May 4, 2023
Evacuation - Stakhowsky
Hello!

A new update was released. It includes the following fixes and updates:

- Added achievements;
- added the mod settings;
- added new phrases;
- added Czech localization;
- added some small graphics improvements;

- updated weapon models;
- updated sounds;
- updated raider models;
- updated the design of some places on maps;
- updated maps optimization;

- fixed some small bugs;
- fixed the sniper bug;
- fixed the ironsight system;
- fixed a bug regarding physics on the river;
- fixed "glowing" particles of leaves.

Also, we recently published the soundtrack on Steam, so you can download it now

Thank you for your support, and have fun!
Hello Neighbor 2 - irris_place
Hey Hey investigative journalists!

Grab your stealthy shoes and get ready to sneak into Raven Brooks once again because we’re getting an update for Hello Neighbor 2 today! Patch 8 is here, and it comes with a bag full of new goodies such as improvements to the Neighbor house, art improvements, and pretty animations, upgrades of the controller, and various fixes.

Before jumping into the Update, we want to thank you, our community, for your feedback, which can’t be overestimated. We hear you and appreciate that you share your thoughts with us.

What has been improved

🔧Mr. Peterson did some house renovation(?)

Get ready to explore the updated second floor of Mr. Peterson's house, complete with new hiding spots and sneaky shortcuts that will make it easier to navigate and avoid his watchful eye 👁️



We also recommend checking out this somewhat questionable bed 🛏️



Get ready to bounce in style ☂️

Our art team has prepared new animations for all the trampolines in the game. And those umbrellas in the bakery? Let's say they've gotten a serious makeover.



Playing for the first time? Upgraded tooltips will come in handy! 📌



Get a smoother gaming experience with UX controller update ✨

Full Patch Notes

Hello Neighbor 2 - Version v1.2.5.5 Update

Improvements
  • Mr. Peterson reorganized the second floor of his house. Check out new hiding spots and sneaky shortcuts
  • Trampolines got some love in this Update with art and animations upgrades
  • Tooltips have been updated
  • The controller has been upgraded
  • Cop animations are now fixed
  • The foliage has been optimized
  • The map landscape is fixed, and the grass is now fixed, too, no more tripping on uneven terrain!

Fixed issues & Other improvements:
  • Cloth materials have been optimized
  • NPCs will no longer go outside the residence while looking for Quentin
  • NPCs now have better vision and can see the player on the table and high surfaces
  • Donut box is no longer drowning in the countertop, and there's dough in the Bakery now!
  • Improved bakery exterior for platforming: more opportunities for parkour and trampoline umbrellas
  • A paper plane will no longer block your movement
  • Paint spots are now visible from afar
  • Paint decals are no longer colorless
  • Cop is no longer in a permanent state of surprise on the porch, he’s not ghosts, after all!
  • The ball under the treehouse is now passable
  • You won't get stuck jumping on street lamps anymore in 'Back to School' and 'Late Fees' DLC
  • LODs on the box on the roof of the Taxidermist's house are fixed
  • Textures of the fences are now fixed
  • The collision on the boulder in front of Quentin's office is now present
  • No more climbing on curtains and getting stuck there
  • The drone is no longer stuck after flying near any storage item, you can explore the game freely!
  • The landscape has been fixed
  • The painting material is fixed
  • Office stairs and terrace material is now fixed
  • Mayor’s outside decor is now solid
  • The camera monitor will no longer work after Quentin falls from the height
  • You’re now redirected to the correct place after selecting 'Load the last save' in the pause menu
  • The black corrupted texture on the stairs in 'Back to School' DLC is fixed
  • NPCs won't slide momentarily when you get detected from behind while they're playing search or hear animation
  • A bug that could cause the drone to become uncontrollable has been fixed
  • Cop no longer gets stuck
  • Librarian now has the sound of steps
  • Invert x/y setting works properly on cameras and drone
  • Hideout's book now has appropriate material
  • The sound of windows opening and closing is now fixed
  • The sounds of inserting the button in the player are now clear
  • Entering a closet now matches the sound with the action
  • Quest items now make a sound when you pick them up, not like a silent movie
  • Music and ambient are back in the cut scene in the Taxidermist's house
  • Animations and sound effects have been updated in Patch 8
  • A lamp in school no longer vanishes after loading savings
  • Drones can no longer pull levers using the drone hook like a magic trick in 'Late Fees' DLC
  • Items are now hidden when the player climbs
  • Toy rails are now optimized
  • The game no longer crashes after using a drone in a free chapter, unless you're really bad at piloting it
  • You can no longer use the camera display while on the loading screen
  • Streetlights now light up during the free chapter
  • The Neighbor now turns with proper animation
  • The game no longer crashes while navigating to the kitchen after completing the piano puzzle, unless you're too excited for dinner
  • Using color spray no longer results in white visual artifacts unless you're a big fan of abstract art
  • The game no longer crashes when AI is trying to catch Quentin in the closet
  • Cliff in front of the Hideout now has an appropriate collision

