May 2, 2023
DFHack - Dwarf Fortress Modding Engine - myk002
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
Announcements
What's next?
Here are the projects we're working on right now (and the [@ person] on DFHack Discord you should talk to if you have opinions). If you are interested in early access, please join the "Beta - DFHack pre-releases" branch in your Steam client. You can also download pre-releases from GitHub.
  • buildingplan v2 [@TaxiService] - clearer UI, easier configuration, filter history
  • stocks [@silver_fly] - item management interface, including bulk actions like "mark all worn clothing for trade"
  • stockpiles and logistics [@myk002] - stockpile configuration presets, automatic dumping, trading, or melting of stockpile contents
  • gui/design v2 [@coskerstrike] - UI overhaul, performance improvements
  • gui/create-unit [@Thazzeus] - unit spawning interface
and, of course, a host of smaller bugfixes and features.
Poll results
We ran a poll on reddit to hear your opinions for what DFHack's Next Big Thing should be. The results:
  1. 30% manipulator - in-game Dwarf Therapist-like labor assignment and unit management interface
  2. 18% search, embark-assistant (tie) - better search functionality for vanilla dialogs, extended options for embark location discovery, respectively
  3. 15% tooltips - in-game help tooltips for DFHack UIs
  4. 11% quickfort - stockpile and zone support for blueprints, including Dreamfort support
  5. 6% exportlegends - extended data for legends export, allowing external tools like Legends Viewer to work
These are all huge projects, and don't expect their completion any time soon, but the results of the poll helped us set priorities for upcoming development. If you have opinions about any of those tools, or if you're just curious about the implementation plans, or if you'd like to help, please check out the GitHub issues where they are being discussed (hyperlinked above).
Terminal hidden by default
From a less formal poll, it seems that most players consider the DFHack terminal (the external DFHack window that pops up when you start DF) to be a nuisance, or at least not necessary. The terminal window will now be hidden and out of the way by default. You can unhide the terminal at any time by running the show command in gui/launcher (and hide it again with the hide command).

If you want to keep the terminal window shown at startup, go to the "Preferences" tab of gui/control-panel and toggle the option there.

Note that text-interactive commands, like the built-in lua interpreter or the tiletypes command, can only be run from that external terminal window. Most players will never have need to run these, though.
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
Mortal mode


We finally have an answer for those players who want to use DFHack for its bug fixes, interface improvements, and productivity tools, but feel uncomfortable with the tools that grant god-like powers over the game. Armok, if you didn't already know, is the god of Dwarf Fortress. If you don't want to see these "armok" tools, go into gui/control-panel, on the "Preferences" tab, and toggle on the Hide "armok" tools in command lists setting.
Dude, where's my planner?


You may notice that the DFHack building planner appears to be missing. Don't worry, it's not gone. It's just minimized by default. If you want to use it again, just expand it by clicking on the "show planner" button and it will stay expanded, just like it was before.

Why did we do this? Now that DFHack has entered the "stable release" phase, we want to go back to our roots and not supplant vanilla functionality by default. From now on, if there is a DFHack interface enhancement that can replace a vanilla element, it will show up as a minimized panel that you can expand and use. The panels that simply add extra functionality without getting in the way, like order import/export and the trade screen enhancements, will still stay expanded by default.
Generated release notes
Fixes
  • autoclothing: eliminate game lag when there are many inventory items in the fort
  • buildingplan:
    • fixed size limit calculations for rollers
    • fixed items not being checked for accessibility in the filter and item selection dialogs
  • deteriorate: ensure remains of enemy dwarves are properly deteriorated
  • dig-now: properly detect and complete smoothing designations that have been converted into active jobs
  • suspendmanager: Fix over-aggressive suspension of jobs that could still possibly be done (e.g. jobs that are partially submerged in water)
Misc Improvements
  • buildingplan:
    • planner panel is minimized by default and now remembers minimized state
    • can now filter by gems (for gem windows) and yarn (for ropes in wells)
  • combine: Now supports ammo, parts, powders, and seeds, and combines into containers
  • deteriorate: add option to exclude useable parts from deterioration
  • gui/control-panel:
    • add preference option for hiding the terminal console on startup
    • add preference option for hiding "armok" tools in command lists
  • gui/gm-editor:
    • press g to move the map to the currently selected item/unit/building
    • press Ctrl-D to toggle read-only mode to protect from accidental changes; this state persists across sessions
    • new --freeze option for ensuring the game doesn't change while you're inspecting it
  • gui/launcher: DFHack version now shown in the default help text
  • gui/prerelease-warning: widgets are now clickable
  • overlay: add the DFHack version string to the DF title screen
  • Dwarf Therapist: add a warning to the Labors screen when Dwarf Therapist is active so players know that changes they make to that screen will have no effect. If you're starting a new embark and nobody seems to be doing anything, check your Labors tab for this warning to see if Dwarf Therapist thinks it is in control (even if it's not running).
  • toggle-kbd-cursor: add hotkey for toggling the keyboard cursor (Alt-K)
  • version: add alias to display the DFHack help (including the version number) so something happens when players try to run "version"
Removed
  • title-version: replaced by an overlay widget
Lua
  • gui.ZScreenModal: ZScreen subclass for modal dialogs
  • widgets.CycleHotkeyLabel: exposed "key_sep" and "option_gap" attributes for improved stylistic control.
  • widgets.RangeSlider: new mouse-controlled two-headed slider widget
May 2, 2023
2D Dogfight - GER_BF109
The content of the 0.1.4.1 Hotfix is as follows:

