Jan 12, 2023
Volcanoids - Rich
RPG Maker MZ - Nick_Komodo
Find the next soundtrack to your game with a new pack from Joel Steudler!

https://store.steampowered.com/app/2235980/RPG_Maker_MZ__Modern_Day_Massive_Music_Pack/

Have you been hunting for even more music tracks to fill your modern adventure? Then it’s time to check out the Modern Day Massive Music Pack! Joel Steulder’s latest pack includes 42 BGMs covering a ton of styles and scenes to help you fill your modern game with fitting music. Rock out to electronic punk battle themes, metal-heavy dungeon tracks, soft and heart-touching songs for cutscenes, retro town themes, and more with this incredible pack!

With the pack broken up into 8 main sections, you’re sure to be able to find just what you need. Need a powerful BGM full of heavy beats to keep the tension up? Then check out the battle, dungeon, or metal tracks, where electronic guitars roar and creepy chords are waiting to send a shiver up your hero’s spine! Want to find the right track for when your hero opens up to a close friend? Then listen to the calm pianos and strings in the conversation and romance sections. Just need some quirky tracks to give each of your shops and streets their own unique vibe? Then the retro, theme, and town tracks are the place for you, with songs that lean into the 80s chiptune vibes sitting alongside acoustic guitar-focused tracks and vaporwave-inspired jazz.

Each track comes in multiple file formats, making it simple to add right into your project. Find the perfect tracks for those scenes that you’ve been struggling with with the help of the Modern Day Massive Music Pack!
The Unfettered - Mr.Freeman
Hey everyone,

With the first bi-weekly review of the new year, we continue to share with you the progress of The Unfettered game development process without interruption. We hope you now know how valuable the community's suggestions and requests are to The Unfettered team. Please don't forget to give us feedback via our social media after you read our articles, where we brought you the progress of the process.

The Unfettered continues to be developed in line with the wishes and expectations of the community.

First and foremost, all aspects of our game development processes continue at full speed, we share the most important points with you in our articles - we do not want to tire you by keeping them too long. The character selection screen that will allow players to create multiple builds of their characters has begun to be integrated; the UI has been developed and integrated for the "New Game" section.

In addition, work has begun on Pixie Skills. Pixie is a companion in the form of a glowing sphere which has its own skills to help the main character. The development of skill plans and matrices, which will have a great impact on the game, such as expanding the total health and mana bar value to be integrated, has been completed. These skills were coded and transferred to the gameplay.



It is an undeniable fact that the variety of mobs in action-RPG games like The Unfettered saves the game from being boring and repetitive. Efforts to increase mob variety in the game continue with the integration of diseased enemies into the game.



As we mentioned in our previous article, one of the most crucial aspects influencing players' enjoyment of action-RPG games is the "intelligence" of the enemies they will encounter. To further improve this factor and provide a better gaming experience for our players, the reaction time of enemies when they spot the player has been re-tuned and synchronized.

Furthermore, while various animation developments are carried out for different conditions, it is highly unpleasant for gamers to face animation conflicts when these different situations occur at the same time.
This problem has been solved by making modifications to prevent the created animations from overlapping. Another animation update was an improvement in the animation of the breakable walls falling down, which allow players to leave the current area and move to a new area or map. Also, the camera shaking effect while walls collapse has been integrated into the game.

Note: Steam allows gifs to be under 5MB.


Development of The Unfettered is in full swing into the new year for its demo release. Please do not forget to add the game to your Steam wishlist to be notified when it's released.

https://store.steampowered.com/app/2156330/The_Unfettered/

You can interact with the community and learn about other benefits of being a member of The Unfettered community by joining our Discord server.

discord.gg/theunfettered

Thank you for your support.

Team
Peppy's Adventure - PeppyDev
After more than 1 year of improving and polishing the game since the launch, we have reached a milestone where we have implemented everything we wanted in our original vision.

We came a long way from the release, from improving the user experience, visual quality, adding a time-rewind mechanic, better difficulty ramp-up, a time-attack mode, cutscenes, etc. Looking back, it is now clear that we should have launched the game in “early access” to release it as it is now. Yet we didn’t give up and did our best to make the game better and take into account your feedback.

To celebrate this milestone, we have decided to make an aggressive sale to allow for more visibility and get more players to get started on this challenging but unique game.

Peppy’s Adventure has not yet reached the attention we hoped for. Yes, it’s a niche game, and beyond skills you also need to figure out how to solve the puzzles. The game is meant to be hard, but yet fair. The unlimited time-rewind feature, the magical flutes or the hint system allow for players not to be stuck and always have room for progression. The game is also often overlooked, but beyond the basic/retro gameplay, there are side quests, bosses, characters encounters, secret items, and a storyline.

