Crossout - XO_Team
Receiving! Cargo Locator Report has been done:


Congratulations to the lucky winners:
Two containers with seven days of premium subscription and two containers with three days of premium subscription were not found. The area is sealed off. Over.

For more information on Crossout, follow these channels:
GOAL! The Club Manager - SwordsOfTheSouth
Hello Goal! fans!

Today we are releasing a hotfix , which among other things fixes an undue blocker which occured sometimes after league matches.

Bugfix
  • Fixed a rounding error in the match report after calculating the tackling percentage and ball possession.
  • Fixed a blocker after a league match resulting in a 0:0 draw.
  • Fixed a bug in automatic match calculation grading the kickers.
  • Fixed the kicker of the match calculation in the match report.
  • Fixed an issue that sometimes resulted in an erroneously displayed strength system (100/13).
  • Fixed a bug that occurred when accessing the details of the bank statement in Finances.
NeuroSquad - Slay the Horde - MattNemori
The NeuroSquad soundtrack is now on Steam!

Alongside the free demo, the soundtrack for NeuroSquad is also available on Steam. You can buy it (now 20% off), following the link below.
If you'd like to support the game's development, it's a great way to do so.

20% off for a week.
https://store.steampowered.com/app/2126900/NeuroSquad__Slay_the_Horde_Soundtrack/

It's... uhmm... How would I define this? "A fusion of cyber metal and trance-like electronic elements"? If you have a better description for it, go for it. Inventing weird music genres is my new hobby.

The soundtrack comes in the form of 320 kbps MP3 files by default, but you can select lossless FLAC versions as well for the highest possible quality.

Development news

I'm working on a large update for the demo that will include a ton of small and some bigger improvements and QOL features. These are just some examples of the upcoming changes:

- You will be able to check your loadout at any time, plus there will be more information about your current setup (for example the level of implants in use will be shown during a run if you hover the cursor over them, and you'll be able to see which type of unit is aiming in which direction when you decide to attach an upgrade to that slot).
- I'm reworking the spawn system to provide a more constant flow of enemies. With this change it's even more satisfying to upgrade and shoot hundreds of bullets constantly, stopping the ever-growing horde without breaking a sweat. (Currently I'm working on balancing this system.)
- Weapon mods will be replaceable.
- I'm experimenting with a new health system where holo-soldiers cannot take damage. This way the squad's hitbox can stay the same throughout the run, and your firepower doesn't ever decrease, because soldiers can't die. This is a big change and needs some refinements to balance properly, but I think it will improve the experience a lot.

Again, these are only some of the bigger changes coming. As always, if you have thoughts or suggestions, leave a comment here, or join the Discord server:



Happy slaying!
Feb 20, 2023
From the Depths - Ruggedlegs
A stable update with some interesting changes in there. Adventure mode continues to be worked on and tweaked, thanks for all the feedback so far. The new adventure bell can be found in the Misc tab, ring it once per minute to summon a new enemy in both adventure modes.
If you want to play land adventure you need to load the "ashes of the empire" planet in the content menu and start adventure after loading that. It's a land based campaign. There are still blueprint updates trickling in to get that more up to date.
Glao has started actually being updated, thanks strider for managing that and to the builders!
Tracks are now moddable, Gladyon has added that, still not had anyone do it I think so would be good to know how people get on with it.
On top of that the tracks algorithm had a rewrite a little while back which Gladyon has now ironed the kinks out of.
There's a new widget when decorating (ctrl+x) that you can click and drag to alter your meshes!

Add
Tracks, Track texture will now keep its original ratio when the track's width is modified
Breadboards, Added a comment module with no inputs or outputs, for annotation purposes
Adventure, Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m.

Change
Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI
Adventure, Spawning now happens every 10 minutes as well as the other spawn types.
Adventure, Terrain hill scale changed from 0.5 to 0.4 (less hilly)
Adventure mode, In land adventure mode enemies will now spawn at 3km not 5km
Map editor, Removed unused HQ settings from the map editor

Fix
Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed
Tracks, Fixed a lot of edge cases bugs in tracks creation
Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119]
Decorations, The decoration widget position and scale values are now rounded to 5 decimal places
Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft
Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions
CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells
APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments
Interceptors, Interceptor priority for targets with >120% of their health in incoming interceptors reduced to 30%, instead of >150%/50%
Explosions, Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100]

I don't usually include this part but it just goes to show how much work goes on behind the scenes by community to improve the various planets. These are updates from the 6th Feb onwards.