Feel free to join our Discord server! We've recently updated our forums to make submitting feedback easier than ever!

See you in Raven Brooks!

Till next time!
tinyIra, & Eerie Guest

Follow us on social media:

Be in the Know at https://www.HelloNeighbor2.com



May 4, 2023
Goose Goose Duck - herbert
We are releasing the Saint Goose, as well as updating the help screen. We understand that the game has a lot of nuance and different mechanics in the different maps. The information screen will now have other tabs where you can learn about the sabotages and the map mechanics.


The balance on the new map is currently in favor of the ducks. We’ve decided to release the Saint goose to help counteract that. The Saint Goose is immune to the effects of corruption, and thus they can walk over as much corruption as they want. They need to be careful to not be too obvious, or the high priest will shoot them.

Bug fixes

Optimizations
May 4, 2023
JDM: Japanese Drift Master - o.skladowska
Ossu!

Welcome to another devlog about our game Japanese Drift Master! Today we're incredibly excited to finally be able to show you some of our gameplay.

Last Friday you had the opportunity to join our live stream where we gave you a sneak preview of the upcoming game. We were very pleased with the response and positive comments from you. You asked a lot of questions during the stream, which we will try to answer soon!



Here's another sneak peek at the gameplay for those who missed the last stream!
Our driver Soell did his best to give you a taste of drifting in JDM.


We invite you to join our community on Discord, where you can ask us even more questions and remember to add Japanese Drift Master to your wishlist and follow on Steam to keep up to date with the latest news!

https://store.steampowered.com/app/1153410/Japanese_Drift_Master

Let’s Drift!
Gaming Factory




Elsword - GM Raiden KOG


3x EXP, 2x Drop Rate, and the best part, UNLIMITED STAMINA!! Enjoy that all day for our 12th Anniversary!

https://elsword.koggames.com/12th-anniversary-events/
Counterpact - Uwasatchi
Provided all is well with this update, this will be the final alpha update for Counterpact. Potential patches aside, the next update will mark the end of the alpha phase, bringing Counterpact into its beta phase! Thank you to everyone who has been part of the community so far. Do note that the Alpha Charm memento and Alpha emote will stop being given to new players at the start of the beta, and the Alpha Egg pet will be removed from the Development Gashapon at the start of the beta.