We are actively working on World 7 to make it awesome and there is so much more to come in the future, including more themed worlds with new power-ups and hopefully multi-player modes.

We hope you will keep supporting us to bring awareness, as a tiny studio it’s super difficult to get noticed. Thanks!
Crossout - XO_Team

Survivors!

It's time to announce the winners of the contest. And the winners are:
  • BossBebe
    [expand type=details][/expand]
  • DN9630
    [expand type=details][/expand]
  • Misterkamil2005
    [expand type=details][/expand]
  • CIaw
    [expand type=details][/expand]
  • PotatoCream
    [expand type=details][/expand]
  • Azayavikin
    [expand type=details][/expand]
  • TOORIKU
    [expand type=details][/expand]
  • TYT0
    [expand type=details][/expand]
  • John_Spartouze
    [expand type=details][/expand]
  • [PS] Artundweise
    [expand type=details][/expand]
Congratulations to the winners!

For more information on Crossout, follow these channels:
Mount & Blade II: Bannerlord - Callum

Beta v1.1.0

Singleplayer

Crashes
  • Fixed a crash that occurred when equipping an incorrectly specified banner item called campaign_banner_small.
  • Fixed a siege crash that was caused by an AI formation not being positioned correctly.
  • Fixed a crash that occurred when many units died simultaneously (possibly with the kill-all cheat)
  • Fixed a crash that was caused by an AI general being assigned before the Order of Battle phase.
  • Fixed a keep battle crash that occurred when reinforcement deployment planning was done incorrectly.
  • Fixed a siege crash that occurred when the defenders would open the gates to meet the attackers.
  • Fixed a crash that occurred during the Order of Battle phase when a mounted companion was assigned to lead an empty formation and then ordered to dismount.
  • Fixed a crash that occurred when changing the governor of a town.
  • Fixed a crash that occurred after selecting an heir.
  • Fixed a crash that occurred after disbanding an army from the Kingdom screen.
  • Fixed an issue that allowed settlements to be entered while under siege, causing crashes.
  • Fixed a crash that occurred when dying from fall damage inside a castle keep.
  • Fixed a crash that occurred after completing a battle.
  • Fixed a crash that occurred when trying to enter the keep after a siege battle.
  • Fixed a crash that occurred when entering a town while being taken captive.
  • Fixed a crash that occurred when trying to engage a party that had no troops.
  • Fixed a console-specific crash that occurred when there was an empty tooltip on the Clan or Kingdom screens.
  • Fixed a crash that occurred in the save/load menu.
  • Fixed a crash that occurred when sallying out from a neutral settlement that is under siege.
  • Fixed a crash that occurred in the siege menu.
  • Fixed a crash that occurred when taking the Spy Party quest from a hero in an army.
  • Fixed a crash that occurred when assigning captains to formations during combat.
  • Fixed a crash that occurred when player characters changed while leading an army.
  • Fixed a crash that occurred when a player assisted a lord in battle while having an active vassalage offer from that lord.
  • Fixed a crash that occurred when a clan left its kingdom.
  • Fixed a crash that occurred in the board game, Seega, when the player or the opponent won by forming a barrier.
  • Fixed a crash that occurred when a besieger party or army encountered a settlement.
  • Improved party AI calculations for siege scores for settlements that had a besieger and got attacked by a party.
  • Fixed a crash that occurred when additional parties from different factions joined a siege as attackers and the diplomatic state of any attacker faction and besieger faction changed.
  • Fixed a crash that occurred when a non-attached army member joined a map event while being attached to the army at the same time.
  • Fixed a crash that occurred after completing the Army of Poachers quest with persuasion.
  • Fixed a crash that was caused by switching menus while there was an ongoing encounter.
  • Fixed a crash that was caused by the Merchant Caravan quest caravan joining a siege.
  • Fixed a crash that occurred while starting a new campaign or loading an existing one. (This may resolve crashes even after complete cleanup/reinstalling for some players.)
  • Fixed a crash that occurred because of bandit parties.
  • Fixed a party visuals-related crash that occurred while loading the game.
  • Fixed a crash that occurred when a besieger party was destroyed.
  • Fixed a crash that occurred when attempting to leave a faction while being in an army with the faction leader.
  • Fixed a crash that occurred when attempting to load a save while a voiceover file was still playing.
  • Fixed a crash that occurred when clicking on a marriage offer notification.
  • Fixed a crash that occurred when a hero that had been sent to solve an issue was wounded in the process.
  • Fixed a crash that occurred when making peace during a siege.
  • Fixed a crash in the main storyline that occurred when the conspiracy was activated.

