Apr 7, 2023
Vincemus - Air Combat - Zer0
Small update to fix up some problems.

New
- Markers on the Aircraft panel to show what's equipped & unlocked
- Updated Database to include new aircraft

Changes
- Updated image aspect for Africa Mission 1
- Increased audio priority on player calibers 30mm and above
- Rewards for Tutorial has been reduced to 1500 from 2000
- Rewards for Mission 1 Africa has been reduced to 3000 from 4000
- Normal recalculations on some aircraft have been made for better reflections and shadowing

Bug Fixes
- Custom UI panel layout was broken & wasn’t working correctly
- Mission 7 Map generation was corrupt
- When buying VG33 it unlocked an aircraft that is hidden
Apr 7, 2023
ScrewUp - Screwup
"Adjusting to address the issue of excessive fuel consumption."
Apr 7, 2023
Monster Hide - TheLittlesGames
-Improved interface
-Fix some bugs
-Improved the "tracker" class in hunt mode
-Added some details
Apr 7, 2023
Monsty Corp - Robin Painter
It is with a heavy heart that I announce today that the development of Monsty Corp has ceased.

Unfortunately with a combination of feature creep, money and being bored/annoyed by the project we've been unable to continue working on it and have decided to cancel.

I will be contacting Steam Support later today to have the store page taken down and removed.

You're welcome to play some of our other games. We have some new stuff that we're working on that we hope will fill the void that the cancellation of Monsty Corp will bring.

And for the last time,
Thank you for reading,
Robin Painter
Owner/Lead Developer of Lockyz Dev
Unlasting Horror - Matt Sowards
  1. Fixed lobby ui and gameplay
  2. Increased Play Stamina
  3. Increase Monster Chase Speed
  4. Increased Monster Attack Range
  5. Added Client Side Animation when Attacked as Human
  6. Removed Interactable Radio and instead added a one time trigger at the start to immediately play.
  7. Improvements to Note UI / Changed from Backspace to Escape
  8. Changed Installation Path for game and updated to V2.1 (for better safe settings on old installations)
  9. Added a second gun spawn (still no ammo spawns will add soon)
  10. Changed amount of evidence required to win from 6 to 12
  11. Improved Visuals Slightly for Altars
  12. Fixes to Note Scroll Bug
  13. Fixes to Monster Dialogue / Radius
  14. Fixed floating crow at graveyard
  15. Removed Siren at police car at start (it was annoying)
Apr 7, 2023
Dinogen Online - Wilkin
Update v1.0.5 brings a lot of new content to Dinogen Online, including a new game mode, a new map, and 4 new weapons!

General
- Adrenaline Shot now increases reload speed
- Repair Tool can now repair Deployable Cover
- Added Chinese Traditional language (thanks to AceKnight)
- Added Japanese language
- UI updates

Maps

- Added Atrium

Weapons

- Added Copperhead (Machine Pistol)
- Added QCW-05 (SMG)
- Added MRAD (Sniper Rifle)
- Added PAW-20 (Launcher)

Survival

- Added Pandemonium

Dinosaurs
- Added Lizard customization

Editor
- Added new textures
- Added new trigger actions and events
- Updated performanceCheck and setKeyForObjects macros

Community Spotlight
https://steamcommunity.com/sharedfiles/filedetails/?id=2958252553
https://steamcommunity.com/sharedfiles/filedetails/?id=2957538066
https://steamcommunity.com/sharedfiles/filedetails/?id=2949599679
《蜀山:初章》网络版 - Inmotiongame
《蜀山:初章》网络版上线第三次更新开服公告
各位道友好:
官方已完成停服维护更新,已于4月8日09:00正式开启服务器!

