Barbaria - logan
Barbaria 1.0.2.18753 Patch Update:

- Fix crash on long Endless mode Ancient Trial runs
- Add “I’m Done” button on Endless mode
- Fix replay corruption issue causing replays not to not show up or only play partially
- Allow re-possessing a champion before the player’s shield goes away
- Improve bow rotation to allow full turn around with bow
- Balance Updates: Make meteor and heal spells more powerful, Increase Gladiatrix damage, a little less health and a little less structure disable time for Krank.
- Make arrows embedded in the player fall out after a little time
- Allow triggers to calibrate with Oculus controllers in addition to thumbstick press
- Fix tile boundary colliders to prevent more statue overlaps
- Kill inactive enemies far from board after a timeout
- Disable Options menu while in combat (can always access from god mode or when there are no enemies around)
ICARUS - Shamm
Week Sixty Four introduces our newest mineable mineral - Salt. Found around the map on the sides of cliffs and mountains, Salt can be used to preserve food items twice as long.

This comes with a new bench, the Salt Station, where you can place any food item along with salt to give it a ‘Preserved’ buff.

We’re also introducing a Tier 4 ‘Deep Freeze', which preserves food while it is powered, and have kept improving dropship landing zones and dynamic quest locations.




Salt & Food Preservation

There is a new mineral to discover and mine on Icarus - Salt. Salt can be found in the wilderness in similar areas to Sulfur, Oxite and Silica.

Salt can be used in preservation, doubling the time it takes food items to spoil. This can be done on the new Salt Station crafted in Tier 2, and providing alternatives to using ice boxes and fridges.

The Salt Station works by putting any food item on the bench with Salt in the other slot. This will produce the salted version of this item for you instantly.



Deep Freeze

To provide even more preservation options, we’re adding a new ‘Deep Freeze’ recipe and item in Tier 4 on the Fabricator.

This is a high-tier item and provides unlimited preservation of items inside. It requires a lot of power to keep temperatures below freezing, so a strong power source and consistent stream of electricity is critical.

Due to the incredibly low temperatures, the Deep Freeze will also slowly accumulate Ice, providing another source of Water on the go or to fill Ice Boxes taken on adventures.



Dropship Landing & Dynamic Quest Fixes

Last week we spoke about our ongoing work on dropship landing locations,dynamic quest spawning and drop pod locations, and we wanted to give an update on our work here.

The feedback received on our changes was constructive and showed signs of improvement on the previous iteration. We’re continuing to build on this work this week with more tweaks and improvements, aiming to provide dropship landings unobstructed by the environment and closer, easier-to-access mission-reward drop pod locations.

Keep providing feedback on these improvements, and specific details if you do run into any blockers such as dropships landing in trees so we can address these quickly for you.



