Nebula - JuTek Pixel
Patch notes for v0.7.4

There are few improvement that I've managed to implement quite fast.

Bug Fixes
  1. It was reported couple of times, that max weapon level did repeat in Level-up window so I've prepared additional safety checks in a code to try to prevent it.
  2. Enemies will spawn rotated towards player from the start.

Improvements
  1. Add toggle button in "Options" to turn ON/OFF camera shake when mass bomb is picked up.
  2. Another toggle button in "Options" to allow to turn ON/OFF an Auto-Aim AI for a main turret. This I made for a players that maybe for some reason cannot (or maybe simply do not want to) play with both hands. With this option ON, game will be playable with just keyboard or left stick on game controller.

Best Regards.
Dev.
Jan 12, 2023
Jected - Rivals - [Pow Wow Dev] Nate


In this sprint we’ve been working on a myriad of different things to help improve First Time User Experience (FTUE), revisiting the structure and design of some of our existing maps, and developing our AI further so they feel more like other players and less like epic-driver-bots-of-doom.

Our biggest set of priorities in the run-up to Christmas is general stabilization, bug fixing, and getting the game back into the hands of the community to see what you all think of the changes. You’ll be seeing this pop-up a lot in future blog posts as it's super important to us to get you all back into the world of Stuntfest Worldtour ASAP. The same is also said for our server stabilization progress making sure your competitors are where they’re supposed to be … behind you!


Our first-time user experience has gone through a number of significant iterations since the project began, starting as a general game intro in which, you saw yourself approaching the stadium and were tasked with overcoming a number of obstacles to quickly learn the controls and mechanics integral to the Stuntfest gameplay. A lot of the feedback we received about this was that, while fitting, it really didn’t give the user opportunity to really get to grips with skills/gadgets/etc, they'd be using on a regular basis during their playtime, so we’ve made some pretty big changes.



First of all, we’ve made the tutorial into an instanced-based event in which you, accompanied by bots, really get a feel for everything you’ll need to use to get the most out of each Stuntshow. We added a splash of slowmo here and there to really give it that epic feeling and made sure the instructions are truly crystal clear for everyone to be able to understand.

Our programmers have also been hard at work adding some more believability to our bots and increasing the number of different ways they play. In general, our bots tend to follow “splines” we feed them which look a little like this;



Now, for those of you thinking “What the Heck?!”, let me explain. Recording the data from our developers and such we build a library of these splines based on how they played, the colours represent different states for the AI such as red meaning use nitro, blue meaning use Jetwing, and black meaning drive. The AI turns this information into in-game actions and you see the end result of an AI racing against you.

It gets way more complicated when you start adding event-to-event variables such as what happens if you slam into them or their car gets wrecked. This is where our programmers are hard at work, adding more splines, allowing the AI to understand the variation better and really expanding what they do on a moment-to-moment basis.

The more recordings we create, the more varied the bots will get and the better we actually play in those recordings, the better the bots will get as well.


If you’ve had a chance to get your mitts on Stuntfest at any point you’ll remember our tracks tend to mesh natural formations and man-made tracks together to create our events and, while this has worked for the most part, we wanted to revisit these structures to see if we could give our maps more of a natural feel while adding an influence of humans, rather than turning it into a construction site full of metal and such.



The goal of those changes is to make the tracks more readable and also to give us the opportunity to add more gameplay-impacting obstacles without making the maps look too chaotic.

This is happening for a number of maps such as Distance Dam and we’re looking into how we can add certain elements to each map to bring more of a theme to each one, making them instantly recognisable from each other stylistically. Additionally, we’ve begun work on the final knockout map and its first blockout.

We want to make the final race about proving you really are the best this stuntshow has to offer, so you’ll need to combine all the skills and gadgets you’ve employed to get this far to make it past the finish line first and secure the victory. We’ll have more to show coming soon!
Jan 12, 2023
Rescue Dash - Management Puzzle - shishka
Let's check out the new Time Management Game together!
Jan 12, 2023
Shredders - Belgianbeer1
Hi Riders,

Thanks a lot for the Amazing support we got from the community after releasing our Big winter update.

We took time to enjoy happy moments with our friends and families but we also focused on fixing a bunch of stuff in the game.

