Avorion - koonschi
Performance
"While working on our next free content update (more on that here) we've made major improvements to sector loading times, as well as some adjustments to our RAM management, that we didn't want to keep from you, so, enjoy!"
  • Improved performance of base game loop (client & server) by 0.6ms (ca. +4% better performance at 60FPS)
    • Note: This was on our office workstations, impact on other machines can differ, but there should be a notable impact especially for older hardware
  • Improved performance of loading screens when ambient shuttles are enabled, but none are active in the sector
  • Drastically improved performance of loading screens when there are lots of asteroids and shaders are set to "Normal"
    • Note: 24s loading screen down to 6s loading screen for massive asteroid fields on our workstations at the office
  • Improved general performance of scripts
  • Strongly reduced memory usage of scripts
  • Improved server performance when leaving rift sectors
  • F10, /profile and /status no longer stall client/server during the output filedump
Modding
  • Dev-Script lib/entitydbg.lua is no longer added to everything by default but when pressing F4
Lodventure - Sky Games
Added
  • Frigya Lowlands as 2nd Region.
  • 2 new Main Dungeons and 2 new bosses.
  • 1 new cave and 1 new mine.
  • New enemies.
  • Tier II armors and Tier II weapons.
  • New unique weapons and a new unique weapon crafting bench in dungeons.
  • "Return Altar" building and Hearthrune mechanic. Players can now teleport back to this stone with a 10 minutes cooldown.
  • New journal pages.
  • Rest areas in dungeons.
  • New materials.
  • Cloud saving.

Changes
  • Exit portals are now removed from the end of the instances.
  • Bosses will no longer drop unique weapons. Instead they will drop a specific material that can be used for unique weapon crafting.
  • Drop rates for various materials have been changed.
  • Mob balancing.

Fixes
  • Mobs will become immune while walking back to their original location after stopping their chase after the player.
  • Repairing a mine will now give experience to every player in the session.
Jan 19, 2023
天师 - 3116158322
2023/1/19
《天师》稳定版同步测试版(版本1.1.51.32)
1.太虚星门任务结局改动。
2.元正酒,琥珀酒,紫蜜酒遇到酒神buff效果不翻倍bug修正。
3.雷劫观星术不能预测bug修正。
4.显示挡住bug修正。
---------------------------------
Xross Dreams - stars
Xross Dreams v1.20 Patch Notes:
  • Memory management for sounds again, again, again.
  • The Problem Sounds now only attempt to play instead of playing. This is a very toxic solution to a very stupid problem. It also guarantees no crashes from those situations ever again.
  • The Set Inputs screen in School lightens the background for keyboard users. So you can see the prompts, now.
  • Keyboard mapping in School updates every frame instead of just frames where you are pressing a single button. This fixes some weird problems where you had to hold the direction to pick a seat, and so on.
  • Selecting a Dreamer in School has a brief input lockout period. This prevents accidental double-clicks, which were rather regular occurences on keyboard
  • You can no longer select Random Dreamers in the Finale Plot. This fixes several bugs at the cost of requiring you to be decisive when it matters most.
  • Memory management fixes for plot cutscenes. Fixes weird crashes during plot cutscenes.
  • Online menus now properly scale with resolution.
  • Life/death statuses resynchronize when you load state online. There were specific ways to KO opponents who should still have been alive, if you hit them at specific times in specific ways during a series of online rollbacks.
  • Rollforward calculations cleaned up. This absolutely results in fewer desyncs online. Technical details: When you attack somebody online, the startup of the attack is modified relative to the lag differential at the time. This wasn't being applied as comprehensively as it could have been before, resulting in slight attack timing differences for Dreamers that can spam quick attacks, like Hive. When I tested this, I got frame-perfect timing every time when attacking opponents online. This might be the fix that fixes everything.

There is still a noticeable lag spike during a Down/KO cutscene online. It shouldn't affect gameplay, but I'll make it prettier once I'm sure the desync problems are done for.