Balancing Adjustments:
  • Players are now immune to enemy damage and knockback after respawning; this immunity is lost after leaving their spawn area.
Bug Fixes:
  • Hypnotic Chain no longer appears as a Support weapon on the scoreboard.
  • Restarting demo playback no longer causes an extra chat window to appear.
  • Fixed an issue that prevented built-in localizations from being automatically loaded.
Miscellaneous:
  • The Experimentation Room has been added, allowing you to freely test items and game mechanics without reward or consequence of failure.
  • The "Enter" key can now be used to automatically select "Yes", "Confirm", or solitary "Close" options in popups.
  • The "Enter" key can now be used to purchase the currently selected item in the Shop, roll the currently selected Gashapon machine, or skip the animation of a Gashapon machine.
  • When not in a game or in the map editor and while there are no popups, pressing "Escape" will now instantly return to the main menu.
  • A "Restart" button has been added to the Gilded Spire in-game menu.
  • Descriptions now appear for each Shop category.
  • Players can now ignore other players' chat messages through the in-game menu.
  • A button has been added to the in-game menu to more easily allow players to vote to skip the current map.
  • When another player creates an Offer on your Post, the resulting popup notification will now let you immediately open the Post.
  • The following entities have been added to the map editor:
    • Conveyer belt (pushes players either left or right, but does not affect their actual speed)
    • Jump modifier (if a player jumps while standing in a jump modifier, their jump height will be affected)
    • No-slide area (players cannot slide down slopes while in these areas)
    • Damage area (players repeatedly take damage while in these areas)
  • When browsing the Shop or previewing Gashapon prizes, checkmarks are now displayed on items that you already own.
    • These checkmarks will be displayed regardless of rarity or other attributes.
  • Players can now view the inventory of another player by providing that player's Player ID.
  • An option has been added to the Account Management menu that will allow players to hide their inventory, preventing other players from viewing it.
  • An option has been added to manually switch languages.
  • An option has been added to display the current ammo as a small number below the player.
  • A ball can now be spawned by a game server administrator by typing  /ball  in the chat.

Some previously obtained items have also been marked as an Antique. Antique items have a slight sepia tone, giving them an appearance more reminiscent of an old photograph. This attribute will not be obtainable by any player input, and the likelihood of it being applied to any more items in the future is slim. The affected items are as follows:
  • Alternate weapons with the Exclusive rarity obtained before October 14, 2022
  • Exclusive playtester rewards obtained before October 14, 2022
  • Summer Solstice items obtained in 2022
  • Autumn Equinox items obtained in 2022
  • All instances of Quick Thinking obtained in 2023
Engineer Alpha - aaronworcester
I know it has been a little while since my last log and unfortunately that is because I didn't have much to say.

This week I have something to say and hopefully will every week for a while.

I have been figuring out what exactly is going into version 0.6. Unfortunately things have not worked out exactly as I had hoped with the whole world revamp. Things on that front are going to be scaled back some as I will not be able to make it the way I want in the present. Don't worry there will still be changes to the world just not as many as I had hoped.

As to what is happening instead I have decided to focus largely on usability and accessibility features to make the game better for everyone while also updating some old features that are in need of some work.

First up is the Creative Mode Character.

In 0.5 when you you start a game in creative mode your character is the same as in survival mode. However when you start playing the game checks if you are in creative mode and if so adjusts a number of values to their respective creative mode amounts. This is an acceptable solution to the problem but not ideal in my eyes.
In 0.6 when you start in creative mode, or load a creative mode save, you will now use a specific character for creative mode. The creative mode character is very similar to the survival mode one however it lacks many of the survival mode features like health, food, stats, and equipment. In exchange the creative character can toggle the ability to fly as well not requiring items to be in your inventory in order to use them (a slot on your action bar will work if it has a chosen item regardless of your inventory state). The creative engineer also has a one hundred meter interact and build range.


The creative engineer is the second of the 3 engineer types planned to be in the game and hopefully helps creative mode feel more like a sand box that you can freely test things out in without worry.
May 4, 2023
Hill Agency: PURITYdecay - Malory
Hello fellow Hill Agency investigators! We wanted to take a moment to express our gratitude to those of you who reported bugs. Your feedback has been great for us in identifying and resolving issues with the game! Thank you so much for your continued support!

We'd also like to give you an update on the latest game patch. While we regret to inform you it's been delayed, the good news is that it will be out next week! We're sorry for any inconvenience this may have caused and we appreciate your patience with our small team, who is working hard to ensure this new patch is worth the wait.
MegaFactory Titan - Q Switched Productions, LLC
This is so far the largest gameplay update to MegaFactory Titan! Major gameplay systems have changed significantly. Overall, expect the game to be much more challenging.

Note on older saves - They will work, but they will be missing some of the new features, and the old main missions will be gone. If you want to keep playing the old main missions track, you will need to play on the legacy-0.4.1.1 branch.

Note on mods - Some of them will be broken, specifically any mods that added factions. Recommend you unsubscribe from those mods if you are getting startup crashes.