Campaign blueprints:

[Neter]
Abactor (DWG): New DWG ship, hard difficulty, replaces Prowler. "The Prowler" in Sal's fleet is another design and will be untouched. Difficulty changed to godly from expert. Removed some unnecessary LWCs, artifacts of a previous version.
Hoplite (DWG): Re-added back as an easy design, updated with modern touches. There might be an "old bp" bug that will require it to be rebuilt as a new bp, will do testing.
Loggerhead (DWG): Paint/deco updates.
Wanda (DWG): Deco updates.
Davy Jones Outpost spawn logic has been set to just spawn all possible units. This is to "futureproof" spawning situations when new designs are added.
Airship Gantry has been given the Hoplite to possibly spawn as well.
Fitzgerald corporation made for DWG but doesn't serve much of a purpose for the time being with the HQ spawn logic. This logic may get improved later when corporations are all fleshed out.
Abactor (DWG):
Prowler (DWG): Retired from campaign and adventure.
Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions.
SmokerSM (DWG): See above.
Tortuga (DWG): Moved to expert difficulty.
Sunfish (DWG): Reintroduced as a small expert thrustercraft; attempts to sit over its target and rain down munitions.
Leatherback (DWG): Heavily updated to be a smaller profile but retain similar functionality.
Monkey Barrel (DWG): Missile deco added to give it "barrel mines". Also has pivoting helicopter behaviors. The SM version is unaffected.
Defender Turret (TG): Redesigned, retains similar functionality.
- As a futureproof measure for Adventure, all installations/buildings have had their spawn rates removed for Adventure.
- More, if not all cargo craft have had their spawn rate removed in Adventure.

Parapet (OW): Difficulty dropped to Expert as intended, from godly. No bp changes.

The Repentance (WF): Deco missiles, slight optimization.
Harbinger (WF): Completely redesigned; has a large cache of cluster missiles as its primary armament.

Thresher Shark (SS): No design changes, fixed some typos in its lore.
Aerotyrant (SS): Improved thrust and lift near the rear to improve pitching issue.


Impedance (LH): Fixed up-props not working.

Astraeus (SD): Miscellaneous fixes and slight shape improvements.
Carnage (SD): Overhauled, still retains its original purpose as an AA thrustercraft. Added a Heartstone.
Archangel (SD): Difficulty dropped to medium from expert. AI updated to prevent it from falling out of space. It's now classified as a Spacecraft and if they're part of Adventure, I've reduced its spawn rate a little.

[AotE]
Sand Viper (DWG): Fixed missing armor, added missing paint.
Black Mamba (DWG): Increased difficulty for Adventure.

Cataphract (WF): Completely redesigned.
Saviour (WF): Completely redesigned and slightly different name from Savior; uses melee PACs as its primary armament.

Bombard (OW): Redesigned and refit to standards.
Oxen: Complete overhaul to get it up-to-date.

Nemesis (TG): Redesigned up to faction standards. I wasn't given a detailed list of changes.
Paladin (TG): Same as above. Fun to watch it charge at things with a giant lance!

[Glao]
Updated a typo in the fleet colors for TRD; the red trim was intended to be much darker.
Explorer (GI): New thrustercraft design. Not set to replace anything, just an addition to their roster. Fixed AI to recommended settings, removed some blocked thrusters
Buzzsaw (GI): Redesigned; still a melee craft but it's now a thrustercraft with more dynamic control.

Echo (TRD): New design, replaces Hammer of God. Spacecraft that hovers over its targets to rain down missiles.

Gold Turret (OFD): New turret design to replace the original "Cannon". AA turret.
Silver Turret (OFD): New turret design to replace the original "Cannon". CRAM cannon.
Defender Turret (GI): New turret design to replace the original "Doomcannon". Multipurpose APS cannon.
Protector Turret (GI): New turret design to replace the original "Doomcannon". Missile turret.
- "Cannon" and "Doomcannon" spawns in fleets have been replaced the appropriate turrets.
- At a later time the stationary turrets will be spread out to defend RZs and map locations as well.
WolfQuest: Anniversary Edition - Pepper


It's time for another chance to win a free copy of WolfQuest! Lucky winners will receive a free copy of WolfQuest 2.7 (and PC/Mac users will also get WolfQuest: Anniversary Edition Early Access for PC and Mac)! Winners can choose to get any version of the game (Mac/Windows, Android, iOS, Kindle).

If you prefer, you can one of the choose DLC:
  • Lost River DLC (map)
  • Building Character DLC
  • Yellowstone Wolf Coat DLC
Note: the above three DLC are only for WolfQuest: AE for PC/Mac

Or choose:
  • WolfQuest Soundtrack and Music Extras
How to Enter
Email your username, preferred email address, and your answer to the question: "What are three interesting facts about wolves?" to contest1@wolfquest.org. Winners are selected randomly from complete entries. Please enter only once in each contest.

Deadline
All entries must be received before midnight (Eastern Daylight Time) on Monday, February 27, 2023.

