World of Tanks - The Dot


Commanders!

In Update 1.18, we adjusted the technical characteristics of many vehicles. In the several months since these changes were applied to the live server, we've been closely monitoring the outcomes and are now ready to take the next step.

In Update 1.20, we’ll change the combat parameters of 27 vehicles in the British, German, French, and other branches. These various balance tweaks should adjust the performance of these tanks while preserving their key gameplay features. Some of these targeted changes will affect the surrounding vehicles in their branches, so we’ll also correct their combat parameters for consistency. Let’s take a look at each group of vehicles individually.

Tier IX–X Vehicles: Subtle but Effective Improvements

The characteristics of the following top-tier vehicles will change, allowing them to fight more effectively:









British Vehicles

Based on your feedback and our statistics, the Centurion Action X is not very competitive on the battlefield and needs a slight enhancement to its combat performance. As a result, we’ll improve its reload time (8 s instead of 8.6 s) and dispersion during movement on hull and turret traverse. The forward speed will also be slightly increased, from 53 to 55 km/h.

To keep these changes consistent, the two surrounding tanks in the branch, the Centurion Mk. I and the Centurion Mk. 7/1 will have reduced dispersion during movement and on hull traverse.
German Vehicles

The Rheinmetall Panzerwagen also doesn’t perform as well as its same-tier opponents and is, therefore, not very popular. An improved gun could make it more effective in combat. Accordingly, the Panzerwagen’s reload and aiming times will be reduced from 9 to 8 s and from 1.6 to 1.4 s, respectively. We’ll also improve the dispersion at 100 m from 0.36 to 0.33 m, as well as the dispersion during movement and on hull and turret traverse (from 0.14 to 0.10).

The HWK 12, sitting at Tier VIII, will also receive similar improvements to dispersion during movement and on hull traverse to be more competitive.
American Branch

Although the T57 Heavy Tank is pretty tough and can confidently take on Random Battles and Onslaught, a slight mobility buff and increased shooting comfort might do it some good. The vehicle’s reverse speed will be increased from 12 to 14 km/h, and the aiming time will be improved from 2.9 to 2.7 s. We’ll also slightly reduce its dispersion during movement and on hull traverse.

Italian Branch

Your feedback has confirmed that the Rinoceronte’s role on the battlefield could be a bit more pronounced. Thus, we’ll strengthen its turret armor and increase the velocity of special HEAT shells. The reverse speed will also increase from 12 to 15 km/h.

Mid-Tier Vehicles: Tougher and More Dangerous

After reviewing the statistics, we realized that the following Tier VI–VII vehicles require some firepower, mobility, and survivability buffs to improve their efficiency. We assessed each of these vehicles individually, and we are sure that these changes will make them more attractive.















ARL V39

The forward speed will increase from 42 to 45 km/h, and the reload time of its 90 mm AC DCA 45 gun will be improved from 9 to 7.5 s.

Tiger (P)

The frontal armor of the top turret will be strengthened. We’ll also improve the stabilization, reload time, and dispersion on turret traverse for the 8,8 cm Kw.K. 43 L/71 gun. The HP pool will also increase.

Ikv 90 Typ B

We’ll improve the dispersion at 100 m of the 9 cm kan m/F gun from 0.36 to 0.32 m. The aiming time will reduce from 2.3 to 2 s.

Spähpanzer SP I C

The reload time and dispersion on turret traverse of the 90 mm D921 F1 and 90 mm Mecar guns will decrease.

Т-43

The dispersion of the 85 mm D5T-85BM gun on turret traverse will be improved. We’ll also improve its dispersion during movement.

Comet

We’ll reduce the dispersion during movement and on hull traverse.

A-44

The aiming time of the 107 mm ZIS-6 gun will decrease from 3.4 to 2.9 s. Dispersion at 100 m and on turret traverse will be reduced from 0.45 to 0.43 and from 0.16 to 0.12, respectively.