Save & Load
  • Optimised the save system to reduce the total size of the save file.
  • Save file sizes now increase linearly. (They used to double over time.)
  • Minor improvement to save time.
  • Fixed an issue for old save files that have clans with no leaders.

Localisation
  • Minor text fixes and localisation updates.

Art
  • Added a horse trader to the Khuzait town (b) scene.
  • Sturgia town (g) siege layer improvements.
  • Vlandia castle (c) siege layer improvements.
  • Empire town (l) siege layer improvements.
  • Fixed an issue that caused siege tower orientation to be broken in some locations of Empire town (f).
  • Three scenes: Sanala, Ataconia Castle and Mecalovea Castle were added to custom battle scenes.
  • Updated arena spectator characters. They are now normal agents instead of meshes and they have new animations.
  • Improved various materials.
  • Added new Empire plate vest armour
  • Added new Khuzait heavy armour
  • Fixed a bug that contributed to problems with gaps between the handle and blade of crafted weapons.
  • Fixed the issue of ballista covers appearing on mangonels at Varnovapol.
  • Fixed an issue that caused agents to fall through and get stuck in walls at Epicrotea.
  • Minor scene fixes to Jaculan.
  • Fixed an issue that caused troops to spawn in buildings at Varcheg.
  • Fixed missing textures of Old Fur Coat.
  • Male characters can now wear female clothing without clipping issues.

Achievements
  • Fixed issues with the "What have the Romans ever done for us", “This is our land” and “Explorer” achievements.

Audio
  • Fixed a bug that caused the campaign map music to continue on into hideout battles.
  • Added missing voiceovers for Aserai, Khuzait and Sturgia.

UI
Changes
  • Party Screen Troop Sorting:
    • Players can now sort both rosters in the party screen by troop Type, Name, Count and Tier.
    • The last selected sort type is remembered and applied on every party screen initialisation.
    • By default, heroes are grouped together at the top of the roster.
    • This change also includes a troop-type rundown added to the party screen. Players now can see how many Infantry, Archers, Cavalry and Horse Archers they have at a glance.
  • Implemented a Fog of War feature for heroes:
    • Players now need to meet heroes to unlock some of their critical information.
    • Skills, traits, family, and owned settlements information are hidden until you meet that hero.
    • This change affects tooltips, portraits and information shown in the encyclopaedia.
  • Added new tutorials to help new players:
    • Includes tutorials for upgrading troops, choosing perks, distributing attribute and focus points, getting companions, ransoming prisoners, civilian equipment, party speed, army cohesion, creating an army, order of battle, crafting and crafting orders, banner item in the inventory, crime, assigning roles in the clan screen, and raiding villages.
    • Also improved some of the existing tutorial trigger conditions and texts.
  • Added a tooltip to the disabled "leave kingdom" button in the Kingdom screen while in an army.
  • Improved rotation in the character creation and weapon smithy screens for gamepads.
  • Added the ability to open the encyclopaedia from the upgrade and recruit pop-ups in the Party screen.
  • Added a new map event icon on settlement nameplates to show the sally out stage.
Fixes
  • Fixed a bug that caused banner effects to show incorrect values in tooltips.
  • Fixed a bug that caused the "tournament active" icon to stay on the settlement nameplate after a tournament was cancelled.
  • Fixed a bug that caused the scoreboard to open with the TAB key while in photo mode.
  • Fixed a bug that could lead to a crash if a decision was cancelled before the voting stage started.
  • Fixed a bug that caused formation indicators to show incorrect positions after issuing an order in Order of Battle.
  • Fixed a bug that caused the Order of Battle screen to work incorrectly after starting the battle while the order UI was active.