Thank you for your patience.
Kynseed - PixelCount Studios
Hello Seedlings!

Thanks to all of you for your support, whether by sending in bugs, for leaving a review letting us know what you think, for hanging out in the community, or even simply playing the game.

If you are getting any issues, please send them in for us to look at (via discord or mailing bugs@kynseed.com).

Here is today's changelog:

Cʜᴀɴɢᴇʟᴏɢ
❌ Fix for crash interacting with the kynseed tree if you have past generation kids

🔷Additionᅠᅠ🔶Improvementᅠᅠ❌Fix
Community Announcements - 一个帅B
各位玩家你们好呀,我是《勇者之书》的制作人Gtc,祝各位勇书玩家新春快乐!

自从上次杨康之后,我们马不停蹄的推出了新版本,随后又连更了7次
或许新版本还有许多不合理的地方,但了解我们的玩家知道,我们从来都是很头铁的,属于不见兔子不撒鹰的那种类型,所以会一直打磨直到它变好的那一天

《勇者之书》上线了3个多月,我们大大小小的更新总共28次,推翻&重做不计其数,支撑我们这么做的除了对游戏的满腔热爱,还有就是一直支持&鼓励我们的粉丝……每次看到暖心的评价我真的恨不得垂死病中惊坐起为他再加更一次!

接下来我们会开始春节的假期了,大家的精神与体力已经到了临界值了,游戏会停更几周时间
明年我们继续冲~
新的模式~新的勇书~新的地图~新的BOSS~都会有的!

最后,还是要祝大家在春节期间平平安安、开开心心!
有意见或者BUG随时在群内提交~
QQ群:901011256
Polar Penguin Post - littlelemonbulb


Hello.

In celebration of the Year of the Black Rabbit, we're distributing Lunar New Year's paper. With the rabbits and Dr. AA, a research store owner and a nerd scientist who develops a variety of things.


This wall paper is a mobile wall paper that can be used on smartphones.

Go to Download Wallpaper

The game update notes will be uploaded at the end of this month.
Thank you.

From. LittleLemonBulb
Armored Warfare - Silentstalker
Commanders!

The upcoming Eclipse Battle Path will feature several vehicles that have one thing in common – the topic of fire support. We’ve discussed the EBRC Jaguar already and today, we’d like to tell you more about another one – Otomatic.



First and foremost, Otomatic should probably be written in capital letters because it is, in fact, an acronym – it stands for “OTO Main Anti-aircraft Tank for Intercept and Combat”. The full name is so incredibly awkward that it’s almost certain someone invented it after everyone decided the vehicle should be named Otomatic as a wordplay that included the word “automatic” (from its autoloader-fed rapid-fire cannon) and OTO Melara, the system’s developer and producer.

As its appearance suggests, Otomatic is (or rather was) a self-propelled anti-aircraft gun. Like the Shilka, it was designed as an armored short-range AAA vehicle that would accompany tanks in heavy armored divisions. However, it wasn’t built for a state contract – it was a private venture of the OTO Melara company (famous at the time for its OF-40 MBT) and OTO-Breda in conjunction with IVECO Defence, Officine Gallileo, and Marittimo Aero SPA.

The vehicle was intended to compete in the 1980s on the international (western) marked with the German Flakpanzer Gepard and the British Marksman system (which was very similar to the Gepard).

While both systems offered high modularity (especially the Marksman could be mounted on pretty much anything, from a Leopard 2 chassis to the T-55), the Otomatic went a bit different route. At that time, OTO Melara had been producing three major armored vehicles – a licensed version of the Leopard 1A1 MBT (which preceded the OF-40), followed by an OF-40 and Palmaria production run. The Palmaria was a SPG based on the OF-40 chassis and that’s what OTO Melara decided to use for the Otomatic in the end.



