Engineer Alpha - aaronworcester
0.5 is out for public release and while there are still a few things to fix it is stable and can be played. If I waited until it was perfect the game would never come out.

While playtesting I realized that I was missing something in the progression of mining resource gathering. In the early game the majority of mining is done by hand and as the player is the one choosing what to collect they will naturally go for more valuable things like ores over stone. But as you progress through the game you start to use automated forms of mining which are not as smart as the player and will just mine everything in their specified volume regardless of what it is. This leads to the player having an influx of stone that they did not previously. As I don't want to make the games mining machinery "smart" as that takes something away from them I was left with how do I let the player use all the stone they will be getting. The answer was of course the ore crusher.

The ore crusher was not planned for thins build and was something I had come up with years ago as part of the 'ore yield increase chain'. The ore crusher functions just like a furnace in that you do not need to set a recipe for it and will take ores and produce 1.5 crushed ores each. There will be other steps that will be unlocked in the future that will also provide a 1.5x gain for exponential growth with each step. I have now added a recipe to the ore crusher that takes 5 stone and has a 50% chance to produce 1 copper ore and a 25% chance to produce 1 iron ore. This give the player another use for their stone that they can automate and turn into more metals for making parts.
WolfQuest: Anniversary Edition - loboLoco
Our main focus right now is the new and improved animal AI system. After many months of work on it, Tommi merged that new codebase into the game project, and we've been busy debugging it. But while he works on that, we’ve also had time to dig into our backlog (a long list of minor improvements and enhancements) and get a few things done. Today's video shows eight of them that we think you will find enjoyable:

1) In the Find a Mate quest, once you finish the trial period, you'll have an option to stay in the fall season and hang out with your mate for awhile, before progressing onward to winter and establishing your territory.

2) More refinements to the high-elevation snow line. You might have noticed in the Lost River DLC map, there's still snow on the mountaintops in late spring, which really adds to the mountain feel. We've now set this up in Amethyst and Slough Creek, and Andrei expanded this functionality so I could also set it up in the fall season on all maps.

3 and 4) We've got an excellent new 3D artist, Damian Paterson, working on WolfQuest assets. Along with other things, he's created two new cottonwood tree models, which grow near the Lamar River in Amethyst. He also made a much better model of lupine flowers.

5) Susan has been having fun creating more than 80 new wolf dreams images, nearly doubling the number of main game dream images. What wolves make of these dreams is up to them -- and you.

6) Susan also scoured the National Park Service online photo galleries for more animal and Yellowstone images to use in the game's loading screens, and has been writing additional gameplay tips and Yellowstone factual tidbits to entertain and inform players while waiting for game scenes to load.

7) One thing that's been missing from Anniversary Edition is the observation airplane that occasionally flies overhead to check in on wolves with radio collars. Andrei is creating a new subsystem that brings that airplane back — and as with everything in AE, it's a big improvement on the old version. This airplane actually does track your wolf, honing in and circling around it, and even following your wolf if you're moving, for several minutes before moving on.

8) And, of course, the pronghorn, which we introduced in a recent devblog, have been on our list for a long time.

All these things will be in the next game update -- but that still won't be for awhile, as we have a fair amount of debugging still to do on the new AI, plus beta testing and tweaking all of these and other new features. We’ll share more about them in upcoming devblogs.

_________________________

The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!

Once the game is completed on PC/Mac, we will turn our attention to other platforms.

We do not announce specific release dates. We will release them when they are ready.
Mar 30, 2023
Absinthia - SANIC
Hello! A couple of quick bugfixes today:

  • Fixed a softlock that could occur in Prehistoria by landing the ship on top of a potion
  • Fixed a softlock that could occur by entering the Apollyon hideout while still riding the ship

If you encounter any issues or have feedback, feel free to comment here or email me: Jkweath (@) gmail.com
Netherguild - David [Netherguild Dev]
Change log 30/3/2023 | Version 0.2(J)

Improvements:
  • Improved spatial sound to be less extreme and also work according to camera position

Bugfixes:
  • Fixed crash due to attack re-rendering
AColony - ZeroTris
Hi everyone,

it's time for a new update (v0.1.025) and this one is about the new weapon upgrade system, a new technology + working tables, the production limit manager and some other fixes.

Weapon Upgrade System

This update introduces a new system to the game - the weapon upgrade and quality system. This system is now implemented for all mechanics including resource burners, storage zones, the trading functionality and more.

Weapon Quality
All weapons have a quality level now, that increases certain stats of your weapons to make them more powerful. The maximum quality level is +5.



New Upgrade Mechanic
In relation with the quality system, I updated all workbenches which are designed to craft weapons and added a new option to upgrade your weapons there.