Battles and Sieges
  • Fixed preview issues with square and circle formations.
  • Improvements to prevent troops from falling from castle walls due to overcrowding when teleporting during the Order of Battle phase.
  • Fixed an issue that caused reinforcement troops to spawn on top of their formations when they could not find a valid spawn position. They'll now spawn on deployment positions specified in the scene.
  • Fixed troop transfers between formations that were applied due to a previously saved battle configuration triggering player order animation and sound effects.
  • Fixed an issue that prevented captains from spawning with their formations when a previously saved battle configuration was loaded during deployment.
  • Fixed an issue which caused formation deployment positions to be placed on positions without an underlying navmesh.
  • Fixed various issues with the Order of Battle deployment phase when more than two forces participate in a battle.
  • Fixed an issue with the charge order teleporting all troops to a single position during the Order of Battle phase. Formations that are given a charge order will now stay put and will charge the enemy once the mission starts.
  • Fixed a problem that could cause attacker AI in siege to stall due to a failed transfer operation.
  • Logic was added to make nearby formations take control of siege weapons in the event that they are closer than the reinforcements from the initial formation.
  • Fixed an issue with large formations that caused siege attacker AI to hesitate when deciding to attack enemies or control the walls.
  • Fixed an issue with the circle formation that caused range units to position themselves outside of the protected centre.
  • Fixed an issue that caused ranged units to moonwalk towards siege engines while being locked onto a distant target.
  • Fixed an issue that caused defending agents on top of walls to try climbing down ladders to fight attackers and occasionally fall off due to this.
  • Fixed a bug in power calculation that caused panicked and fleeing agents to be omitted from the calculation as if they never existed. This caused the defending side to not recognise that they were winning because of the calculation error and as a result, they would not counterattack even after most of the enemy started fleeing.
  • Fixed an issue with the charge order in sieges that would cause agents to get stuck and walk into walls when no path to the enemy existed. This was due to a bug that prevented the charge order from being correctly modified to raise ladders, and break or open gates.
  • Fixed an issue with some scenes where the navigation mesh used for the breached state of walls would remain active, causing agents to move incorrectly.
  • Fixed a bug in fetching the missile range of individual agents that caused ranged formations that were attempting to skirmish to move too close to the enemy before stopping to shoot.
  • Fixed an AI calculation error caused by siege towers that had finished their movement being omitted from calculations to estimate the enemy assault potential from the side it approached from.
  • Fixed an issue that caused AI-controlled ranged siege engines to target enemy engines that had already been destroyed.
  • Fixed an issue that caused AI agents to immediately return to their formation position after walking up to and opening the siege tower.
  • Fixed an issue that caused AI archer to attempt to use positions with no cover (merlons were destroyed).
  • Newly spawned reinforcement troops will now prioritise empty formations if they cannot find a suitable formation that matches their troop class. When this happens the empty formation will auto-switch to AI control (delegate order).
  • Defender agents in most scenes would be too late to meet enemies attacking over ladders or towers due to their waiting position being too far away. Logic was added to anticipate the enemy being close to attacking to compensate for this situation.
  • The attacking side in sieges now uses only one of the available lanes if their numbers are too few.
  • Added banner effects to Custom Battle. Custom Battle commanders will now have default banners.
  • Implemented the sally out ambush mission. Players can now initiate this mission to destroy the besieger AI's siege engines.

Character Development System
  • Added a new settlement near Lageta named "The Retreat" in which the player can approach a new NPC "The Hermit" and decide to retire from their current campaign either moving on with one of their heirs or concluding their journey completely.
  • Added a new window where players can see their progress through their campaign at the end of it, presenting many stats such as their kill count, play time, number of troops recruited etc. Players can reach this window; when their clan is destroyed, they decide to retire or when they complete the main storyline.
  • Changed the description of the Partners in Crime perk as it could be misleading.
  • Perk Overhaul
    • All perk descriptions have been rewritten to improve clarity.
    • Some perks saw improvements to functionality and some had minor tweaks for balance and clarity(Swift Strike, Fleet of Foot, Arrow Deflection, Keep at Bay, Drills, Merry Men, Well Prepared, Throwing Competitions, Strong Arms, Tactical Mastery, Fleet Footed, Forgivable Grievances, Make a Difference, Lead by Example, Trusted Commander, Talent Magnet, Forced Labor, Metallurgist).
    • 15+ perks saw name changes.
    • Trade tree saw bigger changes:
      • Reordered some perk effects to make it so that the early game benefiting perks can be unlocked earlier.
      • Changed the primary perk effect of the “Silver Tongue” perk.
      • Skill descriptions have been rewritten for clarity.
      • Changed how the “effect type” is shown on the perk description tooltip.
  • Fixed a bug that prevented XP gains during multiple mission fights.

Clan and Party
  • Fixed a bug that prevented wanderers from spawning until the next game load after dismissing a companion.
  • Fixed a problem that was causing some parties to go in and out to a village if they are willing to stay in the village, causing their visual to be enabled and disabled and making them non-interactable.
  • Fixed a bug that was causing the wage limit to be unlimited after setting it to 2000 in the Clan screen.
  • Fixed a bug that teleported governors to multiple settlements.
  • Alley mechanics have been redesigned and reimplemented. From now on, players will be able to claim alleys after they clear one. They can do so by assigning a clan member who has suitable traits and roguery skills.
    • Player-owned alleys will provide gold and bandit troops for the player but also generate some crime rating.
    • Alleys will be attacked by neighbouring gang leaders, and players will have to respond to those attacks in order to keep the alley.

