Dec 12, 2022
Going Medieval - SeWerin
Greetings medievalists!

December’s mini update is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! We call this one a “mini-update” because it doesn’t have any new features, but rather a much-needed overhaul of existing ones.

But first, for an optimal user experience, we suggest that you:

Disable Mods if you have them
Please note: if you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.

Now, onto the update - The core idea behind it is refactored production. Overall, the production process should be much less taxing on CPUs because it now runs on multiple threads. Production is now managed by a global list of productions, where settlers with appropriate jobs choose from that list. Before, settlers would search for production, and then they themselves would check if they could reach that production building and the resources needed for it. We’ll try to explain what that means for you, but before that, a warning:

NOTE: All old saves will have the production queues deleted when loading the game with 0.11.9

  • Settlers now use multi-pile hauls when bringing resources. This does not mean that they’ll bring several different resources at once, but if they find the same resource nearby (or on a pile), they’ll grab as much as they can.

  • Upon completing production, settlers will take the finished goods to a stockpile. For this to work, a couple of things have to be set:
    - Hauling must be enabled for the settler that worked on the production.
    - There must be a stockpile/shelf that can carry that resource.
    - Settlers will haul per priority (ex. butchering drops meat, leather, bones, and tallow. Settlers will only haul meat because it's the greatest priority).
    - There are still some situations that need to be ironed out. (ex. if a settler makes a meal and there is no stockpile for meals, but there is a stockpile for ash, the settler will carry ash to the stockpile. This isn't a bug, but seems strange).

  • Settlers stop bringing resources to production when a goal of greater priority is active. This means that they will go to sleep and not be stuck bringing resources to a production station until 3 in the morning).

  • If the production is set to use a specific resource, that resource will not be in the edit production list (eg. clay brick needs clay and fuel - clay will no longer be an option in the edit panel because only categories like fuel are now editable in that case).
  • UI has gotten a small overhaul in the production aspect. Nothing fancy, it’s just a bit more readable now.
Bugs and fixes
  • Fixed the issue where settlers would rather go to resources farther away than resources that are 3m away but located on the upper floor.
  • Fixed the issues where wildlife animals would attack animals that are being roped or merchant’s animals.
  • Fixed the issue where Taming would appear on a Wildlife panel for merchant’s animals, if the panel is open when the merchant (with animals) arrives.
  • Fixed the issue where bushes and plants would float in some scenarios.
  • Fixed the issues that caused voxels built on beams to be unwalkable.
  • Fixed the issue where heavy crossbows and crossbows, upon their dismantlement, would give more mechanical parts than needed for production (creating an infinite source of mechanical parts).
  • Fixed the issue that allowed beams to be placed over barn doors.
  • Fixed the issue where beam blueprints were positioned in places that didn’t support them, causing them to float as a result.
Quality of life improvements
  • When animals return from caravans, they will not be targeted by wildlife for 1 in-game hour. This is done to mend the issue that you reported with animals being attacked as soon as they enter.
  • Rain no longer has the dotted white particles when falling - should be a bit more clear what's happening.
  • Candles now flicker a bit (on shrines, candles, etc).
  • Shadows are now properly connected with objects & characters. Some shadows with strange geometry might appear with holes in them now (see alcohol barrel). Some small mending will take place.
  • Settlers can rope animals that are already being attacked. If the roping starts, all attacks on that animal will stop.
  • Bought animals are not targetable by predators for 1 hour after buying them.
  • Hitting a merchant's animal has the same effect as hitting the merchant, now.
  • The blueprint wall/voxel will immediately split a blueprint beam. In that case, the blueprint beam won’t be built until the wall/voxel is constructed first.
  • Settlers and animals will try to avoid sleeping on stairs and slopes.
  • Animals will not reserve resources when falling asleep.
  • Selling animals to a merchant removes all orders from the animals, along with the order icons.
  • If you edit something within the production in the edit panel (like choosing a different resource), a “*” symbol will appear, indicating the change.
  • Note for people playing on Epic Game Store - Achievements are incorporated into the Epic Game Store and they are the same as the Steam and GOG ones. We will not add new achievements before the game's official release since we are constantly updating the game and the systems are ever-changing.
Known issues
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this can happen again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
BrainAccelerator Playtest - Yoshisan@niconama
Added functionality
  1. Enemy camera position display implants have been added.
  2. Added light switch item.