In order to upgrade a weapon to a higher quality level, you need 2 weapons of the same kind with a lower quality level by 1. For example, to create a weapon +2, you need 2 weapons +1.

In addition, I've added a modifier to the different crafting tables that defines the maximum upgrade level allowed.

  • Basic workbench (max +2)
  • Modern weapontable (max +4)
  • Hightech weapontable (max +5)

Note:
At the moment, neutral and enemy colonists only spawn with weapons +0.




New Technology + Constructions

In connection with the weapon upgrade system, I have also added a new technology - Hightech Machines - which unlocks 2 new constructions for the computer age.



Hightech Weapontable
This new machine allows you to upgrade weapons to quality +5. It costs more machine & computer components and increases the work speed by +20%.



Hightech Workbench
This new machine allows you to craft components and ammo of the computer & nuclear age (in the past this was possible on the modern workbench, but this has changed). It costs more machine & computer components and increases the work speed by +20%.

Note:
Looks currently very similar to the hightech weapontable.




Production Manager

With the new update, the production manager is finally available, with which you can better control the production of your resources.

In the crafting menus I've also added a new icon to jobs that shows some information and automatically opens the production manager when clicked.



In the new menu you have an overview of all items that can be produced and can set the corresponding limits there. The limits apply to the number of items in all your storage zones.

For example, if you have the meal (meat) production limit set to 10 and you have a campfire (or more campfires) with a meal (meat) job with infinite, your colonists will discard that job if there are more than 10 Meals in your storage zones.



Steam Stuff

I finally found the issue that was causing some players to experience very long loading times in the first splash screen (it could have froze for over 10 minutes). The issue occurred for players with a very large steam friends list - this is now fixed and the game should launch much faster.

General Patch Notes

Important:
All missing translations of the new machines, techs & mechanics will come with the next patch.

  • added weapon quality and upgrade system
  • updated destroy, storage zone & trading functions for weapon qualities
  • added production limit manager
  • added new technology (hightech machines)
  • added new construction (hightech weapontable)
  • added new construction (hightech workbench)
  • resource burner can now auto switch jobs too
  • long steam init load times fixed when having a lot of steam friends
  • the game requires steam client to run now (offline or online)
  • fixed trading table bug (from colonist trader to player trading)
  • fixed coop bug when mining blocks causing floors to collapse
  • fixed coop bug that your own tech was shown in research table of other player
  • fuel rods and hightech age ammo only available on hightech tables now
  • added +10% work speed on modern workbench & weapon table
  • craft job select menu has a back button now
  • changed colors of some tables & some icons slightly
  • fixed craft menu didn't always close item info menu
  • balanced colonists spawn rate
  • reduced general mood change factor by 10%
  • reduced negative mood effect when colonist is hurt
  • reduced negative mood effect of small or not beautiful room
  • reduced negative mood effect of wood enthusiast & rainfriend trait
  • reduced negative mood effect of eating raw stuff
  • extended positive mood times for accepting new colonists
  • reduced negative mood impact for dead colonists
  • fixed coop error shown while exit game with tech tree panel open

Note:
Updated health of the metal door will come with the next patch. (is trickier to update that correctly with the savefiles than expected)


Postponed [Additional Coop Mode]

Unfortunately I have to say that I will add the implementation of the additional co-op mode later in the early access phase. While some tests worked well, some bigger issues occurred, like with the items & owner system (which will get a bigger update with the upcoming diplomacy system).

Therefore I have decided to postpone this functionality for the moment until more points of the roadmap list are fully implemented.

I hope you have enjoyed this update,
Cheers!
Forza Horizon 5 - T10Yaachts


With the Forza Horizon 5 Rally Adventure ready to play let’s take a moment to check out the new car and cosmetic rewards that you can grab while you're kicking up dust in Sierra Nueva.

Car Rewards

Players can obtain 11 cars by completing Reputation Challenges for each of the rally teams. This includes the 10 all-new off-road rally monsters featured in Forza Horizon 5 Rally Adventure and the legendary 1986 Audi #2 Audi Sport quattro S1 returning from the Horizon Wilds Takeover.