【更新内容】
1.进一步优化服务器逻辑,提高稳定性:解决了三个导致今下午青城服矩阵cell轮流崩溃的问题
2.修复技能出现异常cd时间的问题(包括打坐和飞行cd时间异常,当前可通过退出游戏解决,更新完后彻底修复)
3.聊天禁言流程优化,后台设置关键字,当检查到关键字的玩家会被禁言
a)世界频道是我们留给玩家自由交流的地方,希望各位商人尊重并理解;暂时请大家在交易频道发布交易信息;我们将在下一波更新开放类似买断版跨服频道的专属交易区域;注,无论哪个频道,外挂及恶意BUG信息都被禁止发布!
4.进一步提高阴阳牌收益:现在境界差距低于6个小境界的击杀即为有效击杀(之前是按照三个小境界击算):
1)阴阳牌与宗族任务我们提供了每日接近30万绑铜的收益
2)阴阳牌可获得每周上线外的额外修为
3)我们会听取大家意见,持续优化:最迟于明天微更客户端放出自动释放技能等功能
5.修复家族初始人数异常的问题(0级当前是40,修复后正常应该是80 ;1级当前是80,修复后正常应该是84)
6.修复家族不能编辑公告的问题:点击公告框可直接编辑文字,编辑成功后按确认修改即可修改成功。
7.修复副本导致的NPC重复出现多个的问题
8.优化:增加击杀小怪有几率获得绑铜掉落
9.优化:接收到不少玩家举报,有steam境外黑卡流入,会对游戏经济生态造成破坏性影响;稳妥起见,我们将临时关闭聚海商会铸仙银与非绑定铜币的兑换玩法,后续准备好再度开放
(已上架铸仙银将在一天后自动返还/或大家可以通过记录-下架手动返还)

【最后】
我们会尽全力做好承诺的内容!
「明后天部分更新规划:在下周宗门等大型玩法开始前」
1.我们将会为168个小时点卡的首次购买玩家加上全新外观特效展现(所有时装都能激活)
2.我们将加上“商贸”专属聊天频道
3.我们将进一步优化阴阳牌的收益体验,并加入大家建议的相关辅助功能
4.我们将进一步提升帧率

更多待续。。。
【停服维护补偿】
1.(绑定的)铜币*30000

补偿将在开服后通过邮件发放,请注意查收!
感谢各位道友的支持,对于停服维护给您造成的影响,我们十分抱歉,后续我们将持续优化游戏,带给大家更好的体验!
=================================================================
【联系我们】
蜀山社区:在游戏内点击“联系官方”按钮,输入手机号进行绑定,然后下载fanbook应用即可加入官方fanbook社群在里面直接联系我们
官方Q群:733747412

《蜀山:初章》重楼工作室
2023年4月7日
Apr 7, 2023
Crupt - Aldinyx
-Post-game content changes/bug fixes
Breakwaters: Crystal Tides - Soaring Pixels Games
v0.7.72
-Increased Net Bag size and Cloth bag size
-Reduced max tide height slightly
-Adjusted crab shell drop rate to increase it a little bit
-Update to Grey Stone so it drops resources while being mined, not just when it is destroyed
-Update to the stone quarry on the Pine tree island so that it spawns a much higher number of metal resource boulders to provide more iron
-Changed Blue Golems so they will not try to stun attack the player if the player is already stunned or was just stunned
-Fixed lights sometimes showing a soft dark spot in one direction
-Fixed a rendering issue where pooled objects wouldn't always initialize correctly after a long distance travel
-Improved SFX logic in inventory so it can't play a sound multiple times on the same frame
-Improved description for Remote Workbench tutorial text
-Multiple online alpha system level fixes, stability improvements, and UI bug fixes
-Improved cloud shader
GearBlocks - danger726
Hey everyone, time for another long overdue update on what I've been up to lately! I've mostly been focused back on building the in-game tutorial scenario, but I've also continued working on the game, both adding features to support scenarios, and making other general improvements.

Performance Optimisation

I noticed some performance issues, particularly with a large number of parts or constructions, so I decided to spend some time addressing these.

UI optimisations:
  • UI elements now only resize themselves to content when something changes, rather than every update.
  • Improved performance of link and part intersection indicators when looping through part instances.
  • Improved the compass overlay implementation (no longer sets gameobjects active / inactive).
  • Optimised the scene tool UI's construction list update.
Other optimisations:
  • Removed unnecessary calculations from the construction update function.
  • Eliminated the composite update function altogether.
  • Eliminated or simplified some other fixed update functions.
These changes save over 1 ms on the main thread when there are a lot of parts / constructions in the scene (totalling a couple thousand parts or so).

Speaking of which, I've also investigated using Unity jobs to move work off the main thread. This has the potential for some more significant performance improvements.