Adjustments
  1. Light gain implants have been restored.
  2. Torch item restored.
  3. Searchlight has been restored.
  4. Synchronized wall appearance effects when logged in.
  5. Synchronization of moving objects when logging in.
Don't Shit On My #!$@& Roof - Biggs
Hi!

So, first of all, 0.3 will be released this Thursday, December 15.

Second, the next update is already in production :
  • Summoning : Objects that are based around invocations that attack or buff the player
  • A new "progression" system: today, we are not satisfied with the progression system. We want to bring the player more unlockables. The goal is to have a small pool of items at the beginning and to expand it, in parallel with the dust system.
  • And again and again a graphical update.

We continue to develop the game, hoping to enrich it and bring a more and more qualitative experience.

If you have any questions, don't hesitate to post in this thread or on the forums.

Thanks for reading and enjoy the game!
Gelatine - Tactical Air Horse
  • Fixed an issue that was causing the bottled elemental to attack the alchemist NPC. To be fair, that behavior was understandable - who do you think put the elemental in the bottle in the first place?

  • Fixed an issue that prevented the herb grinder from being harvestable.

  • Equipping the Automatic targeting system along with Spectral spearhead will no longer result in projectiles endlessly chasing enemies and trivializing all content.
    The projectile will now only track enemies until it deals damage to the first enemy, and will just keep flying in a straight line after that.
Dec 12, 2022
This is a Ghost - Nuci
Fix :
Adjustments of some sounds.

Changes :
The endgame revelation fee is lower.
The warp effect will be visible longer.
The validation of the speedrun implies a perfect contract and having the 15 entities unlocked during the game.

New features:
Added single and multiplayer training mode.
Jurassic World Evolution 2 - JensErik_Frontier
Hello Park Managers!

Update 1.6.2 is now available for all versions of Jurassic World Evolution 2. Please see the changes below:
  • Various stability fixes
Shadowbane - A-loveshadowbane
Dear players, everyone:


In order to ensure the stability of the game operation and improve the game experience, Shadowbane's first server [Gungnir], second server [Mjolnir] and third server [Gram] will perform routine maintenance on December 12 16:00-18:00 Pacific Time (8:00-10:00, December 13 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.



For the players of the first and second servers(based on the server data at 19:00 on November 7, 2022, Pacific Time (10:00 on November 8, 2022, Beijing time)),the compensation activities of a big server transfer gift pack has been opened at 18:00 on November 14, 2022 Pacific Time (10:00 on November 15, 2022 Beijing Time). Players who have not received it can enter the third server [Gram] - [Mall//Leaderboard] - [Activity] - [Gift for transfer server] page to receive rewards. For the specific description of the activity, please refer to the announcement at 18:00 on November 7, 2022 Pacific Time, [Announcement] The server of [Gungnir] and [Gram] will be closed.



[Wonderful Activity]
From 20:00 on December 13 to 20:00 on December 14 Pacific Time (from 12:00 on December 14 to 12:00 on December 15 Beijing Time), Shadowbane will start the limited-time special purchase activity of poison ring. For specific content, please follow the in-game mall!



Please fill in the address below for any suggestions on Shadowbane:
https://www.wenjuan.com/s/UZBZJvIIeTLr/



Shadowbane game project team December 12, 2022
SYNCED - SYNCED
Hi Runners!

Scheduled maintenance has been completed and the servers are back online, which means it's time to jump back into the Meridian! The following issues were fixed during maintenance:

  1. Implemented balancing tweaks for Suppressor and Seer Companion Nanos
  2. Fixed the scanning bug on the Sand Table before a Nerva Run match
  3. Fixed a rendering bug for rival runner highlights inside the Harvester zone, when reconnected during a match
  4. Fixed an issue where there player teleported after a cinematic in Dead Sector 02
  5. Fixed the reloading issue for the "Piercing Shot" weapon mod
  6. Fixed a small data issue during the preparation phase for Elite Run
  7. Fixed an issue where the escape key doesn't register during login and Mimir system
  8. Fixed an issue causing tips to disappear while using a gamepad within the settings menu
  9. Fixed an incorrect Runner Mod reward for an NPC Job
  10. Fixed characters shaking after picking up purple tier "The Enforcer" weapon in Nerva Run
  11. Fixed an issue where players were unable to redeem rewards using codes.