Here’s a breakdown of what you need to do to unlock each vehicle:
  • 2001 #4 Ford Focus RS – Complete the initial drive in Forza Horizon 5 Rally Adventure.
Apex Predators (Ambassador: Alejandra | Road Rally)
  • 2021 RJ Anderson #37 Polaris RZR Pro 4 Truck: Rank 5 – Win “The Narrows” track.
  • 2019 Jimco #240 Fastball Racing Spec Trophy Truck: Rank 9 – Win “The Apex Run” track (Ambassador Race vs Alejandra).
Horizon Raptors (Ambassador: Alex | Dirt Rally)
  • 1973 Hoonigan Volkswagen Baja Beetle Class 5/1600 'Scumbug’: Rank 1 – Win “Cascada Fuerte” track.
  • 2019 Casey Currie Motorsports #4402 Ultra 4 'Trophy Jeep’: Rank 5 – Win “Forest Trail” track.
  • 2022 Alumicraft #6165 Trick Truck: Rank 9 – Win all Horizon Raptors Rally Events (8 events).
  • 2021 Polaris RZR Pro XP Factory Racing Limited Edition: Rank 9 – Win “Raptor Race” track (Ambassador Race vs Alex).
Grit Reapers (Ambassador: Ramiro | Night Rally)
  • 1986 Audi #2 Audi Sport Quattro S1: Rank 1 – Win “Reserva del Carrizo” track.
  • 2020 Jimco #179 Hammerhead Class 1: Rank 5 – Win “Cràteres Secos” track.
  • 2021 Alumicraft #122 Class 1 Buggy: Rank 9 – Win “Desafio” track (Ambassador Race vs Ramiro).
  • 2022 Ford F-150 Lightning Platinum: Rank 9 – Win the “Horizon Badlands Goliath” track (unlocked by beating all Ambassadors).
While your initial team choices will influence which of these vehicles you get to drive first, by the time you’re the Horizon Rally Champion, you’ll have unlocked them all!



Discover the backstory and technical specifications of these incredible rally cars, trucks and buggies in our Forza Horizon 5 Rally Adventure reveal blog.

Cosmetic Rewards

Make your character look the part in Sierra Nueva with new clothing items representing the Horizon Rally teams. These include new helmets, tops, trousers, scarves and mechanic outfits that feature the colors of the Apex Predators, Horizon Raptors and Grit Reapers.



These are unlocked in the Forza Horizon 5 Rally Adventure career by completing Reputation Challenges, while select items will also be featured on the limited-time Midnights at Horizon Festival Playlist.

In addition, new car horns can also be earned from Reputation Challenges, and these include:
  • Chopper
  • Lead Guitar
  • Drum Kit
  • Timeout
  • Mic
  • Rhythm Guitar
New achievements and accolades are also available in Forza Horizon 5 Rally Adventure unlocking new Forza LINK chat phrases – check them out here!

Start Your Rally Adventure Today

Between its challenging roads and epic dust kick-up, we’ve designed every mile of Sierra Nueva to be incredibly fun and exciting. We can’t wait for you to embark on your Forza Horizon 5 Rally Adventure. Ready to jump in? If you already own the Forza Horizon 5 Premium Add-Ons Bundle, Premium Edition, or Expansions Bundle, you’re all set to begin playing. Simply download the latest Forza Horizon 5 series update and the Forza Horizon 5 Rally Adventure expansion from the Microsoft Store or Steam. For those of you who do not yet own Forza Horizon 5, all versions of the game are now 40% off the full price on the Microsoft Store and Steam.

https://store.steampowered.com/app/1613281/Forza_Horizon_5_Rally_Adventure/?snr=1_5_9__405

https://store.steampowered.com/bundle/21685/Forza_Horizon_5_Premium_AddOns_Bundle/?snr=1_5_9__403
Mar 30, 2023
Edengrall - Guedez
Bugfixes:
Fixed miscellaneous nullpointers
Fixed the Friendship UP notification not working
Fixed sunflowers being at the wrong position, existing sunflowers will still be wrong but new sunflowers will be on the correct position
Placing doors and windows now show the smoke particles in the correct place
Bugnet special no longer shows fish through the walls
Rise and Fall - davewhiffen
Hey everyone!

Great news!

Builds are finally stable (and polished) enough to ship to the main branch (AKA, the branch everyone gets by default).

Take a jump in and play some couch co-op with your friends!

More updates and improvements are on the way!

I just checked and this is actually Steam Update #357!

Our first update was in May of 2020! How times flies.



For even more context, this is Git commit #3,369!



We've got a ton of stuff on the way, and we'll be pushing out more updates on our roadmap over the spring and summer.

Don't forget that our Discord is the best place to find people to play and chat with us on what you'd like to see in the game!

Talk soon!

-Dave & The Team

Changes from Last Month's Update:
If you're on our main branch, you also have all 'TEST BRANCH'-related improvements!

-Music Manager correctly changes from Title screen music to in-game tracks when you enter a match and return from a match.