Changelog v1.2.40.107951

New Content
  • Adding Salt item and setup
  • Adding Salting Station setup, Talent, Recipe and Functionality
  • Adding 'Salted' Alteration which increases spoil time by 200% (subject to change)
  • Adding Salting Station UI and setting up Functionailty to Salt Items, including various errors
  • Adding salting meat crafted audio and event and data table entry
  • Added DEP_Bench_Kitchen_Salting
  • Small increase in volume to salt bench craft audio
  • Removed animation in Salting Station UI which referenced object that doens't exist and clean up BP logic. Removed second Close button that did nothing
  • Fixed Salting Bench DM not referencing materials correctly
  • Add Salting Station icon
  • Remove Salt from Salting Bench recipe
  • Fixed Salting Bench meshable entry not referencing Deployable context
  • Fixed weight on Salting Bench itemable
  • Adding Salt to Voxel Distribution, hooking up textutes, materials etc
  • Fixed conifer outside salt spawn weight
  • Test Salt Commit
  • Reduced amount of food preserved per piece of salt to 1 per from 5 per.
  • Lowered spoil time reduction on preserved items to 2x from 3x.
  • Halved the frequency of salt in the world
  • Set Salt Station to Core
  • Added salt icon to itemable datatable
  • Preserved Food Spoil Item Visualisation now incorperates stats into visualisation
  • Updating Inventory Item Widget to fix spoilage time
  • The 'Salted' Alteration is now Called 'Preserved'
  • Adding Deep Freeze
  • Added Deep Freeze icon to Itemable table
  • Added text for Deep Freeze item
  • Fixing Deep Freeze Talent
Fixed
  • Fix several dropship spawners being located too close to trees on Olympus and Styx
  • Added tool to detect and select dropships with trees too close
  • Added more logging to identify which UMG the game thinks is open when it isnt, thus stopping mouse input on death. Also refreshes when you open a new menu
  • Improved the fireplace chimney smoke effect, increasing the thickness and height of the plume and distance it can be seen from
  • Increased stack size of pickled carrots to match other items stored in glass jars
  • Fixed bug where ores regenerated using thumper weren't requiring the correct tier of pickaxe to be mined
  • Fixed hang when incorrect password is entered when joining a server
  • When player dropship topples trees, make the spread of toppled trees more radial
  • Fixed a few small typos in item names and descriptions
  • Fixed a typo in cooking bench description
  • Fixed offset of Concrete Frame destructible mesh, so it does not move position when swapping to the destructible mesh
  • small update to dropship textures
  • Fixed bug where LandShark world position wasn't updating for clients when it went undergound and resurfaced somewhere else. Fixed bug where LandShark spit/melee attacks were being dealt to clients who weren't able to see the worm
  • Fixed cause of some error 65's. This was being caused by a malformed packet being received by the net connection during level transitions on dedicated servers
  • Change the EQS query for collection, retrieva and delivery pods to bias closer to the querier (quest, deployable etc.) but to still factor player distance
  • Change the EQS query for reward pods to select between player distance and querier distance
  • Tweak the min/max distances for EQS queries on some quests so that pods spawn closer
  • Fix an issue with sentry report submission
  • Increased many dynamic quest location minimum distance as they are now correctly biased towards the active objective
  • Rotate the shape used by drop ship spawn probes by 45 degrees to allow more room for players to get out
  • Slightly extend the radius from drop ship for trees that will be blown over by drop ships
  • Extend drop ship spawn query rather than using point traces
  • Added search area for Dynamic Hunt mission, kills outside this area still count toward the objective but this gives players an area to search for additional spawns
  • Added new dedicated server commands for debugging voxels (/DumpVoxelStates and /DumpVoxelTarget)
  • Changed replicated voxel data to be grouped together. This should prevent desync if data is received out of order due to packet loss
  • Further increase the EQS query geometery radius when spawning player drop ships to allow more room for player to get out, perform more sparse probes over a greater area
Future Content
  • Added Volcano Landscape Mesh on Red Quad, DLC Map
  • LC Red grass - enabled terrain blending in materials
  • Added textures, material, foliage type for LC_PlantDebris_02
  • Tundra Rocks - material parent changes on cliff mats
  • Increase in initial footstep sizzle in lava to add a more dangerous feeling to the audio
  • added bone armor materials,ml, textures and mesh pack