Overperforming High-Tier Vehicles: Carefully Measured Changes

French Branch

In Update 1.18, we rebalanced some of the characteristics of the AMX M4 mle. 54 to enhance it as a frontline brawler. However, having studied the statistics after such a serious improvement to its combat effectiveness, we decided to slightly adjust its performance in Update 1.18.1.

We’ve been monitoring the performance of this menacing heavy in Random Battles for several months, and can clearly see that these adjustments were insufficient. We decided to go even further and slightly change the following parameters of the 130 mm/45 Model 1935 gun:
  • Aiming time: from 2.2 to 2.5 s
  • Reload time: from 13.4 to 14 s
  • Gun dispersion at 100 m: from 0.33 to 0.36
The dispersion during movement and on hull and turret traverse will also be changed. These carefully measured changes will help us correct its effectiveness and bring the vehicle’s parameters in line with other heavy tanks.

The AMX M4 mle. 51 and the AMX 65 t will also receive successive adjustments of their guns.

Italian Vehicles

We understand why the community was so emotional about the performance nerf of the Progetto M40 mod. 65. This vehicle is very popular, and players like it, so you ask why to reduce its effectiveness, since its percentage of wins is about 49%, which is not high value. But in this case, we pay attention to 2 other very important parameters:
  • The Progetto M40 Mod. 65 is the most popular Tier X Medium tank in the game over the past six months. And its popularity continues to grow
  • This vehicle is in the top-3 in terms of average damage dealt per battle among all Tier X Medium tanks.
Seeing these trends, we want to slightly decrease the vehicle's effectiveness and the growth rate of its popularity. So, we decided to reduce the vehicle's reverse speed from 23 to 20 km/h, as well as increase gun dispersion during movement and hull traverse. We’ll also make its upper glacis plate less durable, so that this Italian predator becomes more vulnerable in combat at any distance. In this regard, the Prototipo Standard B will also receive successive adjustments to its gun.

American Vehicles

The T110E3 is a mighty vehicle that stands out from other Tier X tank destroyers in the game. In a sense, it became an unrivaled adversary on the battlefield. And the main reason for reducing the characteristics of this vehicle is its first position in the top in terms of average damage dealt per battle among all Tier X tank destroyers. It is also in the top-2 for average blocked damage per battle among all Tier X tank destroyers. Even considering that this vehicle is not very popular, even at the current popularity values, it begins to affect Random Battles. That is why we would like to reduce its effectiveness in the following parameters:
  • HP pool: from 2,050 to 1,950 HP
  • View range: from 390 to 370 s
  • Reload time: from 17 to 18 s
  • Aiming time: from 2.5 to 2.7 s
To maintain the consistency of characteristics in this branch, we’ll also decrease the T95’s view range (360 m instead of 380 m). The reload and aiming times will be increased from 18.3 to 19 s and from 2.5 to 2.7 s, respectively.
Feel free to share your thoughts on these rebalanced vehicles, Commanders!
Feb 27, 2023
Zeepkist - Fiets38
Hey everyone!!!

Time for another regular sized update!!
Allow me to introduce to yoouuuu:

Zeepkist v14!!


New cosmetics!

At the heart of this update are 48 new cosmetics I've added!



Coupled with these are 12 new adventure levels for you all to hunt!! :D


New blocks!

There's also a couple of new blocks we're adding!



There's some off-grid blocks for people who like to work with special curves, there's some tube crossroads, and there's a new "Trasher" block that will remove dynamic objects from the track!


Changelog!

New Blocks
- Trasher block
- Tube crossroads
- A bunch of off-grid blocks
- 1/8th sphere primitive

New Other Stuff
- New intro scene load screen
- 4 new achievements for hardcore Zeepkisters
- 3 new cosmetics for Discord event winners
- 2 new chat emoji, "wisdom" and "ohno"
- 48 new adventure cosmetics
- 12 new adventure levels, G01-G09 and Y01-Y03
- Cool new physics easter egg for advanced track builders 🤐

Fixes
- Small update to text censor
- Fixed bug where Free Play saved times where not all checkpoints were hit

Other
- This update required a Server update so you might have had some connection issues when I launched the update!