-AI have been adjusted to be less spammy on their jumps and less twitchy in their movement

-The new Lightning Character has been added globally as a playable character from the 'Character Select menu'

-Drop Down Menus have been made more comfortable to use

-Scroll bars not working from time to time has been fixed.

-Some backend offline fixes for better team assignment in the online mode (which will be returning soon)

-Fixed a problem that caused head arrows to flicker on screen
-Fixed a problem where AI could be stuck in a jump and remain in-air indefinitely.
-Crowd people have had their LOD range extended to prevent their hair swapping colours when the camera reached specific distances.

-The scoreboard's animation timing has been tweaked and improved, slowing from one element to the other more seamless and frame timing has been tweaked to feel better to look at.

-Fixed a problem that was making the goal camera when blue scores a goal be too far back and show the ball camera in frame.

-The lower 'Red Scores' panels have been given a nice fade in transition.
-Timings for those panels have been adjusted to flow better with other panels.
-Referee whistles when the play starts and stops have been fixed and should work correctly again.
-UI Head Arrows should now correctly appear at the right distance from players.
-In offline team matches (the default mode for example), red team players have red UI colours, and blue players have blue UI colours, making it easier to tell who is on which team from the start.
-Fixed a problem where the bounciness effect when players change sizes was not playing.
-Charged swing has been tweaked to feel more impactful and visually communicate the stages of the swing.
-Paraglider wind particles have been slightly improved.
-Fixed a problem where AI players would accidentally stretch too much when changing to the large size.

Sound Improvements across the board
-More objects use 3D directional audio than before, including footsteps, ambient crowd noise and the ball when bouncing.
-The dust kickup players make when walking has been tinted a white colour and made more to look like traditional platformer dust trails. (They were previously brown, which didn't make sense after the swap to a grass field)
-Tuned global sound values to more accurately change based on the camera's position.
-Matches should sound much better on Surround Headphones, and detecting object's location via just sound is much easier.
-More ambient sounds have been added in to make the area more varied to listen to
-The area between the bunkers and the exit tunnels have a more finished appearance
-Chalk lines have been stretched to look more natural on the map size.

-Players can no longer enter the goal crease of the opposing team--they will be knocked back

-Fixed a bug where the music player could incorrectly play the same song on loop.
-Cheese Walls have been given a unique sound cue for when they enter and exit.

Changes On The Way:
-Return of option to add more/less than 4 players in offline
-Release of Preview of Online mode
-More match options/features
-New character models
-A shop, store, and cosmetic options


Changes After That:
-Refer to our Roadmap here
Mar 30, 2023
X-Plane 12 - thomson
X-Plane 12.05b1 introduces the Airbus MCDU for the A330 and many bug fixes.