For players who did not receive Twitch Drops within 24 hours after claiming them on Twitch, we will provide the following:

  1. All the Twitch Drops you claimed (please note that the Golden Stripes weapon skin will be replaced by Neon Noire)
  2. 100 Haven Credits.

These items will be delivered to you within 24 hours if you have created your character.

Thank you, and have fun in SYNCED!
RuneScape ® - Jagex Azanna
We’ve made it ‘Scapers – it’s the final update for 2022! Read on for all the info about our Christmas events, plus a cheeky sneaky-peeky at what’s coming next year. Have a fantastic festive break and we’ll see you again on January 9th!



Postie Pete and Parcel Pete have once again made an absolute turkey of the most important task of the year – wrapping the presents! Will you be the one to save Christmas?

Play to earn Wrapping Paper and unlock festive rewards, including the stunning new Aurora Dye! You also get a free present each day simply by chatting to the hosts. ‘Tis the season, after all...

This might be our last update of the year, but there's so much to do for the rest of the month – the Legacy of Zamorak finale quest, the Winter Yak Track and more! Get the full story on Presents From The Sledge and see everything else that’s going on in our special December-tastic newspost: Here!



Santa's Grotto returns from December 23rd to January 4th, and it's full of festive prizes!

Dive in and collect all manner of Christmas cosmetics, including tradeable rare Green Santa Outfit pieces for that chic, seasonal look. These items look especially great paired with the Green Santa Hat, if you were able to nab that already! (While pictured together, please be aware the Green Santa Hat is NOT in the Grotto this year).

You can also collect three gaudy-but-desirable Christmas jumper designs featuring Guthix, Penguins and Chinchompas! They’re worse than anything grandma could knit, and they’re an absolute must-have for the season.

And don't forget, you receive extra Wrapping Paper for Presents From The Sledge with every Key used, so be sure that you make a visit Santa’s Grotto this Christmas!



A small members-only event will kick things off next year, ahead of our first full update on January 9th. Look out for Frank’s Free Chest from January 4th!

This piratey version of Frank has set up shop in Port Sarim and he’s got the booty! No… the other kind of booty (though to be fair, maybe both).

Head to the stall from January 4th to earn Pirate Keys: you get one every day on login, and then another one per hour of play, with a maximum of 12 to be earned each week in total.

Spend your Pirate Keys at the Chest to earn luscious loot such as Uncharted Island Maps (including the Red one!), 100 million GP, Dragon Tools and more. Ironman players can get their mitts on all prizes except for the Dragon Tools and GP.

While any Pirate Keys will go to your Inventory on login, you can also store them in your Currency Pouch – any Keys earned through playtime will go straight there. This means you won’t have to inventory-manage in the middle of a boss battle or other such shenanigans!

Aside from being a small added thanks to all you 'Scapers for you dedication, this event is also a test for us to see how we can reward your time more flexibly. We'll be keen to hear your thoughts as we go!

Start earning Pirate Keys and laying claim to Frank's Free Chest in Port Sarim, right in front of the Rusty Anchor Pub, beginning January 4th until January 31st 2023. You'll be able to use your Keys up any time before February 28th 2023.



For the past few days you've been busy deciphering clues and getting a glimpse of what's to come in RuneScape next year. Exciting!

So far you've uncovered the details of January's Death Costs update (and hints of a new event at War's Retreat), the first scraps of an upcoming storyline and some intriguing new Construction skilling methods. Check out everything that's already been revealed here: https://rs.game/2023SneakPeek.

We’ve got one more secret left. Are you ready? It's a juicy one. Tune in to our livestream on December 13th at 16:00 for the big reveal. You won't want to miss this!

To sign out the year, we'll also have a letter from RuneScape's Executive Producer. Look out for that on December 19th…



Fresh Start Worlds will be available throughout the holiday season and plenty of rewards are still up for grabs, including the Alternative Skill Capes, Halo of Returning and more!

Over the coming weeks, the XP boosts will continue to decrease as FSW comes closer and closer to operating like the main game. You'll still have Free Deaths, 20% chances to double a monster or boss drop, 40% chance to double gathered Materials, +100% Accuracy in combat and access to all Tier 5 Auras.

Fresh Start Worlds will fully come to a close on January 9th, at which point all characters will be automatically transferred (with any eligible items) over to the main game. You can also leave earlier at any time too, of course!