  • FT_D_LC_Plant_Debris_02- edits to textures
  • Started painting new LC red grass decal down in P2 Area on Purple Quad, DLC
  • Polish Pass on the rivers in Green Quad, Prometheus
  • Started painting Dragon trees around sulfur pools, Succulant trees around red grass areas and Joshua trees around saplings, P2 Area on Purple Quad, DLC
  • Commiting Blue Quad, DLC Map
  • Volcano - added emissive details to albedo map for better distant LOD generation
  • Adding bone armor audio loop and fmod param entry
  • Added final assets for Prometheus Generated levels first pass. Minor tweaks to tooling
  • LC Rocks - improved LODs for cliffs, improved collision for Cliffs 12-18+ mac 03A, material edits and parent changes for cliff and macro mats
  • LC Rocks - texture missed in last commit
  • LC Rocks - parent change and edits to cave entrance materials
  • Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area on Purple Quad, DLC
  • Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
  • Painted Joshua Trees, New LC Red Grass & Painted Plant Debris 02 decal down in P1 Area on Purple Quad, DLC
  • Changed title card description for Prometheus on String Table
  • Adding in extra lava hunter anims
  • LC Rocks - LOD optimization and normal map rebaking for cave entrance meshes
  • Adding lava hunter super heavy attack movement event and notify
  • LC Rocks - parent changes for LRG, MED, SML rock mats, overall color and saturation tweaks to master LC mat
  • Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area on Purple Quad, DLC
  • Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
  • Painted New LC Red Grass & Painted Plant Debris 02 decal down in P1 Area on Purple Quad, DLC
  • Added Brick overlay icon
  • Adding lava hunter quick egg lay deposit sound, event and notify. Also adding vocal to swipe attack
  • More lava hunter movement sounds and additions to most animations
  • Added DefaultPhysicsVolume to WorldManager ignored classes list
  • Moved Macro Cliffs from Persistant Level to Developer Levels, Green and Blue Quad, Prometheus
  • Volcanic Rocks - added Macro 01A
  • Updates and additions to the lava hunter animations using movement audio events
  • Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
  • Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area & Cleaned World Outliner on Purple Quad, DLC
  • Splitting some 1.3.0 dialogue into more appropriate chunks
  • Fixing audio routing for new dialogue clips
  • Second pass on Prometheus Generated assets, cleaning up artifacts. Tweaks to tooling
  • General cean up around swamp biome of cliffs, foliage, resources in Purple Quad, DLC
  • Adjustment to lava hunter notify timing and adding shake splatter sound for lava h out
  • Adding Variables to the weather and atmposphere controller for Ash, Hail, Embers, Acid Rain and Smoke, so they can be included in new weather events
  • Fix biome and storm music not playing correctly. Needed to fix broken BP node exec connections caused by a WeatherController function being made const and defaulting to BlueprintPure
  • Adding cave entrance for the volcanic biome
  • Adding the rest of the cave entrance events for new biomes
  • Added New Level for Cinematic Shots and Added Water Points and Edge Splines For Lava Lakes, Purple Quad, Prometheus
  • Updated Enzyme Cannon textures and skeletal meshs to version 2. Added open and close animations for the Enzyme Cannon Arm
  • Lights are now added along river splines based on distance rather than spline points for more consistent lighting/performance
  • Add LavaLight preview support to WT_RiverSpline tooling
  • Set Up Shots For Trailer & Added Sea Grass to Deep Water Swamp on Green/Blue/Yellow Quad, DLC Map
  • Generated and cleaned up splines for lava lakes/rivers in P2 LC Area on Purple,DLC
  • First pass to prepare music system for dynamic music features:
  • Refactor location music conditions to be data-driven, and add quest music conditions
  • Refactor quest-related notifications from PlayerFeedback subsystem to new QuestNotification subsystem, and add QuestStarted notify
  • Add concept of MusicTrackStateGroups which can be assigned to music tracks and used to set a state parameter on the FMOD music event
  • Split Promfractureevent17 voice lines into three events for better delivery
  • Very small micro adjustments to overall mix. Music up a tiny bit, slightly more compression / limiting / biome ambience level balance for more consistency
  • Fixed a typo in desert anomaly mission
  • Navmesh generation removal from IMPs and MACs in Prometheus (set as dynamic obstacle, NavArea_Null)
  • Navmesh generation removal from distant volcanic and glacier landscape meshes
  • Adding test commit to force teamcity update
Feb 23, 2023
Nova Empire - aquilamarc
Greetings, Commanders!

