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Probably of most interest to y'all this time around are some tweaks to Sliding through the city, which has traditionally only been used to limit the number of times per day you can clear your hand.
When moving through the city, this is now only reduced if you actually have cards in your hand, which has been a requested feature for a while. Perhaps more importantly, it now has its own card if it rises high enough, with various options -- including the ability to increase the size of your action bank for a few real time hours. There's also been some work on clinics and NPCs, especially Angelique, now has a schedule.
Read the full changelog below:
New card for high enough Sliding through the city. - A few options, including increasing your action bank. When moving area, Sliding through the city is now only reduced if you have cards in your hand. A few new NPC interactions. One time clinics are now found via Going deeper...* instead of Working the streets. You can now find clinics in the airport. Added opening hours to the slums gym. New chase and fight follow-up: Making moves, out in the wild. One new DMM card. The Projects party girls have had a bit of work. New system of buffs to Combat>... tests, based on your skill level. Angelique has had a little work, including a schedule and some relationship things. Mood spikes are now used by equipping them. Mood spikes now give A dangerous game instead of psychosis as a side effect.
Fixed giving back Smith's truck not actually giving it back. Fixed making logistics teams not using up a truck. Fixed "Clean up" in the kitchen not giving the desired effects. Fixed a problem with Miriam's schedule. Possible fix for aria labels for screen readers not working for quality requirements. Fixed the nanite system implant not costing the correct amount. Fixed Waiting for Angelique as a sexless mutant. Fixed some more typos; thanks for the reports!
First things first: Learning Factory is on sale until May 1! Get your copy of the game, 34% off!
As promised in the latest edition of our developer diaries, this update brings a lot of changes in the visuals for many items on your Factories. Because most of the items now vary in quality and marking them with mere silver or gold stars would be plain boring, wouldn't it?
So now you can clearly distinguish those top-notch cat goods from boring regular ones. We hope that it will add some motivation for you to optimize your production and ensure your catstomers get only the best-looking items!
Naturally, that's not the only change. Check out the other awesome stuff in this awesome new version of the game:
v0.20.131 Released
Visuals & Sound
New art for Iron, Copper, Gold, Gems, Catnip Algae & Cotton
New art for underground water and, partly, surface water
More phrases for legendary cats
Added many new sounds for items
Gameplay
Shelves capacity upgrade removed for Smart Cat Stores; instead, added another upgrade increasing the number of slots for items in Smart Cat Stores (up to 14). Default shelves capacity increased to 50 items per slot
Shelves capacity for Specialized Cat Stores increased from 50 to 100 items; researching Specialized Cat Stores is not anymore mandatory
Terraforming now allows replacing tiles of appropriate type under plants without removing them
CPU Trade Guild now allows exchanging goods for Cat Knowledge Archives in Tier 5
All Splitters and Tunnels can now be placed on Rafts
Increased profitability of deals in Trade Ports when exchanging goods for Cat Knowledge
New upgrade: increased cargo hold for Zeppelins
Slightly improved hills generation
QoL & Interface
Pressing Ctrl+Click on a research adds the project to research queue
Pressing Ctrl+Click on a building on the pannel in the bottom of the screen results in crafting another building of the same type
Symbols limit for naming Docks and Zeppelin Routes increased
Added a search field for the Research Tree
Fixes
Bug fixes, especially for airships
UI/UX optimization, especially for Zeppelin routes handling
Check out a bunch of examples of how the item visuals has changed! Keep in mind that there's more new art in the game (discover it by yourself!):
Do you like what you see? Come share your thoughts on our Discord server!
And don't forget to follow Learning Factory on Steam to get the news about new updates as soon as they're out there
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How to Get More Involved
Going to Early Access is but the first step to glory (and eternal cat happiness). Wanna be part of what happens next? Head to this blog post and learn how to help make the game even more awesome!
Share Your Gameplay and Become Part of KOTOVOD History
Learning Factory needs your help! Record a 10 or more minutes of you playing the game, share a video using any way you see fit, write your name into Learning Factory credits and get a promo cat! Make history here
We are ready to launch 1.0 tomorrow and pushing out a few final tweaks and QOL improvements. Remember its the last chance to pick up the Founder's Pack DLC for FREE!
What to expect after 1.0 We will be working the next few weeks on any high priority bugs but we already have plans for more content coming this summer, including more enemies, bosses, powerups and a new character!
Keep sharing your ideas on the forums and discord on what you want to see for the future of Rift Loopers!