The shooting interval of anti-aircraft vehicles has been extended, and now players will have a better error tolerance when flying aircraft to attack anti-aircraft vehicles

Fixed some typos in some campaign texts in the Chinese client

Optimized the relevant codes for implementing the sound effects of guns/cannons. In some cases, the problem of stuttering caused by a large number of guns/cannons firing has been solved

Increased the speed limit for aircraft taxiing on the ground, once the speed of the aircraft taxiing on the ground exceeds half of its Indicated Airspeed limit, the aircraft will crash
May 2, 2023
Amigo: Kebab Simulator - pigeong.steam
Fixed 1.7:

Bugs:
- You couldn't add a joistick as controls (they are disabled from options)
- You can hit Er fluff with "Gypsy stick" in case it gets bugged.
Paint Chips - PhatRobit
I've been putting off controller support for some time, so have decided to release what I have to help out players that like to play on Steam Deck. This update adds a little bit of controller support, so players on Steam Deck or a gamepad should have a slightly more enjoyable experience. Also for Steam Deck / Linux users, I've fixed the 'Quit' buttons so it actually closes the game now instead of freezing up. For whatever reason, Unity doesn't like to close on Linux machines using the regular method of quitting the application, so I had to add a workaround.

There are also a few small additions, such as a small effect on your feet if you're currently standing in friendly paint. There may be some other small things I'm forgetting, but that's all for now!

Thanks for playing our game, have fun!
Mossfield Origins - Studio Any Percent


Hello Residents, It's your mission director checking in with an update about the mission launch.
The preparation for the journey is moving along well, with a lot of loose ends cleared up and a lot of major improvements landing to make our experience better.

(Note some details/visuals are not final, and the gifs lose a lot of quality!)

Camera
Earlier versions of the camera were a little awkward, relying on keyboard keys and flaky screen edges (especially annoying when viewing from multiple desktops). The camera has been upgraded to drag based, so you can play with just a mouse if inclined (the keys remain).


(view high quality)

Paths

You'll also probably notice the paths are now cohesively connected. Our previous path representation (if you recall) left a lot lacking, and didn't quite convey what makes them relevant to the mission.

The placeholder paths from before were stones and didn't connect at all (WARNING: old image!):


The new paths are a lot better, and you get a lot more feedback about how they work and their connectivity and whether they're in use by a resident:


(view high quality)

Outlines
When inspecting multi-space buildings on the mission, they didn't properly highlight all affected spaces which was unclear to Residents.



Now they do, and Residents appreciate it.




Mission updates

We look forward to launching the mission this year Residents, and hope you stay safe and excited. Follow along with the mission launch progress below:

- Wishlist and follow the game
- Follow the developer / and the publisher!
- Sign up for the newsletter
- Join the Discord

From your friendly developer Ruby, and friends at Kitfox Tanya + Alexandra.
The Orphanage - david.oflynn84
Hi Everyone

I'm glad to announce that the development of my game has been going very smoothly. The game is about 99% complete with a few minor bits and pieces left to finish. I will then be moving onto alot of Testing to make sure I can iron out as many issues as possible.