You've just encountered a celestial miracle offering some rewards! 🪐

Use this promo code for the next in game to help soar to the next level!

Promo Code:

MAGNETRON

🌟

Note: Code available to first 50,000 players claiming!
Kinetic: Break All Limits Playtest - fiction52s
-Fixed a bug introduced in the last patch which effectively disabled custom keyboard controls in-game
Mean Beans Playtest - Devved Games
Small change that we missed for this patch:

  • Increased rocket launcher explosion radius
Goblin Stone - Friendly Orc

Hello everyone!

Following on from our previous devblog about the world and regions of Goblin Stone, we'll be sharing the new biomes and locations that we are currently working on for the second story arc of Goblin Stone. Explore the northern region of Goblin Stone with us and learn tidbits of its lore and development.


In the second act, our goblin heroes will arrive in Ettinfells after traveling up north and over a wasteland. This region has three prominent biomes: the Wasteland, Mountain and Swamp biomes.

THE WASTELAND

Across the border into the western range of the Ettinfells is an unsettling view of the wasteland where the war between the menfolk and monsterfolk took place. We conceptualized the wasteland as a desolate, war-torn land where ominous clouds loomed heavy over it, robbing creatures of any sense of hope for peace in this land.

THE SWAMPS

Kobolds occupy the swampy area of Ettinfells. We imagined the East Ettinfells to be a swampy place filled with enchantment and mystery. Despite being shrouded in fog, the artifacts and structures built and scattered by the monsterfolk who inhabit this wetland give it a welcoming appearance. Large trees like Willows and Mangroves are abundant in this area as well as gigantic mushrooms.

THE MOUNTAINS

The Ettinfells region was once a safe haven for Trolls until their war with the Menfolk drove most of them to seek refuge in the mountains' hills and borders. The mountain biomes feature steep rocky mountains and sunset-colored canyons that stretch across the region. The paths along the mountainside are so narrow that even the smallest creature such as a goblin could trip and fall if they get too close to the edge.


The majority of the Ettinfells are inhabited by Menfolk, Trolls, and Kobolds. Other dark and mysterious characters will appear in this region as well, but we'll leave that for everyone to discover when the game launches this 2023. Please keep an eye out for it or join us in our official Discord community to get a sneak peek at what we have in store for you!

WISHLIST AND FOLLOW GOBLIN STONE
https://store.steampowered.com/app/1521970/Goblin_Stone/
Changed - DragonSnow
Hi players, I'm DragonSnow, the maker of ChangedːPuroHappyː
Five years have passed since Changed was released, and today I suddenly found that the number of reviews for this game on Steam has exceeded 10,000!

That's a miracle.


It's really a huge achievement and everyone's comments are so important, thank you so much for all the love, advice, guidance, criticism and feedback!
To have such a large group of players and a friendly community is something I didn't expect at all when I first started making this game ːPuroAmazedː
It's really a miracle for me, and for that reason, I'm always trying to do something to repay your enthusiasm and love.
For the past five years, I've been working hard to recreate the entire game, and I've been working hard to make it even better.

Changed-special version development


Changed-special, that's the title of the new version, which is a complete redevelopment of the old version.
The development project of this new version started five years ago, I learned a lot of experience and lessons and redeveloped it based on that
This project exists to optimize the entire game in a complete, holistic and comprehensive wayːWhiteWolfFunnyː
I redesigned the grayish color of the original version, redesigned the map, redrew the materials, and rearranged the plot
Added white edges to the objects and characters for easy identification, added new characters, new puzzles, new animations, new bosses
In response to the problem of the game being difficult, the current version already has a function that allows the main character to burst into a sprint, so chasing the battle is no longer a problem
And much, much more, this completely remade the entire game project, contains much more than what I have said
Let me show you the visual differences between the old and new versionsːMilkPuddingː


What? The new version is certainly more than just a visual change!