Patch Notes
Level up screen will now show current abilities and their levels
Crosshair will now become invisible when gamepad is detected
Player Health is now shown above characters by default - this can be hidden in options
Stashes in the map now have outlines when additional outlines are turned on
Friendly HUD now shows friendly icons
Ability Mod UI updated
Lobby VFX added when loading characters
UI markers are no longer removed on death
Medic base heal reduced by 50%
Looking for others to play with? Join our Discord!
Capsuleers of EVE Online and Commanders of World of Tanks, prepare yourselves for the Intergalactic Alliance Bundle, giving you DLC for both games with just one purchase!
Starting from 25 April, through 2 May 2023, you can treat yourself to a special cross-product bundle, created as a result of collaboration between two massive MMO titles: World of Tanks and EVE Online!
Even though the settings of these games are very different, they share a lot of similar features! Both World of Tanks and EVE Online offer you a huge variety of vehicles to operate, thrilling combat with endless tactical possibilities, and a great community of passionate gamers. So whether you are an experienced capsuleer or a seasoned tank Commander, the following week is the perfect time to combine breathtaking battles between giant spaceships across New Eden with clashes and epic battles of armored steel beasts on land.
By picking up this limited time bundle at a bargain price, you will get a handful of content for both games at once:
EVE Online Ad Astra: • 3 days of Omega • 100 PLEX • Sunesis destroyer • Sunesis Midnight SKIN • Standard 'Boost' Cerebral Accelerator • Festival launcher • Sodium Firework x100
World of Tanks Fast and Dangerous: • Tier IV Premium German Pz. Sfl. IC tank destroyer • space-themed 2D style “Ad Astra” • Garage slot • 100% Crew with enough XP for one extra skill • 300 Gold • 3 days of WoT Premium Account
If you’ve always wanted to explore what piloting a spaceship feels like compared to driving a tank, now is the perfect time to delve into the depths of New Eden and find out for yourself! Or, if you already are an experienced capsuleer but have never experienced action-packed tank battles, this is your chance to get a taste of the exciting combat that World of Tanks has to offer!
Grab this exclusive bundle, roll out, and fly safe!
We're getting really close to early access launch now. Current plan is NEXT WEEK. This update is focused on one of the features of the game that has had the most iteration, but still wasn't up to the quality level I wanted to ship. Now it is!
Let's go on a little journey and talk about these panels. For your reference, they look like this:
Years ago, nearer the beginning of this project, this was a text-rendered proc-gen roguelike. After my first playtest, the player was very confused. He was confused because there was no feedback about what he did, whether anything had happened, etc. To communicate better, I added a temporary little log system where it spits a little bit of text on the screen.
A million tiny iterations later, those bits of text are now comic panels. This update changes those panels in a few ways:
I added a lot of art, filling in a lot of the gaps, and fixing panels that were using the same art.
The black lines that separate the panels are called gutters. The gutter generation is now more dynamic, so the page will never look exactly the same.
When you mouse over a panel, sometimes you get more information. The system that supports those was very broken, but now works.
While we're here talking about the panels, let's talk about the rendering a little. The little dots you see are commonly called "Ben Day dots". You may recognize them from the work of Roy Lichtenstein, or his contemporary pop artists. They originated as an artifact of a lithographic printing process called halftone printing.
The basic idea is to chemically etch away parts of a metal plate. You would use a mesh to protect some parts of the metal surface from the etching chemicals. The holes in that mesh (or their negatives) would become the places where paint could attach to the plate, and then get passed along to the print. The higher the density of the dots (or the smaller the gaps in paint), the more intense the color. Mix a few colors of paint together, and you can reach a large number of colors. This is the origin of the cymk color space that printers still often use today.
The rendering in game isn't completely faithful to the time period. For example, colorists would have to choose one of 4 color intensities for each colored section, whereas I've chosen to have a larger array. I've also significantly increased the size of the dots, for style.
I think they look really nice now. Getting this system right has been a surprisingly large part of this project, so I'm really happy I've gotten to this point. But I'm not done yet! More changes to come as I continue to iterate during early access.
There is still time to join! Just head over to the FFFL Discord to sign up!
This is a low stress league, just pick a team and manage what aspects of the team you want to control. The AI will handle anything you don't want to manage. Games will be played once a week over YouTube so you can watch your team live or the recording.
Microsoft Flight Simulator 40th Anniversary Edition - Ink
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5 days left to play the demo before it's deactivated. But don't worry After Dark early access launch will be taking place on the 10th of May. Meaning only 15 days left to release!!! So make sure to wish list After Dark so you'll be notified as soon as we release.