Main Missions Reworked
The main missions track has been heavily reworked to always put pressure on you. While there is no timer involved, they all become much more difficult the longer you wait. Most of the mission dialogue has been rewritten. One of the later main missions involves a new antagonist faction.
Sandbox games do not have main missions at all now.
Older saves will not have main missions anymore. If you would like to continue playing the main mission on your old save, you will need to opt in to the legacy branch.

Crisis Engine
Major challenges are now controlled by a crisis engine, which inflicts a devastating event periodically. These include natural disasters such as meteor showers, multistorm events, or titanquakes, or human-driven disasters like Piracy Surges, Scavenger Surges, or Marauder Raids. The crises get worse as you progress through the game. There are now more tools to deal with the various issues, and you now get a warning when major issues are about to occur.
Market Factions will now try to sell you items based on the next pending crisis.
One player faction gets a bonus which helps them predict crises.
Crises don't occur on Sandbox. Older saves will not have a crisis engine.

Financial Overhaul
If you run out of money, you immediately lose the game.
There are no more rentals. Instead, you start with starting structures and vehicles, as well as starter packages of items you can choose.
If you run out of starter items, the market factions sell them at a high markup.
Now there is loan interest on your starting loan at the beginning of the game. The faster you pay it back, the less interest you have to pay.
Land is cheaper, but has a daily property tax. However, you can sell land after you're done using it.

Faction Changes
Factions now start the game already settled and active, rather than landing right after you start your factory. They send missions immediately.
Factions now remember what you've done for them. Factions have an opinion of you, which can increase or decrease based on your actions with them. Good relations can improve your trading margins with them, while bad relations will yield worse margins. Affected prices or sales include permits, loan installments, tribute, and anything bought or sold or delivered for missions. Some user factions now have bonuses with faction relations or can pay bribes to increase faction relations.
Faction simulation depth is increased, and factions with population spend more time and resources trying to keep their people fed and working. Your trade or combat with them can greatly affect their population dynamics now.
Certain missions that factions give you now have alternative solutions. For example, there are now different hab types you can sell them, each which give various bonuses depending on which kind you build. This allows you more control in shaping the kind of colonies the other factions create.
You can now also request a once-per-mission extension to mission time limits, but this will slightly reduce your relations.
Several player factions have new special abilities which alter faction relations.

Miniaturization and Maximization
Available at game start, there are now a number of options for more condensed factory layouts. Mini Factories and Mini Smelters allow you to cram more together, at the cost of reduced production speed. There are also now mini storages, small solar farms, a mini excavator, and two smaller cargo transport types as well.
On the other hand, you can now build Mega Factories and Mega Smelters, which take up much more space, but consume less power and produce less pollution.

Expanded Power Options
Available at game start, your power options are now many. There are now four types of wind turbines: Vertical, Helical, Spiral, and Ducted. Each type has unique advantages, and each type also performs best in certain terrains. There is also the Small Solar Farm option too. And you can now build Reinforced Power Lines, which are expensive, but are unattractive targets for Scavengers, and strong against storms. Finally, all wind turbines and the default power line can now be built offshore at no extra cost.

Expanded Combat Options
There are many new combat vehicles and turrets. The Armored Gun Rover functions similar to the Gun Rover, just with heavier armor, more ammo space, and slightly slower. Then there is the Technical, a Cargo Truck refit to carry a Rocket Pod. Cheap and expendable, but packs a hefty amount of damage.
Gun Rovers and Gun Turrets can now only target ground vehicles. As a result, there is now the Anti-aircraft vehicle and Anti-aircraft turret, both of which target only aircraft.
There is also a Meteor Defense Turret, which is a turret which can only target meteors.

Vehicle Storage, Deployment, and Relocation
Vehicles can now be stored just like Structures. Now, when you build them with a Garage or Hangar, they start stored. You can deploy them from storage anywhere within your territory, and can store them at any time if they're on your territory. This allows instant relocation of vehicles within your territory, as long as they're not carrying anything.

More Upgraders and Science
The Supercomputer is an upgrader for Research Labs. It improves research speed, and it replaces the Supercomputing Optimization technology.
The new Optimizer structure is a late game upgrader for improving production speed.
The Mass Damper structure is an early game upgrader for reducing storm and Titanquake damage.
There are now four new techs related to reducing storm and Titanquake damage.