Happy Zeepkisting!

That's all for now folks!!

I'm going to tinker with Zeepkist 2D some more now and then I should really get started on the sound update sometime hahaha

Something to note is that the sound update is going to be a big overhaul of the entire Zeepkist sound system, and is going to include loads of new sounds and sound effects. I expect it will take quite a while to develop and release that.

On top of that, with the sound update I'm planning to bump up Zeepkist's price! This is because at this point the amount of content and features in Zeepkist has grown immensely since the Early Access first hit shelves over 2 years ago! So if you don't have Zeepkist yet and want to get it for a cheap price, be sure to get it before the sound update hits!!

Happy Zeepkisting and enjoy the new update!!

- Yannic
Korea Dynasty (조선메타실록) - StrictSquid
This update 0.2.14 includes 32 improvements and bug fixes, including farming and the environment.
I also reviewed it on Saturday and Sunday, but since the updates that have changed a little more systematically than before have been applied, stability may be particularly low in this update. If you report it, we will correct and supplement it immediately.
thank you

Improvements

items
  • Added spinach seed item.
  • Cucumber seed item added.
  • Added radish seed item.
  • Cabbage seed item has been added.
  • Added Carrot Seed item.
  • Added corn seed item.
  • Added rice seed item.

gathering
  • When gathering crops with seed items added, there is a low chance that seeds can be obtained at the location of the harvested crop.
  • Increased Potato spawn rate to match other crops.
    (The probability was very low as other gathering items appeared, but it was adjusted so that it is naturally generated again)

farming
  • Changed fields to disappear when crops are harvested.
  • Changed the size of planted crops when fully grown.
  • Changed the number of crops planted when harvested.
  • Crops grow slowly, including previously planted crops.

convenience
  • Added a highlight effect when dragging an item in the inventory UI to another slot.

Natural environment
  • Added light fog when looking at a distance.
  • Improved the natural lighting system including day and night.
  • Reduced max heights for oversized grasses.
  • More types of flowers grow among the grasses.
  • Pools are spawning slightly less than before.
  • Slightly reduced tree generation at long distances.

balance
  • Increased Hoe durability.
  • Plants are too lopsided to prevent them from spawning in the natural environment.
  • Overall, the effects of almost all foods were slightly (within 15%) downgraded or upregulated.

optimization
  • Optimized terrain textures. Slightly faster loading of terrain textures in HDD environment (no effect in SSD environment)
  • GPU instance optimizations are applied on trees.
  • GPU instance optimizations are applied in buildings.
    * In areas with too many buildings, grass, and trees, lower than normal fps is less common than before.

bugfixes
  • Fixed an error causing Simmani to walk in place.
  • Fixed an issue where Simmani would re-gather plants that the player had already harvested.
  • Fixed an issue where you could not move while sleeping when saving & loading a sleeping bag.
  • Fixed an error where the durability of installable items was not saved.
  • Fixed an error where the fields would not be visible when there were many fields due to farming.
  • Fixed an issue where the angle would be weird when the angler was alert on a slope.
Feb 27, 2023
GROSS - hangry owl games
Intro
Hello there,

This patch mainly works on performance issues. Frame rates should now be a lot more stable at later stages. There are still a few things left to do which will follow in later patches.

Coming soon
The next patch will focus mostly on minor bug fixes, and will also include one or two bigger feature changes. Which ones, I haven't yet decided. (wow, what a helpful paragraph this was!)

Now off to the actual patch notes:

Performance
SHOTGUN, OH DEER, DEAD END, CONFLICT, BULWARK: Reduced polygon count by about 25% (millions of triangles sacrificed their lives for better performance), mostly by reducing vegetation.

Other levels: Reduced polygon count slightly.

Optimized path finding to take load off the CPU.

Many other small tweaks to optimize performance.

Frame rate increase (depending on level, situation and hardware) between 10 and 50%.