We've loved all the stories, videos and images that have come from FSW over the past three months. Whether you played it yourself, convinced a friend to try or return to RuneScape, or simply continued on in the main game – thank you – and remember to always keep it Fresh!



General
  • The login screen music has been updated to A Song of Hope.
  • To fit within the free-to-play skill cap, and to make it more accessible in general, the requirement for Dive, Escape and Surge has been lowered from 30 Agility to 5 Agility.
  • You must now complete Succession quest to use Dive in any circumstances.
  • Completing the Succession musical finale, including replay, now applies the Dungeoneering Strange Power animation to the player, with a forced camera angle.
  • The Daemonheim enemies in the Mage Arena combat challenge of the Succession quest now have significantly more lifepoints.
  • Revolution now supports untargeted Agility abilities, so Escape and Surge can once again be put on a Revolution bar, if that's how you roll!
  • Added blocking to a segment of the fence surrounding the KBD enclosure near the Wilderness Lava Maze. (In the Wildy, the best defence is a good of-fence).
  • Smithing Argonlike armour during the Succession quest now gives token Smithing XP.
  • Only the anvil near the Mage Arena can be used to smith Argonlike equipment.
  • The Escape ability is no longer hidden in the Ranged ability book when the Magic spellbook is filtered.
  • Removed additional bodies of dead Cultists in the Senntisten prison scene of Succession. Always dispose of the evidence…
  • Corrected the progress boost message in Yak Track: The Winter Trials to now state the correct tier at which it was unlocked.
  • Added bounds checking to the Quest List to prevent an issue where its contents were squished by an invalid sorting.
  • Fixed an issue which caused the Festive Aura XP cap message to be displayed after every login.
  • Fixed the washed-out appearance of some outfits while in Prifddinas.
  • Hotfix: Lowered the up time of the 'feeling pumped' modifier in Shattered Worlds.
    • Dev Note: This temporary change was made due to increasingly excessive XP rates players had been receiving in conjunction with recent changes to special attacks. The change is considered temporary, whilst the team is investigating more in depth resolutions to the XP issues.



    Community Showcase
    @Legend_Arts has lovingly created this idyllic piece depicting Varrock in winter.The Lord of Chaos is fond of dramatic entries, @Timortienn !u/Beiras_Beasts has crafted their own little adorable Shamini!Runetubehttps://www.youtube.com/embed/xJlla7q7FVg@Eddiemoo on his quest for the Amulet of the Forsaken, has been having some fun in the Barrows.https://www.youtube.com/embed/pkoQlnWmFVANeed help with the new Succession quest? @Fraqsu has you covered.https://www.youtube.com/embed/e1DXZGs0Q9k@AshShleyScape delivers a quick guide to the 2022 holiday season!Scaper's ScreenshotsAWeeRedPanda the PandaClaus has been out hunting penguins in the frozen north. Brrr!Elej dropping by the Pirate Hideout to spread some Christmas cheer and capture some beautiful screenshots.Lily took a well-deserved break from cracking into safes to enjoy the snow.Purgatory06 looks ready for their Winter adventures!@Bjorngomes continues his mining work this snowy season.Pink Skirts Player EventsEach week the Pink Skirts put on a selection of fun activities that everyone can join. Here are the main events this week:Nex - Angel Of Death
    • Hosted by: Pippyspot & Boss Guild
    • Date/Time: Friday December 16th, 20:00 Game Time
    • World: 88
    • Location: God Wars Dungeon - Ancient Prison
    • FC: Boss Guild
    Nex - Angel of Death
    • Hosted by: Spotleewolf & Nexaodmass
    • Date/Time: Friday December 16th, 23:00 Game Time
    • World: 92
    • Location: God Wars Dungeon - Ancient Prison
    • FC: Nexaodmass
    Stealing Creation
    • Hosted by: Lady Spyra, snore, and Fast SC
    • Date/Time: Saturday December 17th, 21:00 Game Time
    • World: 99
    • Location: Stealing Creation Lobby
    • FC: Fast Sc
    If these don't take your fancy, take a look at the full events schedule here. There’s sure to be something you’ll enjoy!- The RuneScape Team
Starbase - KaiFB


Patch notes:

- Capital Ship Fast Travel Core charge requirement removed

This drastically reduces time required to start long distance warps, as only the capital ship shield generator needs to be charged. Waiting for hours is gone!
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