The first mention of the program comes from 1981 where it was presented during the Paris Air Show in France, but the initial prototype (using the Palmaria hull) was actually only ready by 1985 and its first public appearance once again took place in Paris, this time in 1987. A second prototype (using the Leopard 1 hull) was built between 1987 and 1989, featuring a turret called HEFAS 76. Both prototypes were apparently Palmaria-based although at least one prototype based on the Leopard 1A1 chassis existed as well.

The Otomatic prototype based on the modified OF-40 (Palmaria) hull weighed some 46 tons (of which 16.5 tons belonged to the turret) and had a crew of four – three men in the turret (gunner, commander and loader) and the driver in the hull.

Armor-wise, the hull was made of steel-only with the frontal armor being 70mm thick. The turret was also made of welded steel that was 25mm thick at most places while the roof was 15mm thick. There were also rubber side-screens as well, protecting Otomatic’s flanks against bullets. And that’s pretty much it – the entire vehicle was basically only bulletproof and anything heavier (autocannons, RPGs) would go right through it – of course, if you get in the firing range of such weapons, you’re not using the vehicle as intended. Additional protection was provided by two banks of 90mm OTO Melara smoke grenades.

The main armament of the Otomatic was called Cannone 76/62 OTO-Breda Super Rapido. It was a 76mm rifled rapid-fire automatic cannon derived from a naval weapon of the same caliber. The idea was innovation – where everyone else (Marksman, Gepard) used relatively small caliber autocannons (typically 20mm to 35mm), the Otomatic would use heavier and far more destructive shells that would saturate the target area with fragments not based on the sheer volume of fire but on the shell size. That way, if you get a gun that’s accurate enough, you can save a lot of ammunition weight and therefore keep the vehicle operation for longer without reloading.

And accurate it was. Otomatic used two radars:
  • SMA VPG-A06 operating on the Ka band that had a maximum range of 20km and could track targets flying as fast as 3600 km/h (or as slow as 54 km/h), operated in 180 degree arc
  • SMA VPG-A05 that also had a maximum range of 20km but operated in 360 degree arc and could track up to 24 targets flying at speeds between 36 km/h and 3600 km/h
The gun could of course engage ground targets as well and quite effectively so thanks to the TURMS optics for both gunner and commander (the commander had panoramic TURMS sights while the gunner’s TURMS optics featured a laser rangefinder).



The gun could fire the following shells:
  • 76mm PFF (MON) anti-aircraft high-explosive proximity shell weighing 12.2 kg, muzzle velocity 910 m/s
  • 76mm HE-T with the French VTPA FB76 fuse, similar velocity and weight
  • 76mm APFSDS-T that could penetrate 150mm of armor at 2000m and 60 degrees, muzzle velocity 1580 m/s
With this system, it only took 6 seconds between target detection and the first shells arriving on target.

The gun was fed from a carousel below the turret via a rather complex but reliable mechanism. It could elevate to +60 degrees and depress to -5 degrees and could fire 120 rounds per minute. The shells were ejected through the front of the turret. The gun’s maximum firing range was 16km but it was only truly effective at 6km.

The Otomatic carried 100 shells (26 in the automatic loading mechanism, 48 in the turret and 26 in the hull). The vehicle was also armed with 7.62mm machinegun. The Otomatic was powered by a German 830hp MTU MB 838 Ca M500 10-cylinder multi-fuel engine, allowing it to go as fast as 65 km/h (this was the Palmaria version). The other engine listed as powering the Otomatic was the Leopard 1 engine (MTU MB 837 Ka-500 producing 730hp).

During various trials that took place in the 1980s and 1990s, the Otomatic performed really well. Its massive 76mm cannon completely outperformed the Gepard and the Marksman and the Italians were looking forward to getting some nice major contracts from Italy and elsewhere. Unfortunately, it all came to naught because, much like other excellent projects, it came at a wrong time. The collapse of the Soviet Union was followed by budget cuts all across the NATO and the Otomatic was simply too expensive for the Italian military at the time, especially when a lot of the military budget was committed to various missile systems.