Features & other changes
Changed the way depositing cash works with the cash attachment:
Old: Holding the button/key transferred cash from your pocket to a bullet. Shooting this bullet at an ATM transferred that cash from the bullet to your bank account. If you missed the ATM, a cash pickup spawned at the point of impact. No matter how far the ATM was upgraded, 100% of the money was deposited into the bank account.
New: If the attachment is active, and a bullet hits an ATM, cash in your pocket is transferred to your bank account. The amount of cash transferred by each bullet is identical to the damage of that bullet. For example, a Vampyre’s high explosive round deposits $212.50, an Arrow’s hollow point bullet deposits $45. There is no need to long press the button/key, and there is no chance of losing cash by missing the ATM. As the new maximum for an ATMs conversion rate is 110%, money deposited this way always converts at 110%.

Changed the way depositing cash works with the cash grenade:
Old: Double pressing the button/key threw a cash deposit grenade that carried some of the cash from your pocket. If it landed near (inside 5m range) of an ATM, the cash got deposited in your bank account. If you missed the ATM, a cash pickup spawned.
New: When a regular cash pickup grenade (thrown by a single press) lands near an ATM, it deposits 75% of the cash in your pocket in the ATM. There is no chance of losing money anymore and 110% of the cash deposited this way ends up in your bank account.

There is now an ATM in HOME to let you practice depositing cash via attachment or grenade.

When reloading, your bullet count now updates once the new magazine is inserted (before: once the reload animation was completely finished). If you abort the reload animation with any action (melee, throw, weapons swap) after that point, the gun is treated as fully reloaded.

When you achieve a new high score, the end game screen makes it easier to change the text for the local high score list as well as selecting your flag.

Tracers are now a bit prettier.

Bug fixes
Fixed an issue that sometimes caused cash pickups to fall through the floor.

Fixed an issue that sometimes kept global high scores from being submitted.

When a Joggernaut got stunned just before or during throwing up, the vomit particles were stopped but the gloop/damage effect was still applied.

Zombies that are carrying explosives did still explode when they got close to the player, even when stunned.

Turrets were able to contribute to the score streak in certain situations (like the nailgun when hitting more than one enemy with a single projectile).

Cash pickups now collide with the invisible walls that keep the player from leaving the level bounds. This is especially important in SHIPMEND, where there are invisible walls around the big ships and the cash pickups were able to fall down into the bays where players couldn’t recover them.

Fixed various issues with the way SMART rounds handled money. It was possible to unintentionally both gain and lose money.

It was a bit hard to select certain levels on the map (mostly LAB and SHOTGUN), this works better now.

Sticky grenades that were stuck on a zombie were attached to the “base” of the zombie instead of the individual body part that they stuck to. They now attach to (and move with) the actual body part (just like the incendiary burns).

The text to tell players they weren’t allowed to construct something was too wide and got wrapped.

A teleporter that landed on an angled/slanted surface did not stay there (like the road in SUMMIT).

Fixed an issue where ADS (aiming down sights) sometimes lagged a bit when both walking and shooting before pressing the aim key/button.

When reloading an endless game, some parameters (like jump height) weren’t properly applied.

Improved Anti Aliasing. White outline/edges as well as “nervous vibrating/flickering” are reduced.

Scopes did not render hologram decoys.

It was possible for zombies to squeeze through the narrow gap between the construction grid and the workshop/office in SHIPMEND.

The SG90 now more accurately hits where you aim.

Enlarged the front post of the CyKa’s iron sights and corrected the sight picture: The gun now hits exactly above the front post.

Some throwables (e.g. cash grenade, teleporter) spawned in the place the previous throwable of the same place expired.

Sticky grenades sometimes bounced off instead of attaching if the target was very close to the player.

When starting the next (as of yet not completed) story level from HOME and setting the difficulty, it was ignored and overridden by the last difficulty you used with the switch in the RV.







If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue. This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Crossout - XO_Team

Hello!

Today we are starting to test major changes to one of the game’s core mechanics — the way weapon projectiles deal damage to vehicle parts. These are important changes that will affect many aspects of the game, as well as answer many of the questions and suggestions that you have shared with us.