Problem is being a Solo Developer and this being my very first attempt at making a game, I'm fair new to this and don't really have many people to help test it so I'm trying to break the game myself to make sure its 100% playable with no issues to hinder the enjoyment and playability.

So far though it seems to be going well and not many issues have been arising. So i'm hoping the next few week won't be much of a headache and can get the game finalised for Release in June.

New Mechanics that will be available in the full game are as follows

Hiding - In the full game you will be able to hide under tables and desks if there is a hiding spot available. This will be a useful tool if struggling to out run the doctor.

Keyhole viewing - When inside rooms you will now have the option to look through the keyhole if the door has one of course. This will help check that the coast is clear for you to leave the room without being seen by the Doctor.

Doctor AI - The Doctor's AI has had a bit of tweaking. He no longer chases you for a certain amount of time before giving up. He now goes to and searches the area where he last had you in his sights.

Thank you for everyone who has supported this project and played the Demo and some even streamed it on Youtube and Twitch. Your feedback is always welcome and appreciate the feedback I have had already.

Dave

Path of Exile - CommunityTeam_GGG
Completing the premium track of Kirac's Vault Pass in the Crucible league rewards you with pieces of the Igneous Emperor Armour Set, each with a unique cosmetic effect! The Igneous Emperor Armour Set looks awesome as a whole, and the pieces also mix and match very well as parts of other outfits. Check out some combinations in the video below!



  • Scourgestruck Body Armour
  • Infernal Helmet
  • Flaming Head Helmet Attachment
  • Igneous Emperor Gloves
  • Infernal Boots
  • Infernal Wings
  • Infernal Axe
  • Pyromaniac Weapon Effect
  • Vulcan Portal

  • Igneous Emperor Body Armour
  • Nightfall Helmet
  • Vulcan Gloves
  • Vulcan Boots
  • Nightfall Footprints Effect
  • Celestial Emperor Wings
  • Vulcan Weapon
  • Nightfall Weapon Effect
  • Nightfall Character Effect
  • Nightfall Dragon Pet

  • Automaton Necrolord Body Armour
  • Igneous Emperor Helmet
  • Automaton Necrolord Gloves
  • Automaton Necrolord Boots
  • Demonic Footprints
  • Automaton Necrolord Cloak
  • Void Weapon
  • Demonic Weapon Effect
  • Demonic Character Effect
  • Hell Horse Pet

  • Harmonious Body Armour
  • Harmonious Hood
  • Harmonious Gloves
  • Igneous Emperor Boots
  • Sunrise Footprints
  • Sunrise Wings
  • Scavenger Weapon Effect
  • Scavenger Character Effect
  • Sunrise Portal

Thank you for your support!


May 2, 2023
Transmogrify - Cassiopeia
- tornado flier bug fix
- W4 voicelines added
- cheeseandonion door state persistence softlock fix
- multiple W2 level crashes fixed
- Scalable acid pits in W2 replaced with liquid pools. With some tweaks for floating slimes.
- A rare crash in SaltAndPepper was fixed
- A fix for Chris's Z index in relation to exit doors.
- Spooky Slime behavior tweaks.
- Slimes with lights now have baked lights
- Credits title fade-in effect added to Main menu
- Glasgow wifi angle changed
- HP bar z index changed
- Collision removed from background pipes on hamburg.
- W2 scaffolding bullet collision removed
Braveland Heroes - Julkin
Hello, Bravelanders!

Get ready for action, there's a new event in the game! Patrol the Kingdom, do a good job, and in return, get your hands on the stalwart Swordsmen.

They may not be the fastest, but they make up for it with great protection and special skills - their signature "Concussive blow" can stun an enemy to stop them from advancing. It's hard to find a better defender for your long-range fighters.

Get in the game and complete the new event. Don't wait - there's not much time!


May 2, 2023
DOOM DAY - GRIN IGOR
Dear friends, I express my deep gratitude to you for supporting my projects.
Doom Day update was planned,
but under the circumstances I am unable to fulfill my promise.
But being an honest person, I cannot afford to upset you.
Therefore, accept my new game as compensation for the broken promises,
I'm sure you'll find a lot in common with Doom Day.

"Mobilization" is my last game and I won't release any more games.
If you find an opportunity to write a few words about her, I will be pleased.
With best wishes Grin Igor.
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