Here's what I have planned:
  • 1) Gear and pulley wheel behaviour constraint updates - The code that figures out if a pair of gears are engaged, and the location of their engaged "teeth" (info that's then used to update the ConfigurableJoints). This could be done in parallel in jobs I think.
  • 2) Wheel behaviour constraint updates - Each wheel does a CapsuleCast and some other trickery to approximate a cylinder that smoothly rolls on the ground. This is a prime candidate for using the CapsulecastCommand instead.
  • 3) Part selection's "find valid attachments" code - Does a lot of OverlapBox calls if a large number of parts are selected, should be perfect case for replacing with the OverlapBoxCommand.
  • 4) Collision contact reporting (used for impact sounds etc.) - Horribly inefficient at the moment, but Unity just introduced the Physics.ContactEvent, which should be exactly what I need to improve this.
All but the first of these tasks will require upgrading to Unity 2022.2 though, which feels a bit risky at the moment. I'm going to hold off until the LTS version comes out.

Unity 2021 upgrade

In the meantime however, I have upgraded to Unity 2021.3 LTS. I had tried upgrading to 2021 a while ago, but found a couple of game breaking issues. These seem to have been fixed now, and the upgrade went pretty smoothly this time.

The only slight issue is that old saved construction preview images now won't load (compressed image size needs to be multiple of 4), but this can be resolved just by re-saving them first.

Building improvements

I've made various minor improvements and fixes to the building system:
  • The part selection pivot point can no longer be moved below the ground, preventing a construction from being "lost" underground.
  • Now only the move manipulator handle has "drag thresholding", the translation handles move instantly.
  • Engagement indicators are now shown for all gears in the part selection during alignment.
  • Commands are now added to the undo / redo history when links are removed while detaching parts.
  • Fixed a bug where destroying an unfrozen construction didn't add a command to the undo / redo history.
Parts

I've also made a few minor improvements and additions to the parts:
  • Implemented a resizable "L Plate" part, useful for connecting stuff at right angles.
  • Added checks for player distance and facing direction to the control wheel part behaviour (prevents the control wheel from being used when the player is too far away).
  • Added a light part behaviour option to disable shadow casting, useful if you want to save performance for a construction with a large number of lights.
  • Fixed a bug where spring damper / linear actuator pistons could be attached to the wrong alignment point.
Here's what the L Plate part looks like:



Lua scripting

I've worked on various new features that are available for use from within Lua scripts (as scenarios or script mods), mostly to support what I need for the tutorial scenario.

Video player

Implemented an in-game video player, with an interface that allows video players to be created from Lua scripts. Here's a test Lua script, showing a video playing in a window:



I'm planning on using this to show short explanatory video clips in the tutorial scenario.

Scroll list UI element

Implemented a scroll list UI element, can be added to a window like any other element, but then other elements can be added to it (including more scroll lists!) For example the undo / redo command history script mod can now show a larger history that can be scrolled through:



Unlabelled UI elements

Added unlabelled variants of the slider, input field, and dropdown UI elements for more flexibility. Shown here in this Lua UI unit test:



Profiling metrics

Exposed performance profiler metrics (e.g. memory, rendering etc.), so that script mods can implement custom profiler UI windows, for example:



Tutorial scenario

My original plan was to have multiple little tutorial scenarios, each one introducing a few new concepts at a time. As I mentioned in a previous post, this idea turned out to be a bit boring in practice, and didn't really create a good first impression for the game.

So then I pivoted to having one large scenario with a lot of things to do in it, essentially combining the separate tutorials into one that are followed through step by step. However as I started to build this out I realised it was getting too big and complicated. Apart from anything else, performance was getting to be marginal with so much going on in the scene at once.

So, I went back to the drawing board and reworked my design, trying to really focus on what concepts I wanted to introduce in each tutorial stage, and what concepts to reinforce from previous stages.

The result is a bit more pared back than what I had before, but I think it should still be fun. It will still be a single scenario / scene containing multiple activities that the player goes through, but with less extraneous stuff.

The first few activities will get the player used to activating and using part behaviours, using the construction menu, and so on.

After which, each activity will require the player to do something (e.g. attach a control wheel, reposition a gear, link some pulleys, etc) that will allow them to open a box with a part inside. When they've completed all the activities they can collect all the parts together and build something out of it, as the final step (using everything they've learned so far).

For example, the first of these activities is to simply use the builder tool to move a weight and place it on a platform. Things ramp up in complexity from there!



The design is now complete, I have built all the individual constructions for the scenario, and made a good start on the Lua scripting. I'm planning on making another (small) map for the game, to be used for this tutorial (and any others to follow).

This tutorial scenario is really there to get new players used to using the building controls, it doesn't go much beyond that. I would like to also build additional tutorial scenarios that teach advanced use of gears, mechanical principles, have more complex puzzles to solve etc. These will have to come after the early access release though.
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