Auto-Demolish
Demolitioner units now have an option to auto-demolish, which will have them search for new targets to break down whenever they're done with their current work.
There's another option which has them discard the resources they would usually recover. Useful if you want to just clear out an area of ruins as fast as possible.
Last, Building Breakers are partially resistant to land mines now. Makes them useful for clearing mine fields, but it also means enemy Building Breakers are tougher to deal with.

Quality of Life
There is now a quick description for every vehicle and structure in Infolinks and when placing them. Lets you get an idea of what everything does at a glance.
Factions also now have a quick description in the new game screen and in Infolinks.
Augmentations are much easier to work with. No need to move close to structures to work with them. You can install them from anywhere, and also can always uninstall them to your headquarters.
Almost all of your destroyed structures (like Factories, Smelters, etc.) will leave behind ruins now for easy rebuilding, assuming you have a copy stored.
More animations and graphical improvements for vehicles. Cargo and mining vehicles now show what they are carrying at a glance. Most AI structures, including most AI bases and trading posts, show their contents at a glance as well.
Factions never interrupt you except for only the most critical messages. All other messages (like mission failure or success messages) will appear as calls in the top right that you can dismiss if you'd like.
You can wishlist a few plot of land at a time, which prevents allied and neutral factions from settling there. One of the factions has a special ability which gives it a larger wishlist.
The Prefabricator has too many build options late game, so it has been split into two - itself and the Assembler - and the recipes divided between the two, to make using each more manageable.

And More!
Tons more small gameplay changes, tweaks, and fixes, too many to note.