We remind you that all the new features described in this news are not final and may be changed before they are introduced into the game or may not make it into the game at all.

Important Information

First of all, we’d like to note that these changes are experimental. The decision on their implementation/improvement/cancellation will be made based on the results of several stages of testing. For the same reason, there may be some audio-visual flaws present on the test server. There may also be errors related to damage dealing or with the work of any perk.

We would like to separately note that such important changes will go through several stages of testing:
  • The first stage begins today, where we want to introduce you to the updated mechanics, without implementing a lot of balance changes for certain weapons.
  • Then we plan to make necessary adjustments based on the testing results and implement balance changes to parts in order to bring them in line with the updated conditions. All changes will be tested together by the development team and our volunteers.
  • Once all the main work is complete, we will open the test server again for all players to present you the results, collect your feedback, suggestions and comments and finalize some of the aspects.
The feedback of everyone who takes part in the mass testing of the changes is very important to us. Please report any balance problems or bugs you encounter related to the updated mechanics in the feedback thread. Your active participation will greatly help us in working on this significant change for the game.

Important: In order for us to collect the most complete and reliable statistics, we ask all test participants to take part in the “Get the scrap metal!”, “Get the wires!” or “Get the batteries!” battles (PvP missions) as much as possible.

How do the mechanics work now?

Now, when a projectile hits a part, it can deal damage to the following parts in its path. The durability of each part hit is deducted from the amount of initial damage (“bullet damage” or “damage from projectile contact with the part”). The projectile disappears at the moment the damage from the hit is depleted or after two meters from the point of contact with the first part in the projectile’s flight path. The point of detonation occurs on the first hit.

There are additional mechanics, such as shifting the explosion point after parts are hit, or dealing damage excluding the durability of parts (perk of the “Scorpion”), but basically the damage is dealt as described above.

Reasons for changing the mechanics of projectile damage

The two-meter limitation, after passing which the projectile disappears, has led to the appearance of the so-called “screens”. The “screens”, in turn, have led to lightweight, low-durability parts being just as effective, or even more effective, than heavier, mode durable ones. Also, due to the two-meter limitations, many weapons cannot reach their full potential when playing against “screens”.

We would like to fix this and make sure that the damage mechanics are devoid of such restrictions, and durable parts are more effective in terms of car armouring.

We’d like to take this opportunity to ask you for your opinion: how do you feel about the so-called “screens” and a 2-meter limit for a projectile? And do you think that this restriction should be abandoned, considering that damage and part durability are adapted to the new realities? Please share your opinion about the results of testing in the comments to this publication or in the special thread.

Changes in the mechanics

First, it’s important to clarify that the introduced changes are relevant for projectiles that have flight speed and size. The so-called “hit scan” (instant damage to a certain point), which is relevant for most machine guns and shotguns, works according to the old principle. Changing it is less useful in terms of impact on the game, but it can have a significant effect on the game’s performance. Explosions also have a “hit scan” mechanic and remain unchanged.

Main changes:
  • Projectiles no longer have a 2-meter limit and continue to fly until their firearm damage is depleted or until the projectile’s “lifetime” ends. The amount of firearm damage inflicted is spent according to the previously described principle — through the subtraction of the durability of the destroyed parts.
  • The explosion, if any, occurs after direct (firearm) damage is exhausted. This will also create situations where a projectile hitting a lightweight part from the edge of the armoured vehicle will destroy it and, without encountering other parts, will fly further without exploding.
  • The mechanics of the “Prosecutor” and “Executioner” perks work in such a way that the first 2 “pins” of the part are pierced by the projectile without taking into account the durability of the pierced parts (and therefore without loss of damage). Then the calculation of the durability of the destroyed parts begins (according to the general principle, like with all standard projectiles).
  • Reworked the calculation of damage dealt by “Scorpion”. This is because, without the 2-meter limitation, its projectile could deal a potentially huge amount of damage. Now after a part is pierced, the damage multiplier is not static as before, but constantly decreases with each pierced part. The size of the multiplier depends on how much damage the “Scorpion” projectile didn’t deal to the previous part. This way, “Scorpion” will be able to deal more consistent, but at the same time, limited damage.
  • On the test server the “Scorpion” projectile doesn’t pierce through the cabin.
Additional information:
  • The perks related to projectile hits work on the first contact.
  • The perk of “Yokai” activates on projectile detonation, not on the first contact.
  • The impulse is applied at the last contact, that is, when the projectile can no longer destroy the part with firearm damage.
Please, pay attention that parts' and mechanics' descriptions haven't been updated on the test server.