New maps, new storylines, new content


New areas, new boss battles, new interesting characters


New animations with new enemies and, of course, old friends Puro











There are too many too many just too many! I can show three days and three nights without stopping!ːWhiteWolfHappyː
I still have a lot of surprises, but let's wait until the official update and let the players experience and find out for themselves

So when exactly will you be able to play it?


Changed-special is still in development, the project progress has reached 3/4, has produced 74 maps, 190 + TF animation and plot, 560 CG mapːDoctorKː
The content that has been developed will probably have a six to nine hour process, and it may even be more if you explore it slowly


After the game is updated in the future, the original version will be retained, players can choose the original version or the new version, the two versions of the achievement system is interoperable

According to the current development speed, the new version "probably" will be released at the end of this year or early next year, so please wait quietly!ːWhiteWolfIntersetː
The game's current update is completely free for players who already own the game, and those who already own the game just need to wait for the update
But after the new version is released, the price of the game will be adjusted slightly according to Steam's recommended price

Players who can't wait can also try out the new version of Early Experience content via the Changed-special option in the game's main menu!


Thank you

Once again, thank you to everyone who is willing to spend money to support this "ordinary, even a little rough game", it is you together to create this miracle!
I would even say that this new version is only possible because of your financial support, so thank you very much!
Finally, I'd like to announce another good news, my other game Silenced will be released with a lot of content demo!
https://store.steampowered.com/app/988960/Silenced/
The game is still being translated, and will be released as soon as the translation is complete! Please wait quietly!

So, we'll see you on the new version!
Feb 23, 2023
逐鹿 - TKG Games
1、增加自创武将可以配置一项专属兵种的功能(长按可查看兵种属性和特性);
2、增加委任状态可以探索和本地登庸的功能;
3、增加建立剧本时可批量操作自创武将的功能;
4、降低赏赐为每次100资金/人,并且每赏赐一人需要一个行动力;
5、增加军师推荐赏赐功能;
6、优化地图左侧迷雾边界位置过小的问题;
7、更换孙尚香头像与立绘;
8、提高“关”分摊伤害的程度;
9、提高先登死士的基础攻击属性;
10、降低机械类兵种的基础攻击属性,提升攻城专精、机械兵种技能伤害以及对应的培养能力;
11、修复武将因历史事件可能产生反复自立的问题;
12、修复远程兵触发顺风后可能产生动态效果丢失的问题;
13、修复武将在流放时扣除行动力显示错误的问题;
Feb 23, 2023
Glass Heart - Eternal_Love_Studios
Patch:

1. Character volume has been revised throughout the game. (Mainly Nathan's volume as we noticed with certain speakers, his voice can be difficult to hear)
2. Missed typos have been revised.

Paint the Town Red - Eternic
Version 1.3.0 is now available and features new fantasy medieval weapons, props and character textures for use in the Level Editor for Workshop levels. Included with the props is also a large variety of trees and small plants and grasses.

New Weapons



  • Broadsword
  • Hand-and-a-half Sword
  • Halberd
  • War hammer
  • Chisel
  • Medieval chair
  • Goblet
  • Pitchfork
  • Rake
  • Sickle
  • Wizard Staff





New Character Textures

Peasants


Soldiers


Wizards




New Props

Medieval Props


Foliage


Changelist

Version 1.3.0
  • Added 11 new weapons to the Level Editor
  • Added new Medieval props to the Level Editor
  • Added new Fantasy Medieval character textures to the Level Editor
  • Added new Foliage props to the Level Editor
  • Added 2 new paint textures to the Level Editor
  • Added a Level Editor setting 'Friends Stay Friends' which makes friends always remain friendly
  • Level Editor levels now have a default reflection probe that gets used when outside rooms
  • Level Editor Wall Torch prop sound now stops when turned off
  • Fixed a multiplayer Berserk persistance bug when a player would die with Berserk active and then be resurrected
  • Fixed missing poison effect texture
...