Random Drawing
Each complete entry will be assigned a number. We will then use a random-number generator to generate four numbers. The entries bearing those numbers will each win a free copy of the game.
Football Manager 2023 - Jimmy Wong

Studio Director Miles Jacobson on how FM23 will approach the Turkey-Syria earthquake disaster.

Everyone at Sports Interactive has been deeply saddened by the tragic events in the regions of south-eastern Turkey and northern Syria affected by the catastrophic earthquakes. More than 40,000 people are now known to have tragically lost their lives and the number unfortunately continues to rise. With many colleagues and friends in the region, our thoughts are with them, their families and everyone affected at this utterly devastating time.

Football in Turkey has also faced disaster and disruption. A number of players and staff members have lost their lives. Clubs from areas impacted, including some in the top division, have been given the option to sit out the remainder of the season without fear of relegation.

We have to think very carefully about how we reflect natural disasters and other global events in Football Manager. Making FM is an ongoing quest to create a virtual world that’s authentic to ours but, as we saw with the pandemic and how we chose to handle that in-game, it can also offer an alternative reality.

Following on from internal discussions, here is how we’ll be dealing with the crisis in the forthcoming FM23 update. We hope you are supportive of the changes:
  • We have given over in-game advertising hoardings to the Disaster Emergencies Committee who are co-ordinating fundraising for 15 leading UK aid charities, either directly or with local partners in Southeast Turkey and Northern Syria. Those should be in-game by the time you read this article.

  • We will respect the families of those players and staff members who are confirmed as having lost their lives by removing them from FM23.

  • The leagues affected by the earthquakes will continue as normal in-game. We won’t be incorporating real-life fixtures suspensions.
Many of us at the studio have made donations to various charities who are working on the ground in the catastrophe-hit areas, including WarChild and the Red Cross. SEGA Europe is also matching employee donations to the Red Cross to ensure that those contributions help as many people as possible.

HELLCARD: Prologue - Konstanty
Here is the changelog for today's update:


Version 0.5.230220 - 20 Feb 2023
  • Run summary sequence with VO can now be skipped
  • You can now see players with whom you played in the Players->Recent Games section on Steam and invite them to friends
  • Added an option to skip launcher and intro sequence in ccg_custom_settings.txt
  • Fixed several typos and improved translation quality in English and Russian languages
  • Polish translation overhaul by vito74m (A100N)

As Always,
Stay Safe in the Paper Dungeons!
Konstanty
Feb 20, 2023
From the Depths - Ruggedlegs
A stable update with some interesting changes in there. Adventure mode continues to be worked on and tweaked, thanks for all the feedback so far. The new adventure bell can be found in the Misc tab, ring it once per minute to summon a new enemy in both adventure modes.
If you want to play land adventure you need to load the "ashes of the empire" planet in the content menu and start adventure after loading that. It's a land based campaign. There are still blueprint updates trickling in to get that more up to date.
Glao has started actually being updated, thanks strider for managing that and to the builders!
Tracks are now moddable, Gladyon has added that, still not had anyone do it I think so would be good to know how people get on with it.
On top of that the tracks algorithm had a rewrite a little while back which Gladyon has now ironed the kinks out of.
There's a new widget when decorating (ctrl+x) that you can click and drag to alter your meshes!

Add
Tracks, Track texture will now keep its original ratio when the track's width is modified
Breadboards, Added a comment module with no inputs or outputs, for annotation purposes
Adventure, Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m.

Change
Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI
Adventure, Spawning now happens every 10 minutes as well as the other spawn types.
Adventure, Terrain hill scale changed from 0.5 to 0.4 (less hilly)
Adventure mode, In land adventure mode enemies will now spawn at 3km not 5km
Map editor, Removed unused HQ settings from the map editor

Fix
Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed
Tracks, Fixed a lot of edge cases bugs in tracks creation
Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119]
Decorations, The decoration widget position and scale values are now rounded to 5 decimal places
Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft
Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions
CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells
APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments
Interceptors, Interceptor priority for targets with >120% of their health in incoming interceptors reduced to 30%, instead of >150%/50%
Explosions, Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100]

I don't usually include this part but it just goes to show how much work goes on behind the scenes by community to improve the various planets. These are updates from the 6th Feb onwards.