Armies
  • Fixed an exploit that allowed player army leaders to leave besieged settlements without consequences by disbanding their army.
  • The AI of parties that are targeting a siege event will be reset when the siege event ends. This fixes the double siege event problem in the same settlement.
  • Fixed a bug that was causing army influence to be -2000000 :)
  • Fixed a bug that could disable siege menu buttons due to the player not being recognised as the siege leader.
  • Fixed a menu text bug that occurred when a higher rank lord joined the player's siege event.
  • Fixed a bug that was causing the player’s siege to advance to the keep battle even if the player retreated in the mission.
  • Fixed a bug that gave prisoners to militia parties after sallying out which caused some prisoner heroes to not be found in settlements.
  • Fixed a bug that prevented attackers from reconsidering multiple siege battle missions after they fled from the battle mission when the player was defending.
  • The game will now pause and a menu text and menu button conditions will refresh after the siege leader party leaves the map event.
  • Fixed an issue with influence cost calculations of siege aftermath options.
  • The player's army will now disband when there is no other party in the army except the player.
  • Factions will not create armies if they don't have any enemy that has at least one settlement.
  • Renown and influence bonuses were rebalanced for multiple battle missions. (Multiple battle missions means when the battle size and wave count for the battle is low and the battle size is higher than those--multiple missions are opened for that battle.)
  • Troop selection was added for keep battles.
  • (For modding: You can now initialise battle simulation with selected troops.)
  • The village raid system has been reworked. Instead of rewarding just through the inventory and recruitment pool of the village, village raids now primarily rely on the amount of hearth damage done to the village during the raid.
    • Rewards come in three categories - Denar which makes a small part of the loot, various everyday goods and the main production of the village.
    • The combined value of the loot is usually higher than f.e. attacking caravans but the weight can be rather high - especially while raiding villages that produce low-value but a high volume of goods like hardwood and grain. We wanted to increase the viability of raiding but if done for commercial gain we want players to return to towns to sell loot off. This way, players can either raid a village, maybe two, and leave the front lines to make money, or choose to go on a raiding spree for strategic reasons and forgo the income.
    • Recovery time for villages has also increased.
    • Forcing supplies and recruits are now also based on village hearths.
    • After being forced to give supplies or recruits a village will generate less loot through raiding for a while as villagers are alert.
    • If a raid is completed successfully, it does not give a disorganised state anymore. You only become disorganised when you leave mid-raid.

Kingdoms and Diplomacy
  • Fixed an issue that allowed minor factions to join a kingdom that it should always be at war with (by design).
  • Fixed an issue with leader selection after the ruler clan of a faction was eliminated.

Economy and Trade
  • Fixed an issue with hero tooltips showing incorrect workshop ownership.

Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug where a clan member could be invited to play a board game in an incorrect location.
  • Fixed a bug that caused the player party to be ejected from their current settlement due to an unrelated peace between other factions.
  • Wanderer life cycle was changed. Players can now find at least 1 of each wanderer type in the world at all times.