ENJOY, here are the patch notes:

Gameplay
• Missions fixes in BothHandsBaby, PeakParkRace, SideHitsEuphoria2, JumpThroughHoops
• Light gameplay controls improvements
• Drone controls & drone follow improvements
• Feedback added on reshred/restart/getbackup controls
• Remote players are now shown on map with their current activity
• Hotspots improvements (scoring & players sorting fixes)

Performance
• Multiplayer performance optimization
• Peak Park performance optimization

Settings
• Settings are now saved locally and are no longer in the cloud
• New monitor selection option
• Fixed resolution setting not correctly applied on game start + wrong value displayed when not in fullscreen
• Settings are now applied on game start avoiding music volume change

Replay
• Fixed replay slow-motion points lost when saving
• Cropping replays no longer remove other players

Others/Quality of life
• Shielded corrupted game save causing infinite loading
• Fixed missing localization on HUD elements
• Fixed wrong data displayed in character menu + new info (crashes count, snowmen & smileys completion)

Keep on Riding!
东北之夏 - 庄不纯zbc
各位好,近期我们的游戏收到了非常高的关注,甚至一度登上了新发布游戏的榜首,非常感谢各位的鼓励与支持。

但是同时我们也注意到,除了国内,游戏还得到了海外个人与实体的广泛关注。

在我们推进创意工坊的实装时,发现Steam不支持开发者对内容进行先审核后上架,同时也缺乏保障尊重创作者合法权益的合理机制。

严格地说,之前并没有GALGAME开发创意工坊的先例。团队没有精力开发强保护,也不想将用户设备的性能浪费在无意义的DRM保护上。一旦开放该分发渠道,就意味着图片甚至文字的替换将难以阻止。游戏内有真实地名,出现一些不和谐的内容的风险我们的团队难以承受。

团队又没有精力进行持续的维护,游戏被下架事小,伤害了东北人民的感情事大。

因此在慎重的内部沟通后,我们决定不开放创意工坊,这意味着我们将不会提供给用户发布二创的渠道。但玩家仍然可以在不破坏附加协议的前提下,自行对游戏进行DIY,或创造衍生视频,获得创造内容相应的权利,并承担相关的法律责任。

后续我们将在主要免费更新的发布与维护完成后,在STEAM以DLC的形式发布游戏的所有素材以及创作工具源码,其中素材将包括:音乐原声带,人物配音,人物立绘,所有CG与场景。
恐怖收集 Medieval Dungeon Playtest - 湯米Tommy
這次更新內容跟目前的搶先體驗版本相同 !
Everhood - Foreign Gnomes
Green Mage is present in Rouge AI as a playable character!


Their personality traits are
  • Eager
  • Musician
  • Psychopath


Thought you'd guys would like to know that!

Get Rouge AI Simulator here:
https://store.steampowered.com/app/1790370/Rogue_AI_Simulator/
Obludia - FobTi
I'm really excited to announce that They Came From The Sky 2 is Out of Early Access!


https://store.steampowered.com/app/2080010/They_Came_From_the_Sky_2/

Thanks much to everyone who was supporting TCFTS2 during the Early Access. Thanks for all your suggestions and feedback, you're all awesome!

And special thanks to my lovely wife Silvia for her GREAT patience :)

I will continue to gather your suggestions to improve the game. If anyone has good ideas about what they'd like to see, I'd love to hear them. :)


Have fun, folks!

@FobTi
Jan 12, 2023
Eximius: Seize the Frontline - AMBX_Ace
Greetings Officers,

A new day of fixes and adjustments has arrived to the battlefield. Enjoy this small update and we will see you in game!

Vehicle changes
  • Re-tuned all vehicles movement to increase stability
  • Slowed down Crawler and IFV movement slightly
  • Tweaked behavior of all wheeled vehicle when reversing

Balance Changes
  • Bio Injector usage is reduced from 9 to 6
  • Bio Injector cost is increased from 500 to 950
  • AEG Grenade cost is reduced from 900 to 650

Bug Fixes
  • Fixed an issue with Support Crawler NV Service Ironguard will spawn crooked permanently if Support Crawler NV is not on a flat ground
  • Fixed an issue with Support Crawler NV able to spawn more than 2 service Ironguards if player constantly deploys the support Crawler
  • Fixed an issue with Sigma and Sigma Ocular where its wheels do not spin when moving
  • Fixed an issue with tanks unable to throttle when given command on a slope
  • Fixed an issue with Slopes in Academy which is causing difficulties for vehicle to climb
  • Fixed an issue with Sigma if use Face Direction after attack command it will be confused between two targets hence will rotate back and forth between the two target location
  • Fixed an issue with Cargo Improvement research where it will allow Support Crawler to board infantries
  • Fixed an issue with Hellspawn and M33 reserve munition range showed is smaller than its actual firing range
  • Removed unknown collision box from Sunday Mall

We would also like to mention that the error on PvP lobby starting up which leads to a black screen while loading is an issue that we are aware of, and is still under investigation to be fixed.
Vermitron - FobTi
I'm really excited to announce that They Came From The Sky 2 is Out of Early Access!


https://store.steampowered.com/app/2080010/They_Came_From_the_Sky_2/

Thanks much to everyone who was supporting TCFTS2 during the Early Access. Thanks for all your suggestions and feedback, you're all awesome!

And special thanks to my lovely wife Silvia for her GREAT patience :)

I will continue to gather your suggestions to improve the game. If anyone has good ideas about what they'd like to see, I'd love to hear them. :)


Have fun, folks!

@FobTi
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