  • XPD-13946 - Some stability augmentation system active in all aircraft.
  • XPD-13815 - Crash taxiing across latitude line at LFPG with wind set up.
  • XPD-13677 - DSF Fatal Error Crashes the Sim instead of Quitting.
  • XPD-13940 - Temperatures can jump dramatically near the tropopause.
  • XPD-13706 - Text Offsets on EFIS Map not working for TCAS.
  • XPD-12609 - Hang or dev assert in failed weapons load.
  • XPD-5948 - Approach lights cut off when crossing longitude degree.
  • XPD-13945 - THR LVR FMA doubled in A330.
  • XPD-13925 - DataRefTool text display broken again.
  • XPD-13702 - Clouds break MSAA.
  • XPD-13559 - Replay system does not handle ground-speed acceleration well.
  • XPD-13550 - OBJ with empty key frame table crashes sim.
  • XPD-13530 - t_quit from thread hangs the sim and other sad things.
  • XPD-13446 - From Bug Report: Landing Gear Failures within IOS (Do not Work).
  • XPD-13354 - microburst doesn't go away when you fix the failure.
  • XPD-13954 - A330 FMC, clicking on the PERF button should always take you to the current active PERF phase page.
  • XPD-13951 - A330 pack flow sound even if no bleed air available to drive the packs.
  • XPD-13723 - Consider CURLSSLOPT_REVOKE_BEST_EFFORT option.
  • XPD-13719 - From Bug Report: Editing Weapon Shell Geometry Using the Weapons' UI Duplicates the Geometry to the Launcher.
  • XPD-13682 - From Bug Report: Wake turbulence broken for 3rd party integrations.
  • XPD-13540 - Additional CLI Adding Additional Options.
  • XPD-13729 - Not able to reach North Pole with a CTD.
  • XPD-13473 - Manufacture List Runs of Screen (Plane Maker).
  • XPD-13910 - Tree rendering distance massively reduced.
  • XPD-13849 - ATTR_shiny_rat undoes ATTR_albedo_opacity.
  • XPD-13923 - Incorrect draw layer in some runways.
  • XPD-13915 - Missing pipeline with custom billboard lights when recomputing the cube map.
  • XPD-13912 - Airport Line Marking #19 "Taxiway Hatch" no more showing.
  • XPD-13909 - DDS loader crashes trying to free memory.
  • XPD-13891 - CTD when requesting clearance at an airport with no usable runways.
  • XPD-13871 - Make (apt.dat) taxiway layering compatible with 3rd party X-Plane 11 scenery & libraries.
  • XPD-13825 - X-Plane 12 and Plane Maker 12 CTD when opening an X-Plane 11 model.
  • XPD-13707 - Flaps/Slats Timing Not Working.
  • XPD-10868 - OpenGL plugin rendering flickering on AMD.
  • XPD-13937 - Race condition in OBJ_read.cpp.
  • XPD-13932 - Bug report "Black sun is still there".
  • XPD-13922 - SR-22 needs to use new command for blue level button.
  • XPD-13914 - Take KBTV with updated road network into next beta.
  • XPD-13913 - Zink doesn't identify if the Zink libGL.so is pre-loaded through LD_PRELOAD.
  • XPD-13911 - Remove Aerosoft - EDLP Paderborn-Lippstadt airport.
  • XPD-13900 - 737 cabin altitude indicator pointer showing wrong value.
  • XPD-13899 - RenderDoc can no longer capture X-Plane (Linux).
  • XPD-13892 - Update global airports to add is_oilrig meta data.
  • XPD-13869 - F14: Adjust Flap Interlock on Wing Sweep.
  • XPD-13867 - L-5 airplane uses wrong dataref for turn coord, so i fixed it.
  • XPD-13856 - Case mismatch in rpaths in libary.txt with actual file names.
  • XPD-13830 - Rounding on LED generic instruments in plane maker needs to be 'optionable'.
  • XPD-13828 - Ford Carrier small update: removed animated Seahawk.
  • XPD-13820 - Ford Carrier Vehicles update: library update.
  • XPD-13819 - Ford Carrier Vehicles update.
  • XPD-13808 - Updated earth_astro.dat (star positions database).
  • XPD-13771 - Remove on screen debug information output from translations.
  • XPD-13752 - No altitude sel armed when using right side Master for autopilot on Citation X.
  • XPD-13660 - The direction of the slip indicator on the Citation is wrong.
  • XPD-13643 - Crash with empty controller when requesting stop pushback.
  • XPD-13616 - Real weather folder size increasing .
  • XPD-13500 - KingAir smoke visible at night.
  • XPD-13495 - "NONE" cannot be selected in fuel tank transfer list.
  • XPD-13310 - WE NEED DEFAULT FUEL LOAD-OUT SPECCED IN PLN, AND APPLIED ON ACF LOAD AND START IN SIM.
  • XPD-13169 - Once triggered, Master Warnings & Master Cautions fluctuate on and off continuously.
  • XPD-13930 - Bug report "XPLMGetMETARForAirport does not retrieve latest METAR".
  • XPD-13902 - Bug report "Wierd looking engine smoke in F14D (fix included)".
  • XPD-13893 - Pro Use Frame Rate Test - Increase from 10 FPS to 20 FPS.
  • XPD-13868 - Add support for Discord rich presence.
  • XPD-13832 - CURLSSLOPT_REVOKE_BEST_EFFORT needs to be set separately for proxy.
  • XPD-13811 - From Bug Report: sim/cockpit2/ice/tks_max_time_left goes down too fast.
  • XPD-13810 - From Bug Report: Inappropriate effect of some failures.
  • XPD-13174 - Cirrus SF50 Vision Jet .sit file bug .
  • XPD-13061 - Total energy compensated variometer in Schleicher ASK21 shows wrong value.
  • XPD-11896 - A330: Pushing in knobs on FCU should show "managed mode" white dots for SPD and HDG as well.
  • XPD-10115 - B738: APU EGT levels regression.
  • XPD-13906 - Re: Bug report "CH Pro Pedals - Axis labelling incorrect.".
  • XPD-13901 - Fully dark avionics draw at full brightness in ATTR_cockpit_device.
MADNESS: Project Nexus - The Swain 🍕
We're private-testing fourteen new achievements for Project Nexus over the weekend, and will hopefully have those available for all players by next week! You may have noticed the new achievements showing up on the game's Steam page - we'll let you guys know the moment they're live.

We're also on the final round of closed testing on the Legacy of the S-3LF Eater free content update, which will include a ton of fixes and some cool new additions to the game!


See you VERY SOON GUYS!
...