Full Changelist
0.5.0.0 (5/4/2023)
Gameplay
- Main missions have been reworked almost entirely except for the starter loan. Missions will get harder the longer you wait to do them. One of the main missions in mid game includes a new antagonist faction. Sandbox will not have main missions, nor will older saves now.
- Crisis Engine - New crises happen periodically, and based on how well you are doing. Crises include multi-storm events, titanquakes, meteor showers, pirate surges, scavenger surges, and marauder raids of various flavors. You will get warnings whenever a crisis is about to occur, to give you time to prepare. Disasters will now never happen outside of a designated Crisis.
- If you run out of money, you immediately lose the game. You will get warnings any time you come close to this. Does not apply to sandbox mode.
- Rent is no more. You start with a fixed number of starting structures and vehicles, and when you're out, you're out. Only maintenance costs to worry about. Note: older saves are simply given all of the starting structures and vehicles since they no longer can be rented.
- You get starter packages that allow you to choose from a variety of necessary structures from at the beginning of the game.
- The Primary Loan at game start now has daily interest, which scales with installments paid off.
- Land is much cheaper, but now you have to pay property taxes on land you own.
- Land can be sold if you've removed all of your structures from it.
- Land Wishlisting - You can wishlist a few plot of land at a time, which prevents allied or neutral factions from buying that land.
- Early Game Miniaturization Options - Mini Smelter, Mini Factory, Light Cargo Truck, Mini Excavator, Cargo Rover, Mini Storehouse, Small Solar Farm, all designed for compact factory design, available from game start.
- Early Game Maximization - Mega Smelter and Mega Factory structures, both of which take up more land, but operate more efficiently, available at game start.
- New Early Game Power Options - Ducted Wind Turbine, Helical Wind Turbine, Spiral Wind Turbine, Small Solar Farm, Reinforced Power Lines. Additionally, the default Power Line and all Wind Turbines can now be built offshore at no additional cost.
- Different wind turbines gain different bonuses depending on the terrain.
- Assembler - Split the Prefabricator into two structures. Prefabricator is for large structures, Assembler is for making smaller, repeatable structures. This makes it much easier to search through structures to build with the Prefabricator in the late game. This may require you to make a few tweaks to your old save, but nothing major (just replace some Prefabricators with Assemblers).
- Supercomputer - Replaces Supercomputing Optimization standalone technology. It is an upgrader structure which increases research speed of labs, as well as unlocking the last part of the tech tree (as before).
- Optimizer - A late game upgrader structure for improved production speed.
- New sell-only structures - Habitat split into variants of Makeshift Habitat, Luxury Habitat, and Underground Habitat. Skyscraper split into variants of Luxury Skyscraper and Dense Skyscraper. Far has been split into Traditional Farm and Hydroponic Farm.
- New combat units - Armored Gun Rover, Technical, Anti-aircraft Vehicle, Anti-aircraft Turret.
- Gun rovers and gun turrets can't target air vehicles now. You need more anti-aircraft units for that.
- Meteor Defense Turret - Turret which can only target meteors, but it's the only unit which can destroy them.
- Mass Damper - New structure which upgrades adjacent structures to be highly resistant to storm and Titanquake damage.
- Auto-demolish Mode. When enabled, your demolition vehicles will automatically search for nearby neutral structures to destroy.
- Demolitioner Discard Mode - Demolition vehicles have a new mode which allows them to discard resources they would've gained from demolition. Useful if you're simply interested in just cleaning up ruins.
- Building Breakers are now somewhat resistant to Land Mines, making them ideal for clearing out mine fields. This also means enemy Scavengers are harder to destroy with Land Mines.
- Vehicle Storage and Deployment - You can now store vehicles the same way structures are stored. Then you can deploy them anywhere in your territory. This allows instant vehicle relocation within your territory, as long as they are carrying no items. This also lets you avoid paying maintenance costs on your vehicles that are currently not in use. When they are produced by your factory, they start stored rather than starting right next to the building that produced it.
- There are four new standalone technologies for reducing the damage from storms or Titanquakes.
- Augmentations are much easier to work with. You can now install them from anywhere, and you can always drop them off at your headquarters. No need to drive up close to buildings to get them to work.
- Resource generation: Fewer clusters of multiple resource veins.
- Tweaked a number of vehicle attributes. Reduced some vehicle speeds.
- Overpasses and lake bridges are much cheaper and multiple are produced at a time.
- Vehicle and structure damage is now auto-repaired when maintenance costs are paid.
- Almost all of your destroyed structures leave behind ruins now for easy rebuilding.
- Explosions and other area of effect damagers have a smoother damage falloff curve.
- Most Faction Abilities have been reworked - Some abilities removed, some added. New special abilities:
- The Orbital Exchange can bribe factions to increase their relations.
- Dawn Seekers' positive relations last much longer than usual.
- Red Citadel can wishlist many more plots of land at a time than usual.
- Novametrics gets additional warning time before crises strike.
AI
- Factions exist before you even start the game now. They won't land next to you because they're already there. This also means most factions will be far away from each other.
- Factions have a relation to you, which can increase or decrease based on your actions with them. Good relations can improve your trading margins with them, while bad relations will yield harsher margins. Affected prices include permits, loan installments, and all resources, units, or structures bought or sold (including for missions).