Quests & Issues
  • Fixed a bug where no recruits would spawn in Tevea when starting a new game.
  • Fixed a bug that incorrectly cancelled a quest upon the conquest of a settlement.
  • Fixed a bug where you would get an incorrect journal log while doing the "Art of the Trade" quest.
  • Fixed a bug where the “Conquest of a Settlement” quest wouldn't reward the correct amount of gold.
  • Fixed minor issues with a variety of quests.
  • Added exclamation marks to "Spy Among Us" and "Inn and Out" quest menu buttons and agents.
  • Fixed a couple of inconsistencies for the required troop tiers of alternative solutions.
  • Fixed a bug that caused the "Family Feud" quest dialogue to get stuck in a loop.
  • Lord needs Tutor quest success consequences are changed.
    • Players will gain 25 relation with the quest giver instead of 15.
    • Players will gain 15 relation with the pupil hero.
    • Players will gain 5 renown.
  • Consequences for criminal actions towards the quest giver's clan's villages updated. This now causes -5 relationship penalty with quest giver, -50 experience penalty to Honor trait.
  • Timeout consequences of Headman Needs Grain quest updated:
    • 5 relation penalty with the quest giver
    • -3 relation penalty with the other notables in the quest village
    • Issue frequency changed to rare from common.
  • Escort Merchant Caravan quest changes:
    • Caravan destroyed by main hero quest log text updated.
    • Attacking quest caravan consequences changed:
      • 10 relationship penalty with quest giver
      • 10 power penalty to quest giver
      • 80 Honor experience to main hero
      • 20 prosperity penalty to quest giver's settlement
    • Cancel by war quest log text updated.
    • Fixed a bug that caused tracks from bandit parties to be removed immediately.
    • Timeout consequences changed:
      • 5 power penalty to quest giver
      • 5 relation penalty with quest giver
      • 20 Honor experience penalty to main hero
      • 20 prosperity penalty to quest giver's settlement
  • Train troops issue/quest updates:
    • Success log added for alternative solution.
    • Game pauses now when the decision pop-up is opened to complete the quest.
  • Village needs grain issue/quest fixes & changes.
    • The issue now only appears in villages whose type is "Wheat Farm".
    • Issue frequency changed to rare from common.
    • Relation penalty added with other notables in the issue village if the quest fails.
  • Escort Merchant Caravan issue/quest changes.
    • Various quest log updates.
    • Fixed a bug that caused the quest bandit party to be immediately untracked.
    • War declaration against quest giver's kingdom consequences updated.
  • Improved the quest progress updates for the Headman Needs Grain Seeds quest.
  • Fixed the bug that prevents updating troop count in the "Train Troops" quest log.
  • Fixed an issue that caused guards to spawn behind the gate on Gang Leader Needs Weapons quest at Syronea.
  • Fixed issues in the main storyline that occurred when the player became the leader of an existing faction.

Conversations & Encounters
  • Fixed a missing text in bandit encounter conversations.
  • Made various improvements to conversations by reviewing and reassigning poses & expressions based on the animation content introduced in recent patches.
    • These were also used in updated default poses for NPC encyclopedia entries.

Other
  • Updated length stats of all mounts to highlight the characteristics of different breeds.
  • Fixed a bug that prevented some mounted agents from accelerating to gallop.
  • Rebalanced some shoulder armour pieces and weapons used in single-player tournaments.
  • Crowns were added to the starting rulers.
  • Some shoulder armour pieces and weapons used in single player tournaments were rebalanced.
  • Fixed behaviour problems for the mounted training field horse.
  • Fixed an issue that could prevent players from restarting a particular section (like melee training) of the training field tutorial.
  • Fixed a bug that caused shields to sometimes become huge in size after being dropped.
  • Fixed cases where crime rating was applied incorrectly.
  • Increased base settlement prisoner limit to 60 from 30 and bonus from each wall level to 30 from 10.
  • Fixed an issue where banners were not properly shown in some settlements
  • Fixed a bug that duplicated heroes in missions if the main agent changed locations through doors.
  • Fixed a bug that could prevent the last seen info from being updated properly.
  • Added concept page for crime and caravans
  • Fixed an issue causing notables to stand on a chair at Lycaron.


Multiplayer

Crashes
  • Fixed a network-related crash that occurred when an agent position was outside of network limits.
  • Fixed a crash that happened during the intermission due to long map names.

Design & Balance
  • Lances in Multiplayer can no longer be used to knockdown/dismount players.
  • All Javelin weights are increased by 25% and melee damages are decreased by 20% (except for Captain mode).
  • As a result of these changes, you can expect a slight decrease in throwing damage too.

Performance
  • Increased database performance for lobby server.

Server & Network
  • Fixed a bug that prevented players from joining a custom server after getting kicked due to inactivity.
  • Increased custom server join performance.
  • Linux server files are available (since 1.0.3)

UI
Fixes
  • Fixed various text areas where some characters would show up as squares (killfeed, server names etc.).
  • Fixed a bug that caused the gold label in the lobby to not be updated correctly after a match.
  • Fixed a bug that caused the report player button to be disabled incorrectly.
  • Fixed a bug that caused cosmetic items to get sorted incorrectly in the Armory tab in Lobby.
  • Fixed a bug that caused the intermission screen to not work properly in some instances.
  • Fixed a bug that caused a crash on custom servers if they didn't have "MultiplayerForcedAvatars" folder created.
  • Fixed a bug which hindered the ability to view a troop's encyclopaedia page from the upgrade pop-up of the Party page.


Both

Crashes
  • Fixed a crash related to reversed animations' sampling.
  • Fixed a crash that occurred when an agent died while using a machine.
  • Fixed a bug related to item attack usages, which was causing the game (especially if it was modded) to crash.

