea level instead of seabed
  • Changed: ProcAnim Editor - Will now Reset view on loading of model and set default distance on startup
  • Changed: Input: IsGamepad event added
  • Changed: Audio Editor - Modified signal/mixer button to only allow for opening existing files. Fixes issues in the public/retail version of the audio editor as well as opening read-only files
  • Changed: Workbench: TerrainEditor: increased brush size and strength
  • Changed: Loadout rework. Using a class instead of an enum
  • Changed: TryUseEquippedItem and TryUseEquippedItemOverrideParams now have two new parameters. One requires the caller to specify if they want to call the action on the current weapon, or the current gadget. The other one allows the caller explicitly disable character movement during the action
  • Changed: OnItemUseCompleted invoker is now renamed to OnItemUseEnded and gets invoked both when the action is completed as well as when it is canceled. Registered callbacks can use the new 'successful' parameter to distinguish these two situations
  • Fixed: World Editor - Unnaccessible menu item "Save prefabs with options" in prefab edit mode
  • Fixed: ScriptCompiler: Template class with attributes crash fix
  • Fixed: Atmosphere: fixed sun incorrectly casting shadows while under the horizon
  • Fixed: ScriptCompiler: Member vs global method call resolving
  • Fixed: Animating colliders in Anim Editor
  • Fixed: Config editor - Disabled when game scripts aren't successfully compiled
  • Fixed: Animation Editor file selection window should show ANM files only
  • Fixed: ProcAnim - Procedural animations are now properly precompiled again, removed a redundant check that skipped compilation in the editor
  • Fixed: ProcAnimEditor - Procanim, preventing errors in new file creation in public/retail
  • Fixed: Workbench: TerrainEditor: reduced lag on the first click during sculpt
  • Fixed: Tripod turns now uses command params instead of the TurnAmount variable
  • Fixed: FindEntityByID crash
  • Fixed: Oversight naming conflict of cameraData in ADS camera (Thanks GlutenFreeVapes for the report)
  • Fixed: SCR_NavigationBarUI is now more mod friendly
  • Fixed: TracePosition didn't call filter callback
  • Fixed: VME in SCR_EquipClothAction when checking if the equip cloth action can be performed
  • Fixed: EntitySlotInfo::AttachEntity has now the correct return type
  • Fixed: Repeater BTnode behavior
  • Fixed: Some classes didn't have his scripted attributes loaded correctly
  • Fixed: Retrieving UIInfo instances via prefab source data returns null
  • Fixed: Logout wasn't working in Workbench
  • Fixed: Crash with modded PlayerMenuEntries.conf
  • Fixed: SCR_StringWrapper renamed to SCR_WaypointSet
  • Fixed: Fixed the replication race condition in OnItemUseEnded, where the server would delete an entity on clients before RPCing the function on them. SCR_OnItemUseEnded now gets called on clients too
  • Fixed: Opening ghost preview in Workbench without World Editor opened could result in a crash
  • Removed: GetLookAtAngularVelocity method
  • Removed: Removed dead code - CharacterControllerComponent::GetPlayGesture() and PLAYGESTURE InputFlag
  • Exposed GetRelativeWaterLevel function on CommandHandler
Dec 1, 2022
Animalia Survival - Zeev


Hello, Wild Friends we have made some modifications and added new areas to the TLVL2 map

-Modified the sun and moon glow effects.


-Added medicinal plants for carnivores and herbivores scattered on the TLVL2 Map.

-Added new icons of the new Crocodile ability to sense the animal in the water.


-Added Trunks where small animals will be able to collect insects for food on the TLVL2 Map.


-Added a new system to the carcasses, which if damaged can cause diseases in the animals if ingested.
-Decreased the size of the flies on the particle when the animal dies.
-Added new vomit icon.

Animals


Crocodile
-Improved the effect of the Ability to sense animals in the crocodile's water.
-Increased the Stamina expenditure of the Crocodile's Sprint on land.
-Improved Sprint in water.

For more information and details log into our Discord:
https://discord.gg/W74J9Xz67N

Thank you all very much!

High Brazil Studio.
Alaska Gold Fever - Cypher
Welcome to twenty-first DevLog for Alaska Gold Fever!

Hello travelers!

Welcome in Alaska!
Whoa! Long time no see!
Without further delay:
Let's get down to business! ;)

Terrain and day/night cycle



Now we have a special tool in Unity3D and I can play with the day/night cycle however I want!
Let me show you some results!
What was there first? A day or a night? Ask your local philosopher ;)

The basics of any survival game:
day - safe
night - not safe



More characters!



Bartender!
A guy who knows everything because ... he listens to everyone!
You can tell him anything you want! Your dog is sick? Your wife is acting strange? Or maybe you met a yeti in the Alaskan woods? He will listen to you and give you a juicy "potion" to drink!

He looks like kind of Thor from the new God of War :D
Maybe they are related? Or Thor gave up his godhood and became a bartender in Amercia?



I love this little "terrain" on these 3D models! They look like some Warhammer 40k figures :D
Is there any "Alaska" board game? Or something similar (survival/winter/America)
If you know of one, let me know! I will try it out!



And i wasn't complaining! ;)

Who is this mysterious figure?
I can not tell you ;0
But he will be very important for the story!



Main menu on Alaska! - meat and fishes



It's not 100% done yet, but this will probably be used for the main menu.
You know, menus on the left and something on the back!
We will add some more boxes, ropes, water drops from the ceiling and maybe a man with a pickaxe :D
Do you have any other ideas? Tell us in the comments!

Concept art!

Please grandson, eat the meat, you can leave the potatoes


Old woman from the shop!

In our 2D artist's words:
"She is always very happy when someone visits her shop, because she loves to test her new baked (!) goods on customers. After work, she often pops in for a glass of something stronger with hes old wrinkled friends. Sometimes she goes to church for fun."

Alaskan short videos?!



Who is he???
Our graphic designers like to play with 3D models :D and this sometimes brings forth wonderful ideas!

"In the perfect world men like him do not exist, but this is ot a perfect world!"

More of him and other funny stuff from Prison Simulator and Alaska on our official
TikTok account!

>>>>> https://www.tiktok.com/@baked_games <<<<<



-----
Making a game is such a journey and you can be a part of it!
Join our playtests on Steam Store Page!
You can also use our Discord server to send some feedback!



Best regards,
Baked Games Team

Try our greatest hit!
https://store.steampowered.com/app/842180/Prison_Simulator/

Dec 1, 2022
VR Furballs - Demolition - steevekilhoffer


VR Furballs - Demolition Christmas special is back! Once again our cute Furball Furry dressed up with his Santa costume! Go check it out ;)
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