- Faction population simulation much more granular. AI Factions will now carefully distribute their resources amongst their population, and their growth is more heavily affected by trade with you.
- Faction missions have shorter deadlines. You can request a once per mission time extension, though this will reduce your relations slightly.
- Trade Requests now sometimes have alternatives you can build/trade, rather than a single option that you must do.
- Missions expire on Normal difficulty now. First few missions won't expire though.
- Conflux Market sends you ads for items that can help you with the upcoming crisis.
- Conflux Market now has a rotating inventory of starter structures and vehicles you can buy.
- Pirates and scavengers now gain vehicles when a crisis linked to them occurs, such as with a piracy surge. They will remain in effect after the crisis if you don't deal with them.
- Pirates and scavengers are smarter about what they target, and better at judging risk/reward.
- Pirates and scavengers will quietly abandon their old base and start a new one if they suspect you're on to them, or suspect you've laid a trap around their base.
- Marauder AI is now more aggressive.
- Tribute payments for a faction scale with the number of prior crises linked to that faction.
- Improved squatter population dynamics.
Graphics
- All transport vehicles now visibly carry the goods they have in their inventory. Same with mining vehicles and building breakers.
- Most AI structures visibly show what goods they have.
- Tracked vehicles now animate their tractor treads. Wheeled vehicles now animate their wheels.
- Caches now show what goods are inside it.
- Updated/improved a number of models.
- Improved build placement guide visuals.
- Subtle UI animation visuals added.
- Removed clouds.
- Improved dust FX for vehicles.
- Improved meteor shower FX.
- Building fans spin slower, but don't turn off, when not working.
- Powerlines spark when first attached. Producers spark when first starting work. Consumers and generators spark periodically when using/generating power.
- Added spark FX for vehicles with fuel augmentation.
- Added rocket FX for Cargo Speeder.
- Added sparkle FX to ruins which can be gathered by rovers.
- Explosions produce smoke as well now.
- Improved texture resolution of all structures and units.
- Improved terrain textures to be less sharp and jaggedy.
UI
- Quick Descriptions - Every structure or vehicle now has, in infolinks or when placing them, a quick description that tells you what it does and how to use it. All factions (player or npc) all have descriptions now too.
- Better errors reported when placing vehicles.
- 'Duplicate structure' and 'Upgrade Tube' options added to dropdown and 'more options' menu.
- Storing or destroying vehicles sends their items and augmentations to your headquarters, and will also warn you before doing so.
- Damage amount is displayed in vehicles and structure UI.
- Action modes reorganized somewhat.
- Call UI has been significantly reworked.
- Call UI zoom to button moved into dialogue options.
- Call UI now shows faction relations.
- Call UI is modal, and pauses the game anytime it comes up.
- Store UI has relevant relations and trade bonus info now.
- UI scrolling animation added in certain places.
- Factions never interrupt you. All their messages will begin calls in the top right, as with their mission messages, and can be dismissed at will.
- The only interrupt calls you will ever get are the very first message, and warnings when you are about to be bankrupt.
- Vehicles warn you when they can't reach a destination.
- Wind View shows the direction the wind is moving in.
- Wind View shows terrain bonuses for various wind turbine types.
- If you place a tube on the edge of a building, it will correct it for you rather than throwing an error.
- Silhouetted ui of structures and vehicles show up in the actions menu and in the producer UI of things you haven't researched yet.
- Missions UI on top right has better organized actions in a quick drop down.
- Can locate where an item is in the bottom action menu through infolinks now.
Other
- Tons of strings updated.
- Updated squatters icon.
- Bug fix - Pirate factions fleeing your territory randomly.
- Bug fix - Call messages sometimes not showing up.
- Bug fix - Fixed some selection and UI colors being incorrect.
- Bug fix - Tribute payments being way too high.
- Bug fix - Rare double-payment of upkeep payments happening.
- Bug fix - Vehicle tracker showing incorrect names.
- Bug fix - Ambient audio not updating fast enough to keep up with camera movements and events.
- Bug fix - Overhead icon for miners not appearing.
- Bug fix - Settlers/Feds AI would stop working on things and hibernate.
- Bug fix - Fixed AI patrols not working.
- Bug fix - Hover tooltip missing for wind/solar when placing power generators.
- Bug fix - Multiple of the same requested structures in prefabricator UI fixed.
- Bug fix - AI factions not buying land in the right spots.
- Bug fix - Your trucks not going on missions sometimes.
- Vulkan Memory improvements - Greatly reduced startup GPU memory usage. Fixes many out of memory crashes when loading the game, and corruption such as icons not appearing when running Vulkan.
- Vulkan Memory Improvements - Setting Terrain Quality now to 'Low' (and reloading the save file) can vastly improve GPU memory usage now. Fixes memory crashes when loading large save files, or crashes when exploring too much.
- Crash fix - Crash on relocating/building certain tubes and walls.
- Crash fix - Starting a game without selecting a difficulty.
- Several other smaller crash fixes.
May 4, 2023
DarkStory Online - YoshiGirl


Map change(s):

Lich's Lair map name has been replaced to Necromancer Lair
Cemetery map name has been replaced to Cemetery Cave
Specter Zone map name has been replaced to Spectral Cave

Mastery Shop:
  • Added new monthly reward
  • Added new menu to forge mounts:

    ○ Silver Dog (Uses the monthly reward ticket)
    This new mount is the first one mount with a Class A, that means it have one empty enhancement slot for upgrade purposes


Added speed bonus for players who are less than level 10



Fixed several client and server-side issues
The right-click panel will not hide when click outside buttons.
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