Optimisation
  • Fixed finalisation order of mission behaviours to prevent certain memory leaks.

Audio
  • Fixed problems with water collision sounds.
  • Fixed an issue with the mangonel reloading sound loop.

Performance
  • Several performance improvements were made for both battles and the campaign map.

Animations
  • Improved computations of physical forces for ragdoll when an agent dies with an instant ragdoll kill.

Combat
  • Fixed an issue that caused weapon attacks that were blocked by a shield to be considered a shield strike.
  • Fixed a bug that caused inflicted damage to not be set when an alternative attack (kick or shield bash) was blocked by a shield.
  • Polearms (including javelins) with a length of 1.2 meters or less, no longer make mounts rear.

Other
  • Fixed a bug that caused the incorrect highlighting of objects when DLSS was enabled.
  • Fixed a bug that allowed players to swivel the camera into their own heads.
  • Fixed a bug that caused achievements on Epic Games to not work after some time.


Modding
  • Improved scene checker code (editor side) in order to detect various spawn path placement problems.
  • The map camera implementation was separated from the map screen code for easier modding.
  • A new attribute is_moving was added to the monster usage system. It allows specifying different actions in moving or stationary situations.
  • Enabled the ability to give banner tableaus to armor pieces. This change adds native support for armor pieces to have banner textures. It works the same way as shields, banner bearer items etc.
  • Fixed a bug that caused issues with asset importing if there were two modules with the same id.
  • Fixed SpCultures default xml to throw warnings when it has no cultures defined.
  • Animation clips can now be searched by their flags in the resource viewer.
  • Increased the ModifiedDamage compression info limits from 500 to 2000 and clamped the out of limit damage numbers to the min/max values
  • AddGameMenu and GetGameMenu are now public
  • game menu options can work with related objects.
  • Fixed a crash that happens if the main hero talks with a hero that does not have any proper conversation lines. Now he/she says a default conversation line if proper dialog lines were not added.
Sea of Thieves: 2025 Edition - a-faddison
It’s a brand new year, but we can’t leave the old one behind without a final round-up now, can we? So much happened in December that frankly it’s all a bit of a blur, but we’ve picked out a few highlights to share as we take a look back over the happenings of the final month in 2022…

Content Update
The Festival of Giving is still fresh in our memory, but if you cast your mind even further back you’ll realise just how much was going on in December! The first major development came in the form of ‘The Rogue’s Legacy’, our tenth Adventure, which saw players joining the search for a cure to Tasha’s osteal ailment. Fortunately, following in Briggsy’s footsteps left Madame Olivia with the tools she needed to learn more.

Later in the month, we embraced the holiday spirit as December’s content update sent the Festival of Giving into full swing. From a Gifts & Glory Weekend and Twitch Drops to the annual challenges of Grogmanay, there was so much going on that honestly it’s a wonder anyone was able to keep track of it all. Although, on second thought, Grogmanay might have something to do with the hazy memories.

If you could drag your attention away from the festivities for long enough to buy a little seasonal treat for yourself, you might have popped over to the Pirate Emporium. Alongside some returning festive favourites, December’s update introduced the raptor-themed Soaring Oracle set, a new collection of rhythmic emotes and a trio of Trinkets drawing inspiration from familiar stories. Or for anyone watching their Ancient Coin purse, there was a free Tree Decorator Emote so you could raise a star of your own. There’s still time to grab any or all of these before the January update arrives!


News and Features
As is tradition, we couldn’t release an Adventure without first giving you a new Adventures Ahead article to bring you up to speed – this time on Briggsy and Tasha’s exploits. Over on the player side of things, we updated the Community Hub one last time for 2022 and shared a new Spotlight on a pillar of the UK community, CalamityKez, to hear how she got into Sea of Thieves and what her work with her SoTUK family looks like.

Looking ahead, we thought the final month of the year would be a good time to fill you in on some of the upcoming improvements to the Battle for the Sea of Thieves, following a lot of feedback on the challenges players have been facing during matchmaking. If you’re still sitting here wondering what stamps have to do with anything, fear not, the summary is this: we’ve heard your concerns and we’re working on getting those matchmaking times down. All you need to do is keep sinking ships.

With all that done, we saw off the year with the Festival of Giving celebrations and left you with a thorough article-based summary of everything that would be going on through the holiday period. But we didn’t neglect our out-of-game content either, filling in the backstory of everyone’s favourite Reaper in the latest Sea of Thieves: Origins comic, ‘The Servant’s Tale’. You can pick it up for free right here!