Campaign blueprints:

[Neter]
Abactor (DWG): New DWG ship, hard difficulty, replaces Prowler. "The Prowler" in Sal's fleet is another design and will be untouched. Difficulty changed to godly from expert. Removed some unnecessary LWCs, artifacts of a previous version.
Hoplite (DWG): Re-added back as an easy design, updated with modern touches. There might be an "old bp" bug that will require it to be rebuilt as a new bp, will do testing.
Loggerhead (DWG): Paint/deco updates.
Wanda (DWG): Deco updates.
Davy Jones Outpost spawn logic has been set to just spawn all possible units. This is to "futureproof" spawning situations when new designs are added.
Airship Gantry has been given the Hoplite to possibly spawn as well.
Fitzgerald corporation made for DWG but doesn't serve much of a purpose for the time being with the HQ spawn logic. This logic may get improved later when corporations are all fleshed out.
Abactor (DWG):
Prowler (DWG): Retired from campaign and adventure.
Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions.
SmokerSM (DWG): See above.
Tortuga (DWG): Moved to expert difficulty.
Sunfish (DWG): Reintroduced as a small expert thrustercraft; attempts to sit over its target and rain down munitions.
Leatherback (DWG): Heavily updated to be a smaller profile but retain similar functionality.
Monkey Barrel (DWG): Missile deco added to give it "barrel mines". Also has pivoting helicopter behaviors. The SM version is unaffected.
Defender Turret (TG): Redesigned, retains similar functionality.
- As a futureproof measure for Adventure, all installations/buildings have had their spawn rates removed for Adventure.
- More, if not all cargo craft have had their spawn rate removed in Adventure.
Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions.

Parapet (OW): Difficulty dropped to Expert as intended, from godly. No bp changes.

The Repentance (WF): Deco missiles, slight optimization.
Harbinger (WF): Completely redesigned; has a large cache of cluster missiles as its primary armament.

Thresher Shark (SS): No design changes, fixed some typos in its lore.
Aerotyrant (SS): Improved thrust and lift near the rear to improve pitching issue.


Impedance (LH): Fixed up-props not working.

Astraeus (SD): Miscellaneous fixes and slight shape improvements.
Carnage (SD): Overhauled, still retains its original purpose as an AA thrustercraft. Added a Heartstone.
Archangel (SD): Difficulty dropped to medium from expert. AI updated to prevent it from falling out of space. It's now classified as a Spacecraft and if they're part of Adventure, I've reduced its spawn rate a little.

[AotE]
Sand Viper (DWG): Fixed missing armor, added missing paint.
Black Mamba (DWG): Increased difficulty for Adventure.

Cataphract (WF): Completely redesigned.
Saviour (WF): Completely redesigned and slightly different name from Savior; uses melee PACs as its primary armament.

Bombard (OW): Redesigned and refit to standards.
Oxen: Complete overhaul to get it up-to-date.

Nemesis (TG): Redesigned up to faction standards. I wasn't given a detailed list of changes.
Paladin (TG): Same as above. Fun to watch it charge at things with a giant lance!

[Glao]
Updated a typo in the fleet colors for TRD; the red trim was intended to be much darker.
Explorer (GI): New thrustercraft design. Not set to replace anything, just an addition to their roster. Fixed AI to recommended settings, removed some blocked thrusters
Buzzsaw (GI): Redesigned; still a melee craft but it's now a thrustercraft with more dynamic control.

Echo (TRD): New design, replaces Hammer of God. Spacecraft that hovers over its targets to rain down missiles.

Gold Turret (OFD): New turret design to replace the original "Cannon". AA turret.
Silver Turret (OFD): New turret design to replace the original "Cannon". CRAM cannon.
Defender Turret (GI): New turret design to replace the original "Doomcannon". Multipurpose APS cannon.
Protector Turret (GI): New turret design to replace the original "Doomcannon". Missile turret.
- "Cannon" and "Doomcannon" spawns in fleets have been replaced the appropriate turrets.
- At a later time the stationary turrets will be spread out to defend RZs and map locations as well.
MalovMetaArt Metaverse - MalovMetaArt
We are thrilled to announce that MalovMetaArt Metaverse is officially released.

Put on your preferred VR headset and deep dive into the boundless Metaverse of World Art.

Have a nice journey!



MalovMetaArt is a Metaverse of World Art, a digital museum that allows you to view the digital twins of world masterpieces that are identical to their physical originals.

The key distinction among MalovMetaArt and similar projects is the 100% accurate replication of artworks. Using photogrammetry and laser scanning techniques, we have created a way to create precise digital twins of the masterpieces of world art you see in the app. You can even touch, zoom and examine the artworks from all sides. In virtual space, you can hold an item (which is not allowed in a real museum) or get up close to unique paintings, so close that they can see the texture of each touch of the genius’s brush.




Feb 20, 2023
Renegade Tabletop Tools System - Corrosive Studios [Dev]
Renegade Tabletop Tools System

Hey everyone!

This is just a heads up that Renegade Tabletop Tools System is now 50% Off!

Grab it now for super cheap!

https://store.steampowered.com/app/760970/Renegade_Tabletop_Tools_System/

Enjoy!

-Corrosion ːCStudiosː
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