It is unclear how many prototypes of the Otomatic were built. Some sources claim two were built (one using a Palmaria chassis and one using a Leopard 1 chassis), some more than four (the turret was allegedly tested on an M60 hull and on a Leopard 2 hull).

Regardless, the Otomatic was officially offered by OTO Melara until the end of the 1990s (possibly 1997) when it was quietly removed from the catalogues and one of the prototypes was scrapped. The other, Leopard-based prototype was apparently saved and OTO plans to put it on display in its La Spezia museum.

But the lessons learned from the Otomatic were not lost. The turret served as a basis for the development of another 76mm weapon system, which was then installed on a Centauro chassis, producing a variant called Draco.



In Armored Warfare, the Otomatic will be an Italian Tier 9 Premium Tank Destroyer and a reward vehicle of the Eclipse Battle Path, obtainable by unlocking Level 34 of the Battle Path.

Gameplay-wise, we’re looking at a very simple concept – this is, for most intents and purposes, a Draco on tracks. It’ll be a bit slower but will feature a bit heavier armor.

Protection-wise, we’re looking at some basic steel hull and a manned turret. The armor will likely not correspond to the real life value as 25mm of steel is just not enough – it’ll be thicker. How much thicker is still being decided but we’d like the vehicle to at least resist heavy machineguns frontally. This has to compensate for the lack of any APS.



But the firepower of the Otomatic will be phenomenal, just like the one of Draco. We’re looking at the same 76mm automatic cannon with the same shells, including the dreaded 730mm penetration one, combined with 12 round clip firing roughly 1 round per 0.7 seconds. The exact numbers will have to be tweaked because the Otomatic will be nowhere near as fast, agile, or capable of rapid acceleration as the Draco.

Which brings us to the chassis and mobility that will roughly correspond to that of the OF-40. We might make the vehicle a bit more agile but, again, some testing is required to decide what to do with it. All things considered, the vehicle will play much like the Draco with its main feature being the large autocannon magazine and high rate of fire.



We hope that you’ll enjoy the vehicle and, as always:

See you on the battlefield!
Jan 19, 2023
The Lost Village - forestll
Jan 19, 2023
Community Announcements - 一个帅B
优化调整:
  • 为了让新的天赋更好的发挥其作用,现在起在局内也可以随时切换/学习天赋了
[/b]
  • 弓手任务调整:
  • [/b]
    原描述:同时拥有所有地形效果
    改为:同时拥有3种地形效果

  • 法师任务调整:
  • [/b]
    原描述:单次暴击伤害达2000点
    改为:单次暴击伤害达1500点

  • 刺客任务调整:
  • [/b]
    原描述:累计传染中毒层数达99层
    改为:累计施加中毒层数达99层

  • 刺客天赋调整:
  • [/b]
    添加1层天赋【戏弄】:攻击结束后,可以再移动1格
    第1层天赋【疗伤之毒】转移至第2层
    删除2层天赋【毒雾环绕】:毒刃自此中毒层数50%传染给1名周围敌方

  • 牧师天赋调整:
  • [/b]
    第4层天赋【暴击治疗】/【幸运星】转移至第5层
    第5层天赋【智能施法】/【远程治疗】转移至第4层

  • 添加了牧师专属增益效果【进阶自愈】的图标以及描述(【进阶自愈】添加至百科术语)
  • [/b]
  • 提高了第二章BOSS石头人滚石机制的伤害
  • [/b]
  • 骑士【冲锋】的动画速度加快
  • [/b]
    [/list]

    BUG修复:
  • 修复了士气池纹章【硬汉】偶尔不触发的BUG
  • [/b]
  • 修复了同时携带【奋勇】【建筑学】时,【奋勇】效果未能触发的BUG
  • [/b]
  • 修复了触发【自愈】时【伯乐】也会生效的BUG
  • [/b]
  • 修复了圣骑之魂与岩浆地形的层级错误
  • [/b]
  • 修复了异常状态【禁锢】的描述错误
  • [/b]
  • 修复了魔法池纹章【巫术】的2/3级描述错误
  • [/b]

    ...