Videos and Streams
After so much new content dropped with Season Eight in November, it was inevitable that some people would still have questions about how everything worked, but have no fear! We released a… unique video at the start of December to set the record straight. Then, when it was time for a new Adventure, we dropped a cinematic trailer and a launch trailer to fill you in on Tasha’s situation and set you up for the arrival of ‘The Rogue’s Legacy’.

With the year’s last Adventure safely underway, we turned our attention to the Festival of Giving, throwing in a jam-packed episode of Sea of Thieves News to discuss December’s imminent update. Then we kicked off the Festival proper with a livestream to switch on the holiday decorations and share our best memories of 2022 – only to find the festivities interrupted by a surprise spherical visitor! Over the course of the next few days, the Orb shared mysterious visions of the future and hinted at what might be coming soon for the Sea of Thieves…

Of course, no Festival of Giving would be complete without a suitable song. To ensure that we were all able to really get into the spirit of things, the livestream debuted the ‘On Yule Tides’ shanty. To cater to all tastes, the ‘Sleighbell Selects’ collection offered a more traditional take on the music of the season so that everyone could enjoy the Festival with a jingle or two.


Social Channels
As you might expect from the end of the year, December on our social channels was awash with looking back on the year and celebrating everything we’ve not only done ourselves but watched our incredible players pull off. Pirates from across the sea shared tales and wrote poems, while others offered their aid to new sailors taking to the seas for the first time.

The community also got creative with names, while elsewhere a visit from a special kitty threw the Doubloon economy into turmoil. Meanwhile the final #SoTShot contests of the year brought us Brawling Boats, celebrating some truly spectacular naval combat, and then a good old Pirate Party.

As always, December offered an opportunity to explore Your Story So Far with a series of personalised stats from, well… your Sea of Thieves story so far. And following a whistle-stop tour of New Golden Sands and a heartfelt wish for Happy Holidays all round, when it was finally time to close the year out, we threw in one final caption challenge to carry you through the New Year.



And that was December! Were you able to get involved in the festivities? What were your happiest memories from the year just gone? Let us know! And to get all the latest news and updates as they happen, make sure you follow us on Twitter, Facebook, Instagram, TikTok, YouTube or Twitch, or join the official Forums or Discord. And now with 2022 officially over, on with the New Year!



Previously in 2022:
Sea of Thieves Round-Up: November 2022
Sea of Thieves Round-Up: October 2022
Sea of Thieves Round-Up: September 2022
Sea of Thieves Round-Up: August 2022
Sea of Thieves Round-Up: July 2022
Sea of Thieves Round-Up: June 2022
Sea of Thieves Round-Up: May 2022
Sea of Thieves Round-Up: April 2022
Sea of Thieves Round-Up: March 2022
Sea of Thieves Round-Up: February 2022
Sea of Thieves Round-Up: January 2022
Dark Desire 1 - sssaam.cindy.2019
Discover the full story behind a dark desire.

Do you like Reggie, Jeff and Cindy or maybe Shani, Ann, Ashley or any other girls?

Dark Desire 1 is a great place to start the exploring this story, as it comes with sounds and sound effects for maximum joy!
Serial Cleaners - Frandroid
A cleaner's job is never done. Especially the type of cleaning Bob and his crew does. There will always be a limb somewhere, that someone needs removing.
Well now you can remove those limbs in different outfits, in locations you have previously visited and in a difficulty setting you choose!



You can now browse through a selection of unique outfits - available for each of your cleaners.
When you fulfil various requirements you will unlock more outfits!



Not only will you be able to update your cleaners wardrobe, you will also be able to make it more difficult for them to do their job! No, not by joining the police force, time travel back to the 90s and chase them around a building - though if you do that we will be impressed. No, by selecting one of the new difficulty settings!



If you find one of the levels particularly challenging or just really fun, you now have the option to play it over and over and over and over and over and over and over and over again.
With the new level select option you can play your favourite level or your most hated level as much as you like!



If you prefer it hot or if you prefer it cold, or if you just want to feel like a mad scientist with the power to control weather - we have given you that power, ermm, we mean feature too!



And GOOD NEWS cleaners! We have also added Polish language to the game!

https://store.steampowered.com/app/1337920/Serial_Cleaners/
Predictors - Niko Bellic
Hi Predictors!

Now the game officially supports three languages.

You can also switch the game to one of the other languages whose translations still need improvement:

  • Spanish
  • German
  • Polish
  • Portuguese
  • Turkish

Please let us know if you can help fix additional languages.

Enjoy!
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