Changes to parts

There will be frequent changes to the parameters of the parts on the test server. This is necessary in order to test the mechanics and adapt the game to its realities. It’s far from certain that these parameter changes will ever make it to the game servers.

Currently, there are only 3 changes to parts that are planned to be added to the game on the test server:
  • Fixed an issue where the damage absorbed by “Omamori” was further reduced by the resistance upgrade, the talent of the co-driver “Grizzly”, or any other similar perk.
  • Fixed an issue where the “Avalanche” projectile didn’t lose direct damage when destroying vehicle parts.
  • The perk of “ST-M26 Tackler” will now be implemented through resistance rather than by damage blocking. This is due to technical features and optimization.
How to get to the test server?

If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
  • Create a new folder for the game on your hard drive.
  • Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
  • Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
  • After the installation is complete, start the Launcher and enter the game with your username and password.
  • The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
  • After logging into the server, to transfer progress from your account, press the “Esc” key and select “Copy account data”.
  • Please note the schedule of the test server:
    • Monday, February 27, 2023 from 15:00 to 19:00 (GMT)
    • Tuesday, February 28, 2023 from 13:00 to 19:00 (GMT)
    • Wednesday, March 1, 2023 from 13:00 to 19:00 (GMT)
    • Thursday, March 2, 2023 from 13:00 to 19:00 (GMT)
    • Friday, March 3, 2023 from 13:00 to 19:00 (GMT)
    • Saturday, March 4, 2023 from 13:00 to 19:00 (GMT)
    • Sunday, March 5, 2023 from 13:00 to 19:00 (GMT)
  • Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
After testing the changes, we invite you to leave your constructive feedback on the planned rework in the comments to this news.

The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.

For more information on Crossout, follow these channels:
Feb 27, 2023
Pawnbarian - j4
new: Latin-American Spanish localization (thanks Diego Hernández!)
new: Ukrainian localization (thanks Lacki23!)
change: small update to the French localization (thanks Wok!)
change: small update to the Finnish localization (thanks Minilammas!)

On another note, Pawnbarian is now available at a discount in the Chess-like Rogue-like Bundle alongside The Ouroboros King, which released today. It's a very interesting take on the genre, and I'd say it has a bigger focus on the "chess" part than Pawnbarian - you get to feel more like a strategist guiding an army, and planning multiple moves ahead plays a bigger role. Check it out here.

https://store.steampowered.com/bundle/30724/Chesslike_Roguelike_Bundle/
Visit https://j4nw.com for my twitter, discord, newsletter, and so on

Cheers,
Jan
Ever Seen A Cat? 3 - dev
Trading cards have been enabled for Ever Seen a Cat? 3!

Now all Ever Seen a Cat titles have their own trading cards, and it's all thanks to you for supporting the series. Thank you very much, and may you enjoy the card drops!

While Ever Seen a Cat trilogy is completed, we have other cat seeking titles in the making:

https://store.steampowered.com/app/2289910/Looking_for_Lokae/

https://store.steampowered.com/app/2086640/Cat_Seeker/



Thanks again, everyone.
- EverCats
Feb 27, 2023
Stagehand Survival Simulator Playtest - R_E_D_Squirrel
added more vendors and items clean up landscape
Colors’ Heartbeat - Cose Soft
本日、『Colors'Heartbeat』をリリースすることができました。
不具合等は掲示板からどうぞ。

『Colors'Heartbeat』をよろしくお願いします!
Feb 27, 2023
Oakenfold - Kraiden
The Weekly Escape is now playable again. Apologies for the downtime!
...